Proceedings of the Sixth Nordic Conference on Human-Computer Interaction
NordiCHI 2010 Extending boundaries
16-20 October, 2010, Reykjavik, Iceland
NordiCHI 2010 Extending boundaries Proceedings of the 6th Nordic Conference on Human-Computer Interaction, Reykjavik, Iceland, October 16–20, 2010 Editors Ann Blandford, Jan Gulliksen Ebba Thora Hvannberg, Marta Kristin Larusdottir Effie L-C Law, Hannes Hogni Vilhjalmsson
In cooperation with ACM SIGCHI www.nordichi.org
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Proceedings: NordiCHI 2010, October 16–20, 2010
Preface This volume contains the proceedings of the 6th NordiCHI conference on Human-Computer Interaction. NordiCHI is the main forum for human-computer interaction research in the Nordic countries. The first five NordiCHI conferences were held in Stockholm (2000), Aarhus (2002), Tampere (2004), Oslo (2006) and Lund (2008). This year’s conference, held on October 16-20 in Reykjavik, is hosted by Reykjavik University and the University of Iceland. The theme of the conference is Extending Boundaries. Understanding, respecting, crossing and expanding boundaries is a part of our daily lives. Boundaries underpin not only geographical and cultural differences between countries, but also differences between sectors and scientific disciplines. Understanding boundaries is an integral part of human computer interaction. It is a part of understanding how people behave and what they value, of designing technologies, of learning how people express their needs, intentions and feelings, of designing HCI technologies and of evaluating them. Selecting Extending boundaries as the theme of NordiCHI 2010, organizers want to encourage contributors and participants to consider HCI’s boundaries, staying within them, or to think beyond them to address grand challenges. The call for participation created an excellent response and we are happy to offer a high-quality programme. The programme combines five different categories of submissions: full papers, short papers, design cases, industrial experience presentations and interactive demonstrations. The industrial experience presentation category follows the initiative from NordiCHI 2006 and the design case category follows the initiative from NordiCHI 2008. This year, 218 full papers were submitted, of which 60 were accepted for presentation at the conference. A further 188 short papers, 5 design cases and 3 interactive demos were submitted. The acceptance rate for full papers was 28% and 31% for short papers. The submitted papers represent 31 countries, with the accepted ones representing 22. All papers were reviewed by at least three independent reviewers; most had four reviews. All papers were discussed at the Programme Committee meeting; those for which reviewers were unanimous in their recommendations were accepted or rejected in accordance with those recommendations. Where there were divergent views amongst reviewers, the substantive details of the reviews were discussed in order to reach a decision; in a few cases, a further review of a paper was commissioned to ensure that decisions were based on the best information possible. We are grateful to all reviewers, the vast majority of whom delivered high quality reviews in a timely way. We are also grateful to the PC members who gave their time to attend the meeting and contributed constructively to the decision making process. Furthermore we would like to thank the organizing committee for their great work. In particular, we want to thank Margret Dora Ragnarsdottir for all her organizing and public relation work. Last but not least, we thank our cooperating and sponsoring organizations for their support: NordiCHI past chairs, ACM, and our main sponsor Nokia. You are very welcome to NordiCHI 2010 Ann Blandford, Jan Gulliksen, Ebba Thora Hvannberg, Marta Kristin Larusdottir, Effie L-C Law and Hannes Hogni Vilhjalmsson
Proceedings: NordiCHI 2010, October 16–20, 2010
Sponsors
Proceedings: NordiCHI 2010, October 16–20, 2010
Organizing Committee
General chairs: Program chairs:
Ebba Þóra Hvannberg, University of Iceland, Iceland Marta Kristín Lárusdóttir, Reykjavik University, Iceland Ann Blandford, University College London Jan Gulliksen, Royal Institute of Technology, Sweden
Short paper & poster chairs:
Effie Law, University of Leicester, UK/ ETH Zürich, Switzerland Hannes Högni Vilhjálmsson, Reykjavik University, Iceland
Doctoral consortium chairs:
Ann Lantz, Royal Institute of Technology, Sweden Dag Svanæs, Norwegian University of Science and Technology, Norway Kaisa Väänänen-Vainio-Mattila, Tampere University of Technology and Nokia Research Center, Finland
Workshops chairs: Tutorials chair: Public relations chair:
Klaus Marius Hansen, University of Iceland, Iceland Kasper Hornbæk, Copenhagen University, Denmark Janet Read, University of Central Lancashire, UK Margrét Dóra Ragnarsdóttir, Síminn, Iceland
Interactive experience and design cases chairs:
Arnold P.O.S. Vermeeren, Delft University of Technology, The Netherlands Gunnar Grímsson, Web design consultant, Iceland Sigríður Sigurjónsdóttir, Iceland Academy of the Arts, Iceland
Industrial and Government Experience chairs:
Margrét Dóra Ragnarsdóttir, Síminn, Iceland Áslaug María Friðriksdóttir, SJÁ ehf., Iceland Birna Íris Jónsdóttir, Betware Gautam Ghosh, Norwegian Tax Authority, Norway Sigrún Eva Ármannsdóttir, Skýrr, Iceland
Sponsor chairs
Marta Kristín Lárusdóttir, Reykjavik University, Iceland Ebba Þóra Hvannberg, University of Iceland, Iceland
Student volunteer chair
Martha Dís Brandt, Reykjavik University, Iceland
Local arrangements
Inga Sólnes, Gestamóttakan, Your Host in Iceland
Proceedings: NordiCHI 2010, October 16–20, 2010
Programme Committee for Full and Short Papers Silvia Abrahao, Universidad Politecnica de Valencia, Spain
Steinar Kristoffersen, Østfold Regional College, Norway
Liam Bannon, University of Limerick, Ireland
Kari, Kuutti, University of Oulu, Finland
Olav Bertelsen, Aarhus University, Denmark
Ann Lantz, KTH Royal Institute of Technology, Sweden
Staffan Björk, Chalmers University of Technology, Sweden
Effie L-C Law, ETH Zurich / University of Leicester, United Kingdom
Ann Blandford, University College London, United Kingdom
Marta Kristín Lárusdóttir, Reykjavik University, Iceland
Tone Bratteteig, University of Oslo, Norway
Scott MacKenzie, York University, Canada
Susanne Bødker, Aarhus University, Denmark
Lone Malmborg, IT University of Copenhagen, Denmark
Torkil Clemmensen, Copenhagen Business School, Denmark
Andrew Morrison, University of Oslo, Norway
Gilbert Cockton, School of Design, Northumbria University, United Kingdom
Erik G. Nilsson, SINTEF, Norway
Anders Mørch, University of Oslo, Norway
Håkan Eftring, Lund University, Sweden
Margrét Dóra Ragnarsdóttir, Síminn / University of Iceland, Iceland
Morten Fjeld, Chalmers University of Technology, Sweden
Roope Raisamo, University of Tampere, Finland
Gautam Ghosh, Norwegian Tax Authority, Norway
Kari-Jouko Räihä, University of Tampere, Finland
Jan Gulliksen,KTH Royal Institute of Technology, Sweden
Janet Read, University of Central Lancashire, United Kingdom
Agneta Gulz, Lund University / Linköping University, Sweden
Virpi Roto, Nokia Research Center, Finland
Klaus Marius Hansen, University of Iceland, Iceland
Frode Eika Sandnes, Oslo University College, Norway
Michael Herczeg, University of Luebeck, IMIS, Germany
Jan Stage, Aalborg University, Denmark
Jo Herstad, University of Oslo, Norway
Erik Stolterman, Indiana University, USA
Morten Hertzum, Roskilde University, Denmark Kasper Hornbaek, University of Copenhagen, Denmark
Dag Svanæs, Norwegian University of Science and Technology, Norway
Ebba Thora Hvannberg, University of Iceland, Iceland
Loren Terveen, University of Minnesota, USA
Kristina Höök, Mobile Life @ Stockholm University, Sweden
Konrad Tollmar, KTH Royal Institute of Technology, Sweden
Giulio Jacucci, Aalto University, Finland
Kaisa Väänänen-Vainio-Mattila, Tampere University of Technology / Nokia Research Center, Finland
Lars-Erik Janlert, Umeå University, Sweden Victor Kaptelinin, Umeå University, Sweden Jofish Kaye, Nokia, USA
Arnold P.O.S. Vermeeren, Delft University of Technology, The Netherlands Hannes Högni Vilhjálmsson, Reykjavik University, Iceland
Proceedings: NordiCHI 2010, October 16–20, 2010
Additional Reviewers of Full and Short Papers Sisira Adikari, University of Canberra, Australia Abdullah Al Mahmud, Eindhoven University of Technology (TU/e), The Netherlands
Henry BL Duh, National University of Singapore, Singapore Mark Dunlop, University of Strathclyde, United Kingdom
Daniela Andrei, Romania
Helen Edwards, University of Sunderland, United Kingdom
Jenni Anttonen, University of Tampere, Finland
Magy Seif El-Nasr, Simon Fraser University, Canada
Carmelo Ardito, University of Bari, Italy
Asbjorn Folstad, SINTEF, Norway
Henrik Artman, KTH Royal Institute of Technology, Sweden
Tim French, University of Bedfordshire, United Kingdom
Pelin Atasoy, The Netherlands
David Geerts, K.U.Leuven, Belgium
Simon Attfield, Middlesex University, United Kingdom
Jens Gerken, University of Konstanz, Germany
Nikos Avouris, University of Patras, Greece
Marco Gillies, University of London, United Kingdom
Cedric Bach, University of Toulouse, France
Peter Gorny, Uni Oldenburg, Germany
Olle Bälter, KTH Royal Institute of Technology, Sweden
Solza Grceva, FON University, Republic of Macedonia
Regina Bernhaupt, University Salzburg, Austria
Anders Green, KTH Royal Institute of Technology, Sweden
Nigel Bevan, Professional Usability Services, United Kingdom
Erik Grönvall, Aarhus University Denmark
Franca Garzotto, Politecnico di Milano, Italy
Timothy Bickmore, Northeastern University, USA
Nils-Erik Gustafsson, KTH Royal Institute of Technology, Sweden
Mark Bilandzic, Queensland University of Technology, Australia
Simen Hagen, Oslo University College, Norway
Amy Bruckman, Georgia Institute of Technology, USA Anders Bruun, Aalborg University, Denmark Hrönn Brynjarsdóttir, Cornell University, USA Asa Cajander, Uppsala University, Sweden Georgios Christou, European University Cyprus, Cyprus Dan Cosley, Cornell University, USA Teresa C-Pargman, Stockholm University, Sweden Stefan Cronholm, Linköping University, Sweden Alma Leora Culén, University of Oslo, Norway Sergio Roberto da Silva, Universidade Estadual de Maringá, Brazil Alexander De Luca, University of Munich, Germany
Göran Hagert, Malmö University, Sweden Tabin Hasan, University of Trento, Italy Per-Olof Hedvall, Lund University, Sweden Ingi Helgason, Napier University, United Kingdom Bo Helgeson, Blekinge Institute of Technology, Sweden Niels Henze, University of Oldenburg, Germany Tobias Hesselmann, OFFIS, Germany Wilko Heuten, OFFIS, Germany Clint Heyer, ABB AB, Corporate Research, Norway Dirk Heylen, University of Twente, The Netherlands Rune Thaarup Hoeegh, Aalborg University, Danmark Harald Holone, Högskolen i Östfold, Norway Jettie Hoonhout, Philips, The Netherlands
Proceedings: NordiCHI 2010, October 16–20, 2010
Netta Iivari, Oulu University, Finland
Stacy Marsella, University of Southern California, USA
Emilio Insfran, Universidad Politecnica de Valencia, Spain
Stefan Marti, Samsung, USA
Poika Isokoski, University of Tampere, Finland
Maristella Matera, Politecnico di Milano, Italy
Mattias Jacobsson, Swedish Institute of Computer Science, Sweden
Emanuela Mazzone, University of Central Lancashire, United Kingdom
Mikkel R. Jakobsen, Copenhagen University, Denmark
Tom McEwan, Edinburgh Napier University, United Kingdom
Anders Jansson, Uppsala University, Sweden Janne Jul Jensen, Aalborg University, Denmark Anne Kaikkonen, Nokia, Finland Karrie Karahalios, University of Illinois, USA
Martin Mihajlov, Faculty of Economics - Skopje, Republic of Macedonia Tonja Molin-Juustila, Oulu University, Finland
Amela Karahasanovic, SINTEF, Norway
Francisco Montero, University of Castilla-La Mancha, Spain
Kristiina Karvonen, Aalto University, Finland
Camille Moussette, Umeå Institute of Design, Sweden
Jinsook Kim, Jacksonville State University, USA
Christina Mörtberg, University of Oslo, Norway
Clemens Nylandsted Klokmose, Aarhus University, Denmark
Stina Nylander, Swedish Institute of Computer Science, Sweden
Anders Kluge, University of Oslo, Norway
Marianna Obrist, University of Salzburg, Austria
Tomoko Koda, Osaka Institute of Technology, Japan
Lars Oestreicher, Uppsala University, Sweden
Andreas Komninos, Glasgow Caledonian University, United Kingdom
Alex Olwal, KTH, Sweden
Liisa Kuparinen, University of Jyväskylä, Finland
Benoît Otjacques, Centre de Recherche Public - Gabriel Lippmann, Luxemburg
Jarmo Laaksolahti, Swedish Institute of Computer Science, Sweden
Saila Ovaska, University of Tampere, Finland
Rosa Lanzilotti, Universita di Bari, Italy
Jacob Palme, Stockholm University / KTH Royal Institute of Technology, Sweden
Astrid Twenebowa Larssen, Ashesi University College, Ghana
Ignacio Panach, Technical University of Valencia, Spain
Pierre Leclercq, University of Liege, Belgium Henry Lieberman, MIT Media Laboratory, USA
Fabio Paterno, ISTI, Italy Thomas Pederson, IT University of Copenhagen, Denmark
Sara Ljungblad, Stockholm University, Sweden
Samuli Pekkola, Tampere University of Technology, Finland
Andres Lucero, Nokia, Finland
Mark Perry, Brunel University, United Kingdom
Martin Ludvigsen, Aarhus School of Architecture, Denmark
John Sören Pettersson, Karlstad University, Sweden
Sigrun Lurås, DNV, Norway
Greg Phillips, Royal Military College of Canada, Canada
Charlotte Magnusson, Lund University, Sweden
Martin Pielot, OFFIS, Germany
Päivi Majaranta, University of Tampere, Finland
Proceedings: NordiCHI 2010, October 16–20, 2010
Volkmar Pipek, IISI - International Institute for SocioInformatics, Germany
Anna-Liisa Syrjänen, Oulu University, Finland
Costin Pribeanu, ICI Bucharest, Romania
Jakob Tholander, Mobile Life, Stockholm University, Sweden
Taina Rajanti, University of Art and Design, Finland
Manfred Tscheligi, University of Salzburg, Austria
Tim Regan, Microsoft Research, United Kingdom
Brygg Ullmer, Louisiana State University, USA
Hayley Davison Reynolds, MIT, USA
Anna Vallgårda, Swedish School of Textiles, Sweden
Rosamelia Ribeiro, Universidade Federal de Goiás, Brazil
Jan Van den Bergh, University of Hasselt, Belgium
Mikko Rissanen, ABB AB, Corporate Research, Sweden
Konstantina Vassilopoulou, Harokopio University, Greece
Armanda Rodrigues, Universidade Nova de Lisboa, Portugal
Olli Vilkki, Laurea University of Applied Sciences, Finland
Mattias Rost, Swedish Institute of Computer Science, Sweden
Chris Vincent, University College London, United Kingdom Mattias Wallergård, Lund University, Sweden
Fredrik Rutz, Stockholm University, Sweden
Alexandra Weilenmann, Göteborg University, Sweden
Antti Salovaara, Aalto University, Finland
Håvard Wiik, Bouvet, Norway
Carmen Santoro, ISTI, Italy
Marco Winckler, University Paul Sabatier, France
Corina Sas, Lancaster University, United Kingdom
Yan Xu, Georgia Institute of Technology, USA
Martin Schmettow, University of Twente, The Netherlands
Jim Youll, RocketSync, USA
Tomas Sokoler, IT University of Copenhagen, Denmark
John Zimmerman, Carnegie Mellon University, USA
William, Soukoreff, University of Toronto, Canada
Tihomir Zoranovic, University of Novi Sad, Serbia
Mark Springett, Middlesex University, United Kingdom
Valdís Þorsteinsdóttir, Vinnuvernd ehf, Iceland
Chris Stary, Johannes Kepler University Linz, Austria
Rikke Ørngreen, Aarhus University, Denmark
Petra Sundström, Stockholm University, Sweden
Proceedings: NordiCHI 2010, October 16–20, 2010
Reviewers of Design Cases Mathilde Bekker, , Eindhoven University of Technology, The Netherlands
Sigríður Sigurjónsdóttir, Iceland Academy of the Arts, Iceland
Gunnar Grímsson, Skuggaþing, Iceland
Arnold P.O.S. Vermeeren, Delft University of Technology, The Netherlands
Marc Hassenzahl, Folkwang University of the Arts, Germany
Reviewers of Industrial Experinece Reports Sigrún Eva Ármannsdóttir, Skýrr, Iceland
Birna Íris Jónsdóttir, Betware, Iceland
Áslaug María Friðriksdóttir, SJÁ ehf., Iceland
Margrét Dóra Ragnarsdóttir, Síminn, Iceland
Gautam Ghosh, Norwegian Tax Authority, Norway
Table of Contents
Proceedings: NordiCHI 2010, October 16–20, 2010
Keynote Speakers Tone Bratteteig Changing Boundaries of Design and Use...................................................................................................................................... 1
Ari Kristinn Jónsson Developing Interactive Artificial Intelligence Software for NASA Mission Control.................................................................... 1
David Merrill The New Era of Physical/Digital Play........................................................................................................................................... 2
Full Papers Let’s All Get Up and Walk to the North Pole: Design and Evaluation of a Mobile Wellness Application Aino Ahtinen, Pertti Huuskonen and Jonna Häkkilä..................................................................................................................... 3
Location-based Crowdsourcing: Extending Crowdsourcing to the Real World Florian Alt, Alireza Sahami Shirazi, Albrecht Schmidt, Urs Kramer and Zahid Nawaz............................................................. 13
Analysis of Precedent Designs: Competitive Analysis Meets Genre Analysis Mattias Arvola, Jonas Lundberg and Stefan Holmlid.................................................................................................................. 23
Exploring Distance Encodings with a Tactile Display to Convey Turn by Turn Information in Automobiles Amna Asif, Wilko Heuten and Susanne Boll............................................................................................................................... 32
Facilitating Continuity: Exploring the Role of Digital Technology in Physical Rehabilitation Naveen Bagalkot, Elena Nazzi and Tomas Sokoler..................................................................................................................... 42
4Photos: A Collaborative Photo Sharing Experience Martijn ten Bhömer, John Helmes, Kenton O’Hara and Elise van den Hoven........................................................................... 52
Two-Handed Input in a Standard Configuration of Notebook with External Mouse Florian Block and Hans Gellersen............................................................................................................................................... 62
Tenori-on Stage: YouTube as Performance Space Mark Blythe and Paul Cairns....................................................................................................................................................... 72
Training Software Developers in Usability Engineering: A Literature Review Anders Bruun............................................................................................................................................................................... 82
Design and Evaluation of Player Experience of a Location-Based Mobile Game Tara Carrigy, Katsiaryna Naliuka, Natasa Paterson and Mads Haahr......................................................................................... 92
Understanding the Everyday Use of Images on the Web Boon Chew, Jennifer Rode and Abigail Sellen.......................................................................................................................... 102
HCI & Sustainable Food Culture: A Design Framework for Engagement Jaz Hee-jeong Choi and Eli Blevis............................................................................................................................................ 112
Distributed Usability Evaluation: Enabling Large-scale Usability Evaluation with User-controlled Instrumentation Lars Christensen and Erik Frøkjær............................................................................................................................................ 118
A Study of Mobile Mood Awareness and Communication through MobiMood Karen Church, Eve Hoggan and Nuria Oliver........................................................................................................................... 128
Engaging Spect-actors with Multimodal Digital Puppetry Céline Coutrix, Giulio Jacucci, Anna Spagnolli, Lingyi Ma, Matti Helin, Gabriela Richard, Lorenza Parisi, Stefano Roveda and Prayag Narula........................................................................................................................................... 138
Proceedings: NordiCHI 2010, October 16–20, 2010
Table of Contents
Comparing User Interaction with Low and High Fidelity Prototypes of Tabletop Surfaces Jan Derboven, Dries De Roeck, Mathijs Verstraete, David Geerts, Jan Schneider Barnes and Kris Luyten............................ 148
Drop-and-Drag: Easier Drag&Drop on Large Touchscreen Displays Sebastian Döweling and Urs Glaubitt........................................................................................................................................ 158
Extending Boundaries with Meta-Design and Cultures of Participation Gerhard Fischer.......................................................................................................................................................................... 168
Wattsup?: Motivating Reductions in Domestic Energy Consumption Using Social Networks Derek Foster, Shaun Lawson, Mark Blythe and Paul Cairns..................................................................................................... 178
Empirical Investigation of Web Design Attributes Affecting Brand Perception Franca Garzotto, Davide Bolchini, Tao Yang and Fabio Sorce................................................................................................. 188
“Luckily, I don’t need it”: Elderly and the Use of Artifacts for Time Management Leonardo Giusti, Eleonora Mencarini and Massimo Zancanaro............................................................................................... 198
Studying Mobile Context-aware Social Services in the Wild Paul Holleis, Sebastian Boehm, Johan Koolwaaij and Matthias Wagner.................................................................................. 207
Negotiating Privacy Boundaries in Social Applications for Accessibility Mapping Harald Holone and Jo Herstad................................................................................................................................................... 217
Transferring Qualities from Horseback Riding to Design Kristina Höök............................................................................................................................................................................. 226
Controlling the Use of Collaboration Tools in Open Source Software Development Heli Ikonen, Netta Iivari and Henrik Hedberg........................................................................................................................... 236
Piles, Tabs and Overlaps in Navigation among Documents Mikkel Rønne Jakobsen and Kasper Hornbæk.......................................................................................................................... 246
Determining Usability Requirements into a Call-for-tenders. A Case Study on the Development of a Healthcare System Timo Jokela................................................................................................................................................................................ 256
Descriptive Quality of Experience for Mobile 3D Video Satu Jumisko-Pyykkö, Dominik Strohmeier, Timo Utriainen and Kristina Kunze................................................................... 266
Unobtrusively Controlling and Linking Information and Services in Smart Environments Bastian Kriesten, René Tünnermann, Christian Mertes and Thomas Hermann........................................................................ 276
Evaluating Multimodal Systems - A Comparison of Established Questionnaires and Interaction Parameters Christine Kühnel, Tilo Westermann, Benjamin Weiss and Sebastian Möller............................................................................ 286
Rise of the Expert Amateur: DIY Projects, Communities, and Cultures Stacey Kuznetsov and Eric Paulos............................................................................................................................................. 295
Do People Say What They Think: Social Conformity Behavior in Varying Degrees of Online Social Presence Lieve Laporte, Christof van Nimwegen and Alex J. Uyttendaele............................................................................................. 305
Using the Hybrid Simulation for Early User Evaluations of Pervasive Interactions Karin Leichtenstern, Elisabeth André and Matthias Rehm........................................................................................................ 315
XTag: Designing an Experience Capturing and Sharing Tool for Persons with Aphasia Abdullah Al Mahmud, Rikkert Gerits and Jean-Bernard Martens............................................................................................ 325
Pipet: A Design Concept Supporting Photo Sharing Bernt Meerbeek, Peter Bingley, Wil Rijnen and Elise van den Hoven...................................................................................... 335
Table of Contents
Proceedings: NordiCHI 2010, October 16–20, 2010
User Experience (UX) Patterns for Audio-Visual Networked Applications: Inspirations for Design Marianna Obrist, Daniela Wurhofer, Elke Beck, Amela Karahasanovic and Manfred Tscheligi.............................................. 343
Collective Interaction by Design - Collective Controllers for Social Navigation on Digital Photos Marianne Graves Petersen, Peter Gall Krogh, Morten Boye Mortensen, Thomas Møller Lassen and Ditte Hvas Mortensen..... 353
Privacy-Awareness Information for Web Forums: Results from an Empirical Study Stefanie Pötzsch, Peter Wolkerstorfer and Cornelia Graf.......................................................................................................... 363
Tactile Camera vs. Tangible Camera: Taking Advantage of Small Physical Artefacts to Navigate into Large Data Collection Mathieu Raynal, Guillaume Gauffre, Cédric Bach, Bénédicte Schmitt and Emmanuel Dubois............................................... 373
Five Design Challenges for Human Computation Stuart Reeves and Scott Sherwood............................................................................................................................................ 383
Designing for Crowds Stuart Reeves, Scott Sherwood and Barry Brown..................................................................................................................... 393
Mobile Interaction with Real-Time Geospatial Data by Pointing Through Transparent Earth Erika Reponen and Jaakko Keränen.......................................................................................................................................... 403
Lightweight Personal Sensemaking Tools for the Web Brendan Ryder and Terry Anderson........................................................................................................................................... 413
The Effect of Aesthetically Pleasing Composition on Visual Search Performance Carolyn Salimun, Helen C Purchase, David R Simmons and Stephen Brewster...................................................................... 422
HandsDown: Hand-contour-based User Identification for Interactive Surfaces Dominik Schmidt, Ming Ki Chong and Hans Gellersen........................................................................................................... 432
ExoBuilding - Breathing Life into Architecture Holger Schnädelbach, Kevin Glover and Ainojie Alexander Irune........................................................................................... 442
Sustainable Energy Practices at Work: Understanding the Role of Workers in Energy Conservation Tobias Schwartz, Matthias Betz, Leonardo Ramirez and Gunnar Stevens................................................................................ 452
Body-Centric Interaction Techniques for Very Large Wall Displays Garth Shoemaker, Takayuki Tsukitani, Yoshifumi Kitamura and Kellogg S. Booth................................................................. 463
From Product Concept to User Experience: Exploring UX Potentials at Early Product Stages Sandra Sproll, Matthias Peissner and Christina Sturm.............................................................................................................. 473
Electronic Resource Discovery Systems: From User Behaviour to Design Hanna Stelmaszewska, B.L. William Wong, Simon Attfield and Raymond Chen.................................................................... 483
Design Qualities for Whole Body Interaction - Learning from Golf, Skateboarding and BodyBugging Jakob Tholander and Carolina Johansson.................................................................................................................................. 493
A Case Study: The Impact of Using Location-Based Services with a Behaviour-Disordered Child Lisa Thomas, Pam Briggs and Linda Little............................................................................................................................... 503
Eyes-free Text Entry with Error Correction on Touchscreen Mobile Devices Hussain Tinwala and Ian Scott MacKenzie............................................................................................................................... 511
User Experience Evaluation Methods: Current State and Development Needs Arnold P.O.S. Vermeeren, Effie Lai-Chong Law, Virpi Roto, Marianna Obrist, Jettie Hoonhout and Kaisa Väänänen-Vainio-Mattila.......................................................................................................................................... 521
Family Storytelling for Grandparents and Grandchildren Living Apart René Vutborg, Jesper Kjeldskov, Sonja Pedell and Frank Vetere.............................................................................................. 531
Proceedings: NordiCHI 2010, October 16–20, 2010
Table of Contents
Supporting Cooperative Design through “Living” Artefacts Dhaval Vyas, Anton Nijholt and Gerrit van der Veer................................................................................................................. 541
Crowdsourcing Human-Based Computation Doug Wightman......................................................................................................................................................................... 551
Curve: Revisiting the Digital Desk Raphael Wimmer, Fabian Hennecke, Florian Schulz, Sebastian Boring, Andreas Butz and Heinrich Hußmann..................... 561
How to Stay in the Emotional Rollercoaster: Lessons Learnt from Designing EmRoll Farnaz Zangouei, Mohammad Ali Babazadeh Gashti, Kristina Höök, Tim Tijs, Gert-Jan de Vries and Joyce Westerink....... 571
Keep Talking: An Analysis of Participant Utterances Gathered Using Two Concurrent Think-aloud Methods Tingting Zhao and Sharon McDonald....................................................................................................................................... 581
Short Papers tacTiles - A Low-Cost Modular Tactile Sensing System for Floor Interactions Jan Anlauff, Tobias Grosshauser and Thomas Hermann........................................................................................................... 591
Interaction Design Qualities: Theory and Practice Mattias Arvola............................................................................................................................................................................ 595
Virtual Fashion and Avatar Design: A Survey of Consumers and Designers Jeffrey Bardzell, Tyler Pace and Jennifer Terrell....................................................................................................................... 599
Space-Multiplexed Input on Mouse-Extended Notebooks Florian Block and Hans Gellersen............................................................................................................................................. 603
The Impact of Cognitive Load on the Perception of Time Florian Block and Hans Gellersen............................................................................................................................................. 607
Experiencing the Non-Sensuous: On Measurement, Representation and Conception in Urban Art Installations Morten Breinbjerg, Morten S. Riis, Tobias Ebsen and Rasmus B. Lunding............................................................................. 611
DisQo: A User Needs Analysis Method for Smart Home Joëlle Coutaz, Emeric Fontaine, Nadine Mandran and Alexandre Demeure............................................................................ 615
User Perception of Interruptions in Multimedia Annotation Tasks Chris Creed, Chris Bowers, Robert Hendley and Russell Beale............................................................................................... 619
Seeking a Theoretical Foundation for Design of In Sitro Usability Assessments Yngve Dahl................................................................................................................................................................................ 623
Why do Users Communicate via such or such Media? Some Insights from Users’ Daily Experiences Françoise Détienne, Béatrice Cahour and Liv Lefebvre............................................................................................................ 627
The Impact of Concept (Re)presentation on Users’ Evaluation and Perception Sarah Diefenbach, Marc Hassenzahl, Kai Eckoldt and Matthias Laschke................................................................................ 631
Exploration of Direct Bi-manual Interaction in Digitally Mediated Stop-motion Animation Mariza Dima, John Lee and Mark Wright................................................................................................................................. 635
Choosing Field Methods: A Reflection on a RepGrid Study Helen M. Edwards, Sharon McDonald and S. Michelle Young................................................................................................ 639
Mementos: A Tangible Interface Supporting Travel Augusto Esteves and Ian Oakley............................................................................................................................................... 643
Table of Contents
Proceedings: NordiCHI 2010, October 16–20, 2010
Analysis in Usability Evaluations: an Exploratory Study Asbjørn Følstad, Effie Lai-Chong Law and Kasper Hornbæk................................................................................................... 647
Pocket Bee - A Multi-modal Diary for Field Research Jens Gerken, Stefan Dierdorf, Patric Schmid, Alexandra Sautner and Harald Reiterer............................................................ 651
SmarterPhone – Supporting Meetings in a Mobile Context Humberto Glória, Tiago Guerreiro and Daniel Gonçalves........................................................................................................ 655
Evaluating Game Genres for Tagging Images Dion H. Goh, Rebecca P. Ang, Alton Y.K. Chua and Chei Sian Lee......................................................................................... 659
Designing a Personal Information Visualization Tool Paulo Gomes, Sandra Gama and Daniel Gonçalves.................................................................................................................. 663
The City at Hand: Media Installations as Urban Information Systems Roland Haring, Hideaki Ogawa, Christopher Lindinger, Horst Hörtner, Shervin Afshar and David Stolarsky....................... 667
Take me by the Hand: Haptic Compasses in Mobile Devices through Shape Change and Weight Shift Fabian Hemmert, Susann Hamann, Matthias Löwe, Anne Wohlauf, Josefine Zeipelt and Gesche Joost................................. 671
Experiments in the Wild: Public Evaluation of Off-Screen Visualizations in the Android Market Niels Henze, Benjamin Poppinga and Susanne Boll................................................................................................................. 675
TilePix: An Exploratory Interface to Astronomical Image Databases Avon Huxor and Steve Phillipps................................................................................................................................................ 679
Motor Efficiency of Text Entry in a Combination of a Soft Keyboard and Unistrokes Poika Isokoski, Benoît Martin, Paul Gandouly and Thomas Stephanov................................................................................... 683
Prototyping iPhone Apps: Realistic Experiences on the Device Anders P. Jørgensen, Matthijs Collard and Christian Koch....................................................................................................... 687
Onto-Frogger: The Making Of Amalia Kallergi and Fons J. Verbeek......................................................................................................................................... 691
Politics at the Interface - A Foucauldian Power Analysis Gopinaath Kannabiran and Marianne Petersen.......................................................................................................................... 695
Thumbs-Up Scale and Frequency of Use Scale for Use in Self Reporting of Children’s Computer Experience Akiyo Kano, Matthew Horton and Janet C Read...................................................................................................................... 699
EcoIsland: A Persuasive Application to Motivate Sustainable Behavior in Collectivist Cultures Hiroaki Kimura and Tatsuo Nakajima....................................................................................................................................... 703
Comprehending Parametric CAD Models: An Evaluation of Two Graphical User Interfaces Siniša Kolarić, Halil Erhan, Robert Woodbury and Bernhard E. Riecke.................................................................................. 707
Are Human-Computer Interaction Design Patterns Really Used? Christian Kruschitz and Martin Hitz.......................................................................................................................................... 711
Where are the Ionians of User Experience Research? Kari Kuutti................................................................................................................................................................................. 715
To what Extent Usability Truly Matters? A Study on Usability Requirements in Call-for-tenders of Software Systems Issued by Public Authorities Taina Lehtonen, Juha Kumpulainen, Timo Jokela and Tapani Liukkonen................................................................................ 719
Blue-Sky and Down-to-Earth: How Analogous Practices can Support the User-centred Design Process Sara Ljungblad and Clint Heyer................................................................................................................................................ 723
Proceedings: NordiCHI 2010, October 16–20, 2010
Table of Contents
GappaGoshti™ – A Social Networking Platform for Information Dissemination in the Rural World Sylvan Lobo, Pankaj Doke and Sanjay Kimbahune.................................................................................................................. 727
PINwI - Pedestrian Indoor Navigation without Infrastructure Markus Löchtefeld, Sven Gehring, Johannes Schöning and Antonio Krüger........................................................................... 731
Pointing for Non-visual Orientation and Navigation Charlotte Magnusson, Miguel Molina, Kirsten Rassmus-Gröhn and Delphine Szymczak....................................................... 735
Mobile or Desktop Websites? Website Usage on Multitouch Devices Max-Emanuel Maurer, Doris Hausen, Alexander De Luca and Heinrich Hussmann............................................................... 739
Venice Unfolding: A Tangible User Interface for Exploring Faceted Data in a Geographical Context Till Nagel, Frank Heidmann, Massimiliano Condotta and Erik Duval..................................................................................... 743
DESIGNi – A Workbench for Supporting Interaction Design Claudia Nass, Kerstin Klöckner, Sarah Diefenbach and Marc Hassenzahl............................................................................... 747
What makes a Butlerbot a Butlerbot? A Discussion of a Robot Classification System Mie Nørgaard............................................................................................................................................................................. 751
Towards a Model for Egocentric Interaction with Physical and Virtual Objects Thomas Pederson, Lars-Erik Janlert and Dipak Surie............................................................................................................... 755
Visualizing the Text of Philip Pullman’s Trilogy “His Dark Materials” Tim Regan and Linda Becker.................................................................................................................................................... 759
Teaching UbiComp with Sense Mike Richards and Neil Smith................................................................................................................................................... 765
Introducing Co-design for Digital Technologies in Rural Areas Fausto Sainz, Nacho Madrid and Jaisiel Madrid....................................................................................................................... 769
PyGmI – Creation and Evaluation of a Portable Gestural Interface Matthias Schwaller, Denis Lalanne and Omar Abou Khaled.................................................................................................... 773
Capital Music – Personal Expression with a Public Display of Song Choice Jan Seeburger, Marcus Foth and Dian Tjondronegoro.............................................................................................................. 777
Research Methods for Involving Hearing Impaired Children in IT Innovation Karin Slegers, Pieter Duysburgh and An Jacobs....................................................................................................................... 781
Evaluation of Adaptive SpringLens -- a Multi-focus Interface for Exploring Multimedia Collections Sebastian Stober, Christian Hentschel and Andreas Nuernberger............................................................................................. 785
Measuring Effects of Private and Shared Displays in Small-Group Knowledge Sharing Processes Sara Streng, Karsten Stegmann, Sebastian Boring, Sonja Böhm, Frank Fischer and Heinrich Hussmann.............................. 789
Mobile Device Interaction Gestures for Older Users Christian Stößel and Lucienne Blessing.................................................................................................................................... 793
Messenger Visual: A Pictogram-based IM Service to Improve Communications Among Disabled People Pere Tuset, Pere Barberán, Léonard Janer, Esteve Buscà, Sandra Delgado and Nuria Vilà...................................................... 797
From Magical Experience to Effortlessness: An Exploration of the Components of Intuitive Interaction Daniel Ullrich and Sarah Diefenbach........................................................................................................................................ 801
Role Playing with Fire Fighters – Using a Worst Case Scenario and Verbal Re-enactment in the Role Play Paula Valkonen and Marja Liinasuo.......................................................................................................................................... 805
Gesture Based Interaction for Visually-Impaired People Sylvie Vidal and Grégoire Lefebvre.......................................................................................................................................... 809
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Proceedings: NordiCHI 2010, October 16–20, 2010
Bridging Gaps with Pointer Warping in Multi-Display Environments Manuela Waldner, Ernst Kruijff and Dieter Schmalstieg.......................................................................................................... 813
Detecting the “Point of Originality” in Student Writing Brandon White and Johann Ari Larusson.................................................................................................................................. 817
Architectures of Interaction: An Architectural Perspective on Digital Experience Heather Wiltse and Erik Stolterman.......................................................................................................................................... 821
Measuring the Dynamics of User Experience in Short Interaction Sequences Benjamin Wimmer, Bernhard Wöckl, Michael Leitner and Manfred Tscheligi........................................................................ 825
Design and Interactive Demonstrations UCD Method Selection with Usability Planner Xavier Ferre, Nigel Bevan and Tomás Antón Escobar.............................................................................................................. 829
HawkEye: a novel process automation interface Kristoffer Husøy and Torgeir Enkerud...................................................................................................................................... 831
Temporal Relations in Affective Health Elsa Kosmack-Vaara, Iuliana Claudia Silvăşan, Anna Ståhl and Kristina Höök....................................................................... 833
linked. – A Relatedness Experience for Boys Matthias Laschke, Marc Hassenzahl and Kurt Mehnert............................................................................................................ 839
Exploratory Study of a Touch-based Gestural Interface for Elderly Chiara Leonardi, Adriano Albertini, Fabio Pianesi and Massimo Zancanaro........................................................................... 845
Bringing Playfulness to Disabilities Patrizia Marti............................................................................................................................................................................. 851
Untangling the Mess - A Redesign of a Technical Environment for a Telecommunication Company Call Centre. Part II: Capturing a Valid Order for a Telecommunication Service Margret Dora Ragnarsdottir....................................................................................................................................................... 857
Panel Grand Challenges for Future HCI Research: Cultures of Participation, Interfaces Supporting Learning, and Expansive Learning Yrjö Engeström, Annalisa Sannino, Gerhard Fischer and Anders I. Mörch.............................................................................. 863
Author index ................................................................................................................................................................................................... 867
Keynote Speakers
Proceedings: NordiCHI 2010, October 16–20, 2010
Tone Bratteteig
Associate Professor, Department of Informatics, University of Oslo
Changing Boundaries of Design and Use Biography Tone Bratteteig holds a Ph.D. from The University of Oslo, addressing design and use of IT as an interdisciplinary research field. She is associate professor at Department of Informatics, U of Oslo, where she leads a research group on Design of Information Systems. She is an experienced teacher, and her CV includes co-teaching a course at Stanford’s d.school. Tone was part of the first Participatory Design research project in Norway, and her current research addresses how to reframe PD for contemporary society.
Abstract Human-Computer Interaction concerns both humans and computers and involves a number of different disciplines and interdisciplinary areas. In this talk I discuss how recent technological and socio-cultural developments challenge the established categories of design and use of IT. I suggest seeing use as work, included in the work knowledge and constituting the conditions for the work. Drawing on traditional design disciplines design of IT can be conceptualized as a combination of ideas and materials, where the particular qualities of IT as a design material influence both the design process as well as the design result. In the talk I discuss these conceptualizations and how they can help us discuss how the changing relations between design and use of IT. I draw on both old and new research projects to illustrate how the concepts can be applied.
Ari Kristinn Jónsson
Rector of Reykjavik Unversity
Developing Interactive Artificial Intelligence Software for NASA Mission Control Biography Ari Kristinn Jonsson is the rector of Reykjavik University. He holds a Ph.D. and MS in Computer Science from Stanford University. Before joining the University of Reykjavik he was a senior research scientist at NASA Ames Research Center working on the Mars Exploration Rovers. For details, see his curriculum vitae (http://www.hr.is/starfsfolk/ari).
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Abstract Over the last decade, artificial intelligence technology has moved from being an obscure research project within NASA to being an important tool for NASA mission controllers who operate spacecraft such as the Mars Exploration Rovers and the International Space Station. This achievement is in part due to advances in artificial intelligence, but a critical part is due to the development of a good understanding of mission controllers needs and how they interact with computer software. This talk presents the development of these interactive software tools, with focus on user involvement and how lessons learned were applied to improve the technology.
Keynote Speakers
Proceedings: NordiCHI 2010, October 16–20, 2010
David Merrill Co-Founder of Sifteo
The New Era of Physical/Digital Play Biography David Merrill is co-founder and president of Sifteo, (http:// sifteo.com/) a company based in San Francisco building the future of play. Sifteo’s first product is Siftables: a tabletop user interface for learning and play made of active physical +graphical tiles. David is a graduate of the Fluid Interfaces Group at the MIT Media Lab, where he studied with professor Pattie Maes and developed the first prototype of Siftables. His work explores how human interactions with computers can leave the limitations of the desktop interface behind, through the development of physical-digital tools that operate comfortably in our real-world environment to enable new forms of play, expressivity, problem-solving and collaboration. He has lectured in computer science at Stanford University and led music controller design workshops at the MIT Media Lab. David holds a Ph.D. and MS from the MIT Media Lab, and an MS in Computer Science and BS in Symbolic Systems from Stanford University. He was a Mayfield fellow in 2001, and was awarded graduate fellowships from Motorola and Samsung at MIT.
Abstract The landscape of human-computer-interface possibilities has changed dramatically in recent years. Rising popularity of mobile phones has driven down the cost of microprocessors and other electronic components, and driven their quality up. Sensors have become tiny and embeddable, and graphical displays can be found on more and more of our personal devices. We are now entering the era of ubiquitous computing that Mark Weiser famously wrote about, where these technologies are disappearing into the fabric of our everyday lives. How will these new capabilities affect our experience of being human? One domain already experiencing great change is play. In this talk I will discuss some changes to the ways we play that are arriving as a result of technological advancement. I will explore implications of these changes for human-computer and human-human interaction, and how technology-based play in the future may look more familiar to us than we may think.
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Let’s All Get Up and Walk to the North Pole: Design and Evaluation of a Mobile Wellness Application Aino Ahtinen, Pertti Huuskonen Nokia Research Center Visiokatu 1, 33720 Tampere, Finland {firstname.lastname}@nokia.com
Jonna Häkkilä Nokia Research Center Yrttipellontie1, 90230 Oulu, Finland
[email protected]
ABSTRACT
people to exercise more (e.g. heart rate monitors, pedometers, fitness games), eat healthy (e.g. mobile journaling tools for diet tracking, web-portals for peer support) and relax (e.g. mobile relaxation applications, wrist-watch-type stress measurement devices). Mobile phones provide a promising wellness application platform [5],[13] because of their ubiquitous presence, communication channels, sensor data recording and computing capabilities, combined with their perceived role as personal and trusted technology [28].
Mobile wellness applications can motivate people to exercise more because of their ubiquitous presence and suitable technological possibilities. Wellness applications utilize several factors that can increase physical activity levels of users, e.g., data tracking, social sharing and playfulness. We describe the design and evaluation of a mobile-phone based wellness application addressing social sharing and playfulness. In our user study with 37 participants we focus on presentation of physical activity data as a virtual trip on a map-based game world. The findings reveal design implications that support users to be motivated in doing the physical exercise, including setting departure and destination places and viewing up-to-date progress between them. The virtual trip was considered an understandable, concrete and interesting analogy. The familiarity of the map of the home country as the game world was liked because it added concreteness and understandability to the achievements. Author Keywords
Mobile applications, wellness, playfulness, social sharing, metaphor, analogy, user experience, user studies, evaluation.
Figure 1. Into, a wellness application on the S60 platform.
ACM Classification Keywords
H.1.2 User/Machine Systems: Human factors. H.5.2 User Interfaces: Evaluation/methodology, User-centered design.
This paper explores the design space of mobile wellness applications to support motivation towards physical exercise, which is one of the most important factors in treating and preventing health problems. We have developed a mobile social and playful wellness application called Into (Figure 1). The idea behind it traces back to our former user studies around the topic of mobile wellness applications, in which some participants used an analogy of distance travelled on a map to represent the amount of their physical activities. Those participants recorded the number of kilometers they had been walking, running and biking, marked it down on a map as a line and imagined how far from home they would have travelled and in which place they would be at the moment. Similar analogies have also been used by some organizations in exercise campaigns that aim at increasing the physical activity level of people [20],[26]. We set out to develop this idea into a mobile wellness application with the help of a usercentered design process.
INTRODUCTION
Motivating people to maintain their health through preventive actions has become a global concern that calls for urgent actions. A growing number of health problems due to the modern lifestyle is well-known – people around the world suffer increasingly from obesity, type 2 diabetes, and cardiovascular diseases. The impact of these problems extends to both personal and societal levels. Technologies have been harnessed for wellness support to motivate Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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A design that provides the user enjoyable and playful experiences leads to positive emotional and motivational states [10]. Therefore, in the domain of wellness applications, the so called ‘fun factor’ or a playful approach has often been chosen to engage and persuade people into wellness activities, especially physical activity. Several activating game concepts and prototypes have been presented in the past years. Fish'n'Steps mobile application in Lin et al. [22] visualizes the level of physical activity with a bowl of growing fish, adding the ‘fun-factor’ and playfulness to the design. In Neat-o-Games [15], a wearable accelerometer provides data that is used to control an avatar representing the player in a virtual race game. Multiple players can participate in the game, and winners are declared on a daily basis. The players can use activity points that they have gained to receive hints in mental games such as Sudoku that are included in the application. In the Play, Mate! design Berkovsky et al. [7] aim at raising the players' motivation by increasing the difficulty of the game and introducing physical activity as a part of the game. One of the most well-known wellness games is Nintendo Wii Fit [37], which includes several types of exercise activities (aerobics, yoga, etc.) in the form of a game.
In this paper we describe, along with the most important related work, a user study of our wellness application. To the best of our knowledge, visualizing physical activity results as a virtual trip on a map has not been studied and analyzed in the user experience studies before, although the analogy has been used in some exercise campaigns, e.g., [20],[26] and commercial games [25]. We present the setting and main findings of our user trial with 37 participants. CURRENT PRACTICES AND BEYOND Applications to Support Physical Activity
The features of current technical applications and solutions that are designed to support physical activity can be roughly categorized to, for instance, four categories [1], but in many cases the categories overlap: • Loggers • Personal trainers • Playful applications and games • Social applications Logger is a simple approach for supporting physical exercise. They are able to measure one or several parameters related to the exercise, and store measurement information into logs. Pedometers offer easy-to-use and inexpensive tools for assessing physical activity. The basic models of the heart rate monitors also act as loggers, as they save data about the pulse, but do not offer sophisticated tools for the analysis or interpretation, or give much guidance. Mobile journaling tools can also act as loggers. An example is provided by the Nokia Wellness Diary [36] for manual tracking of exercise activities and other wellness-related parameters. Tracking and storing physical exercise data in a diary or log can motivate people to increase physical activity levels [29],[31].
Social sharing of the exercise-related data is an important motivator to do more physical activity [21],[34]. Many studies show that social applications can be effective in supporting motivation towards physical activity [5],[12],[35]. Exercising with others provides social support, a feeling of team spirit, an opportunity for social learning as well as pressure to begin and continue with the activities. The often recommended design guideline to “support social influence” [12],[17] has been taken into account in some existing wellness concepts and products. For instance, encouraging results have been gained with mobile phone prototype applications that allow the sharing of activity data, such as step count, within a community of friends [5],[12],[35]. In these studies, sharing the data with peers increased the average of weekly activity. In a different concept, auditory cues of a friend “jogging over distance,” in another geographical location, was found to be encouraging and successful in supporting the need for socializing [27]. Bickmore et al. [9] reported that even sharing information of physical activity with a PC-based animated conversational agent that acted as an exercise advisor increased the motivation to exercise more.
The personal-trainer approach usually includes a logger feature and, in addition, an analysis functionality. Moreover, they can provide feedback on performance. In [11], Buttussi et al. focus on the ability of GPS-enabled mobile devices to offer location-aware feedback. Their solution employs GPS for location information, and the PDA is used for viewing maps and an animated, humanfigured 3D fitness trainer. The trainer offers real-time feedback about how the user is proceeding during the exercise in graphical and audible format, and gives directions for the navigation and assistance of performing fitness tasks. Another example is presented by Asselin et al. [6]. They have developed a wearable Personal Wellness Coach to support a variety of activities such as health data collection, interpretation, feedback and self-monitoring. The Mobile Coach [23] is a mobile application that assists users by giving training programs based on their current fitness and activity level. It analyzes how effective the workouts are and tunes the training program for the user when the schedules change.
Into can be regarded as a playful and social wellness application, as it uses some design elements from both categories (see section “The Into Application”). Trying to reach destinations on the game world can be seen as a playful element, as well as the animal icons representing the team’s speed and the postcard that is received as a reward when reaching the destination. The social elements appear in the team formation, setting a team challenge, progressing towards the challenge with the team and sharing of step count within the team.
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Adventure is launched yearly by the Nuori Suomi organization and it takes place in Finnish primary schools. The school class collect daily exercise points to their personal exercise cards. The points are transformed to combined kilometers of the class, and the imaginary trip progresses from country to country. The progress is viewed on a web portal and a poster placed in the classroom. The campaign has proved to be a liked and effective – for example, in 2009 almost 10 000 school classes joined the campaign and the average time of exercise during the campaign was about 2,5 hours per pupil per day. The same idea is also used by Walking Campaign (Kävelykampanja) arranged by Finnish Kuntoliikuntaliitto [20] for working age citizens. The participants carry a pedometer, and the recorded exercises are manually transferred to the webportal, where the progress can be viewed as a trip on a map.
Our research seeks to articulate the earlier findings and guidelines into practical design decisions, and contributes to the state-of-the-art in further developing and validating the design rationale through research questions we state in section “Research Setting”. Usage of Analogies
The use of analogies and metaphors is common and reasonable in interaction design. Analogies can help in understanding the abstract and hard to imagine computerbased concepts or tasks, because “they provide a structure that is similar in some way to aspects of a familiar entity” [30]. The ‘match between system and real world’ principle has been one of the usability heuristics for a long time by now – the system should speak the user’s language, with words, phrases and concepts familiar to the user [24]. One of the most familiar metaphors is the desktop metaphor. The usage of interface metaphors has proven to be highly successful in helping users to use technological systems [30]. However, sometimes the metaphors cause confusion due to, for example, users’ cultural backgrounds [14].
A similar analogy is also in use in the Nintendo Personal Trainer Walking. Step info from the activity sensors is used to draw pictures of the earth, and the more the user walks, the more new pictures are drawn on the terrain. In another game from the same company, the users can post their step counts to combine them with other users’ data, to plot a virtual walk across the solar system. [25]
In the domain of wellness applications, the data (e.g. amount of exercise or burned calories) has traditionally been presented with numbers and graphs. However, new analogies of visualizing the wellness data have been proposed. Instead of numbers and graphs, Ståhl et al. [33] used animated human-like figures to visualize the wellness data. In their Affective Diary concept, the data was shown in a way that reminded users of their own bodies. Consolvo et al. [13] visualized the progress with a growing garden including butterflies and flowers and they reported that their system was effective in motivating to physical activity. Similarly, Albaina et al. [3] used an emotional flower in their photo frame concept to visualize walking activities. In addition, Lin et al. [22] presented the level of physical activity with a bowl of growing fish.
The analogy of presenting physical activity data as a virtual trip on a map differs from the approach where the physical activity data is recorded with GPS-based technology. The analogy should not be confused with GPS-based applications, like Nokia Sports Tracker [32] or Garmin Forerunner [16]. In the analogy, the map and trips are used as a metaphor and visualization, and they do not represent real routes conducted by the users in any other sense than the distance progressed. Even though the analogy of a virtual trip has already been successfully used in the exercise campaigns and is visible in some games, we are not aware of any mobile phone applications that utilize it, or user trials that have studied and analyzed the user experiences and perceptions of the approach. Our platform of choice, the mobile phone, offers capabilities that are superior to stand-alone diaries, game consoles or GPS devices—the phone is a device that is omnipresent but personal, yet gives natural access to social networks and networked services.
Compared to these delightful but abstract solutions, we explicitly seek presentations that are more concrete and measurable. We chose maps and distances travelled on them as the key presentational principles, since we hypothesised that these concepts would be very concrete for humans and provide a meaningful mapping from metaphors to physical activity. Visualizing Physical Activities as a Trip
RESEARCH SETTING Pre-study: Testing the Concept Design
Showing step-based physical activity as a distance is a familiar feature on pedometers. Even the simplest pedometers present the activity data both in steps and kilometers. A phone-based pedometer provides possibilities to design applications to support physical activity. For example, Apple provides several applications to track the activity with the accelerometer-based pedometer and view the distance and burned calories [18].
In our user-centered design process we first evaluated the Into concept with users in a simulated setup. A total of 12 people in 4 teams participated in a pre-study, where the idea of the game was evaluated with a step counter and paper prototype. We used pedometers on mobile phones to track the exercise, real world team formation, a paper map in which the progress was plotted (see Figure 2), and printed postcards as rewards when the team reached their target destinations (see Figure 3).
The analogy of presenting visual activity data as a trip has been used in a Finnish fitness campaign called “Exercise Adventure” (Liikuntaseikkailu) [26]. The Exercise
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Figure 2. Initial concept evaluation. A team gathered around a paper map where departure and destination points and the progress of teams were plotted.
Figure 3. Initial concept evaluation. A printed postcard from the destination was delivered to the team members when they completed a challenge.
The results of the prestudy helped to refine the concept and highlighted the essential design aspects that should be taken into account when transferring the design to a mobile application. The salient findings of the pre-study revealed that the game idea was found compelling. The participants reported example situations where they had deliberately increased their amount of exercise to get more steps (e.g. walked to work instead of taking a bus) and thus better results for the team. The familiar environment the map was representing, the support of team play, and the need for constant feedback surfaced as essential design factors. Also, implementing the game board as a mobile phone application was perceived as a good idea – the paper prototype could of course not provide automated status updates, and the pedometer was already integrated with a phone anyway.
mobile phone. The users “proceed” (travel) on a map based on their step count. First, the user creates a challenge, such as “Proceed from Helsinki to Tampere.” The application then displays the length of the challenge in steps and kilometers. The user can either play alone, or more interestingly, invite members to the team. The team members’ step counts are synchronized to a server and sent back to the mobile phones of all team members. The team’s combined progress is currently shown as a trip on a map and as numerical information (see Figures 4A & 6B). Based on the speed that the team progresses, the application shows an animal figure, e.g., a snail, a galloping horse or a flying eagle (see Figure 4B). In addition, the progress of each team member (steps, kilometers) is displayed separately as a list, which can be viewed by all team members (see Figure 5A). When the target destination is reached, the team receives a reward – an electronic postcard from the target city. The collection of received postcards can be viewed in the application (see Figure 5B). The postcards can be opened as full screen images.
The second step of the process was the iterative concept and UI design with several usability tests and iteration rounds both in the laboratory and field settings. The participants of the iterative user evaluations were content with the concept of visualizing physical activity results as a virtual trip on a map. The findings from the early evaluations led us to formulate the following research questions: (Q1) How do the users perceive the visualization of physical activity results as a virtual trip on a map? (Q2) What do the users think about the physical activity challenges that are presented as trips between places, for example cities or villages? (Q3) How do the users react to a familiar map, i.e. the map of their home country as the game world? The Into Application
Into is a mobile java application currently available for the Symbian S60 platform. It combines social team play with other playful elements to increase motivation towards physical activity. Into records the user’s steps with an accelerometer-based pedometer, which is in-built in the
Figure 4. Into application. (A) The team’s combined progress in numbers and as a line on the map, (B) An animal figure showing the speed of the team’s progress.
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appealing the participants found it; and whether they would recommend it to an interested friend. The responses were given with a 5-point Likert scale. The web link to the online questionnaire was sent to the participants’ email addresses after one week of use of Into, and the response rate was 100%. Responding to the questionnaire took about 5-10 minutes.
Methodology
We carried out a trial with 37 participants to examine the participants’ subjective responses towards Into, focusing especially to their perceptions of visualizing physical activity results as a virtual trip. The trial lasted one week, and it was conducted in Finland in late 2009. The recruited participants were existing social groups, i.e. groups of friends, colleagues, neighbors and families. In total, nine Into teams consisting of 2 to 6 members were formed. Most teams had 4 members. Kick-off sessions were arranged with each team separately, and all members of the team were present in the session. The functionality and features of Into were demonstrated to the participants, as well as the phases and tasks related to the study period. The participants were handed out Nokia 6210 mobile phones, with Into installed, as well as pre-paid SIM cards. One of the team members was named as the team leader and a team challenge was created for the team, to be visible in all members’ mobile phones. The participants were advised to keep the mobile phone with them all the time and have the application running on the background. The users were educated for the technical idiosyncrasies of the application used in the study. The team leader was advised to create a new challenge whenever they completed the previous challenge. For testing purposes, the application included an additional feature, a step multiplier function. The multiplier was set to 5 for this evaluation due to the relatively short duration of the period and long travel distances. This meant that the participants step count achievements were multiplied by 5, and to get the real step count they needed to divide it by 5.
The open-ended questions of the interviews dealt with, e.g., the following themes: how did the participants find the idea of representing physical activity results as a virtual trip on a map; how did they like the challenges that were formulated as trips between cities on a map; and what were their reactions towards the map of their home country as the game world. The single-person 15-20 minute recorded interviews were carried out by phone after the trial period. Most of the participants responded first to the online questionnaire; all participated to the interview. The interview data was analyzed with the qualitative thematic classification method, which is similar to the Affinity wall technique [8]. First the recordings were transcribed word by word. Secondly, the raw data was classified under the main research themes, e.g., physical activity as a virtual trip; challenges presented as trips between places; and familiar game world. The ideas for the further design were the fourth theme to be discussed in this paper. There were also other main themes formed, e.g., social competition, social cooperation, postcards as rewards and icons reflecting the team’s speed, but they are out of the scope of this article. Inside each main theme, the raw data was further classified to form subcategories. The classification was done on computer by using spreadsheets, and not on the wall as is done in the Affinity wall technique. The “Findings” section describes the main findings from the four main themes on focus.
Online questionnaires and semi-structured interviews were used as data collection methods after one week of use. In the online questionnaire, we asked questions about, e.g., the motivating role of Into; how suitable its features are; how
Participant Profile
The 37 participants (31 females, 6 males) from 20 to 55 years (80% were 25-39), were from different backgrounds, e.g., medical doctor, entrepreneur, salesperson, nurse and researcher. The majority were sedentary workers. Most of them had no technical background, but they were experienced mobile phone users: 75% of them had used mobile phones for over 10 years. Five of the participants had no previous experience in using wellness-related technologies, while the rest had tried or used actively gadgets or applications such as heart rate monitors, pedometers, or Wii Fit. The participants had varying backgrounds in their physical activity levels. The four most popular activities among the participants were walking, jogging, gym and ball games. Most participants (70%) reported that they did physical exercises several times a week, 16% exercised once a week and 13% more rarely.
Figure 5. Into application. (A) The list view of the team members and their current achievements. (B) The list view of received postcards from the reached destinations.
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Some negative effect
No effect
Some positive effect
Very positive effect
50,0
18,4
Competition between the team members
0,0
2,6
15,8
52,6
23,7
13,5
Challenges (A to B)
0,0
0,0
31,6
60,5
7,9
13,5
Viewing progress as a trip on the map
0,0
0,0
18,4
60,5
15,8
Map of home country as a game world
0,0
2,6
42,1
42,1
7,9
Step multiplier
10,5
23,7
31,6
31,6
2,6
Rewards (postcards)
0,0
2,6
60,5
28,9
0,0
Icons reflecting the speed (animals)
0,0
5,3
47,4
31,6
7,9
Totally agree
21,1
Somewha t agree
0,0
Neither disagree or agree
0,0
Somewha t disagree
Cooperation between the team members
Totally disagree
Very negative effect
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Encourages me to do more physical activity
0,0
13,5
2,7
67,5
16,2
Includes features & functionalities suitable for me
0,0
Is an appealing application
0,0
5,4
5,4
75,6
I would recommend Into to a friend
0,0
13,5
2,7
70,2
15,8
7,9
71,1
5,3
Table 1. Responses to the question: “Rate the following statements according to your opinion”. The distribution of the responses in percentages, n=37. “Don’t know” responses not included in the table. FINDINGS General Findings
In the online questionnaire we asked questions about the motivating role of Into; how suitable its features were; how appealing the participants found it; and whether they would recommend it to an interested friend. The questions and the distribution of the responses in percentages can be found in Table 1. In all questions, most of the responses range from “somewhat agree” to “totally agree”. This clear trend indicates that the participants perceived Into as a motivating and appealing application, which has a suitable set of features, and they would also like to recommend it to others.
Table 2. Responses to the question: “What aspects affected your usage motivation of Into?” The distribution of the responses in percentages, n=37. “Don’t know” responses not included in the table.
the usage motivation of the application. About 76% of the participants rated that viewing the progress as a trip on the map had some or very positive effect on the usage motivation of the application. Almost 70% of the participants rated that challenges had some or very positive effect. The map of the home country as the game world was rated as having some or very positive effect by half of the participants.
We also asked the participants to rate how the different aspects of Into affected the usage motivation of the application. The distribution of the responses in percentages is shown in Table 2.
The step multiplier (5) used in the study was the only aspect that seemed to affect the usage motivation of the application somewhat negatively: almost 35% rated it as having very or some negative effect on the usage motivation. The participants commented on the interviews that they would rather have used the application without any multiplier because they wanted to see easily the realistic progress, i.e. real steps taken and kilometers travelled. The rewards and icons reflecting the speed of the team had some positive effect on the usage motivation: about 30% and 40% of the respondents considered them as having some or very positive effect.
The responses reveal that social aspects (cooperation and competition between the team members) were rated as having a positive effect on the usage motivation of the application: more than half of the participants had the opinion that the social aspects affected positively to the usage motivation of Into (see Table 2, marked as dark grey). We are satisfied with the overall finding from the interviews that Into enabled both competition and cooperation at the same time, and they were perceived as motivating factors by the participants. The users could make their selection between mentally competing against the other team members by comparing the results in the Team view (see Figure 5A), or just cooperating with them by contributing as well as possible to reach the team challenge together.
Next, we will cover in detail (1) how the analogy of presenting physical activity results as a virtual trip worked in the Into application and (2) the related user perceptions from the user study. The user study findings are based on the qualitative data from the semi-structured interviews with the 37 participants. The findings will be presented with the authentic user comments from the interviews.
Marked as light grey in Table 2, the aspects related to visualizing physical activity results as a virtual trip (challenges reflecting trips between places; viewing the progress between the places on a map; and the map of the home country as the game world) had a positive effect on
Visualizing Physical Activity Results as a Virtual Trip
In Into, the physical activity results, i.e. steps, were visualized for the users with an analogy of a virtual trip. The users travelled was on a map of their home country,
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achievements more concrete than viewing the achievements as kilometers or steps, which was an alternative way to view the achievements in Into. The following examples of participant comments reveal how positively the participants reacted to the concept of visualizing physical activity achievements as a virtual trip, and how they emphasized the concreteness of the analogy: “It is good to have a destination as a target where one needs to get. I believe it motivates more than just seeing how long distance one has walked or run.” (male, team of 6 neighbors) “The concreteness is a good factor.” (female, team of 6 neighbors) “To view the progress on the map makes the progress much more concrete. And it makes it more interesting when compared to seeing only kilometers.” (female, team of 4 friends)
Figure 6. Into application. (A) Setting a departure point. (B) The team’s combined progress visualized as a trip on the map.
Finland. The departure and destination places could be selected from a list including 15 cities or smaller towns. As the team members took steps, the application combined the achievements of each team member and visualized the combined progress as a trip between the departure and destination places. The more they took steps, the quicker the red line between the places turned to green. The line between the departure and destination places reflected the true distance between the places in the physical world, and respectively the users needed to take as many steps together as the real distance required.
Following the progress on a map made viewing the physical activity achievement interesting for the participants. Many users liked to view the map often to see if they were already on the half way or if they soon reached the destination. Between the departure place and the destination they could think which places they had already passed along the way and by which place they were at the moment: “I thought about by which city we were at the moment. For example, when travelling to Helsinki we were by Hämeenlinna at the certain moment.” (female, team of 5 friends) “I think it is great to be able to see where we are going at the moment, that’s the best thing. To see the up-to-date situation and how much there is still left.” (female, team of 6 neighbors)
Concrete, Understandable and Interesting Analogy
The following open-ended interview questions contributed to the findings of this section: • What was your general impression of the usage of Into? • What were the factors or aspects that motivated the use? Why?
In addition to being concrete and understandable, the participants also experienced positive feelings (fun, enjoyment) when looking at the map and the progress on it: ”The longer the green line, the better mood I got.” (female, team of 4 colleagues) “It is fun! I mean the idea that we are walking towards some destination on that map. The map made it more concrete.” (female, team of 4 family members)
• What do you think about presenting the achievements of the team as a trip on a map? • How do you feel about the current challenges? • What kind of challenges would you like to have in the application? Why? Visualizing physical activity achievements as a virtual trip between cities or villages was liked by the participants. They emphasized the concreteness and understandability of the approach, and also commented that it made viewing the achievements interesting and fun. They explained that the target felt more concrete because there was a clear goal of travelling virtually from one place to another and realistic departure and destination places. The participants liked the idea of travelling between real-life cities, towns and villages, as can be seen on the following comments: “Nice idea to be able to see that we are progressing from city to city. It is a realistic alternative.” (female, team of 4 colleagues) “As a mental image a trip between cities is very nice.” (female, team of 6 neighbors)
The Familiar Game World
The following open-ended questions on the interviews contributed to the findings of this section: • What do you think of the current game world of Into? • What kind of a game world would you like to have in the application? Why? • How do you feel about the current challenges? • What kind of challenges would you like to have in the application? Why? The game world where the teams were travelling was a map of Finland, their home country. Thus, the departure and destination places were Finnish cities, towns and villages. Naturally, the map of Finland was quite familiar
For most of the participants, travelling virtually between cities or villages made viewing the physical activity
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“On the way it could tell that now you are in Hämeenlinna, for example. It should include that kind of intermediate things.” (male, team of 3 family members) “Sometimes it would be nice to get information like now you are proceeding by the Toijala church or Ideapark shopping complex, or some similar small feedback to the users.” (female, team of 4 colleaques)
for the participants as they were all native Finnish citizens. The participants emphasized that the familiarity of the game world was a very good aspect, as they knew in advance approximately how long the distances were between the places. They had former experience in travelling between places in the real world and thus they had a mental picture of the distances and how much time and effort those would require. The familiarity of the game world was an important factor to make the challenges feel concrete: “The challenges from one city to another are great. They are concrete because one knows those cities.” (male, team of 3 family members) “For me map of Finland worked very well. One has a point of comparison for real life. I thought that in some phase when Finland would be roamed through why not to expand to abroad but initially I would not need anything else than Finland.” (female, team of 4 colleagues)
Clearly connected to the previous wish, the participants wanted to be able to zoom in on the map to view their current location in more detail. In the current version there was no zooming option and it included only one, general map level. Alone this one map level was not considered to be enough, but the participants wanted to zoom in to see a more detailed part of the trip. This function would enable users to get more feedback about the progress. This related also to keeping up users’ interest and usage motivation. “It takes some time to see the progress in the beginning of the challenge, because the whole map of Finland is there. It would be great to be able to zoom in to the ongoing trip so that one could see the progress better. Now one needs to walk quite long before seeing any achievement.” (female, team of 4 colleagues) “The map increased the usage motivation of the application. But it could also be better in a way that one could zoom in closer to see more detailed map.” (female, team of 4 colleagues)
Most participants commented that travelling between the provided cities and villages was very clear and concrete way to view the progress. However, a minority of the participants said that they could not perceive the distances between the provided places, because they were not so familiar with them. These participants wished to have a possibility to set the challenge between the places that were even more familiar to them, for example one participant wanted set the route to grandmother’s house as a challenge, and another wished to use the trip to the summer cottage: “I’m so weak in geography that I have no idea what it means to travel from, for example, Mikkeli to somewhere.” (female, team of 6 neighbors) “It would be nice to create own, personal challenges, because not everybody live in bigger towns. Smaller places would be nice. I think I would like to travel to our own summer cottage. That would be more concrete and comparable then.” (female, team of 4 friends)
Some participants felt that even though a familiar game world was welcome, travelling the same routes on and on again might be less interesting in the long run. They wished that after Finland would be roamed through, the game world would expand to contain other countries as well. Some participants also wished to be able to travel between famous points of interest or along a well-known travel path: ”If one used the application for a long time, going same routes again and again could become boring. For the sake of meaningfulness and variability it would be good to be able to get the maps of other countries. One would learn geography as well.” (female, team of 4 colleagues) “It would be really great if there were some famous routes, for example the pilgrimage in Spain, so that you could go walking virtually to Santiago de Compostela or some other route. Or you could decide to walk a virtual tour in Rome this weekend.” (male, team of 3 family members)
Ideas for Further Design
The interviews revealed three main wishes from the participants for the future design of the application related to the virtual trips, challenges and the game world. They were intermediate points, map zooming and more versatile types of challenges, to be discussed in this section. As could be seen on the user comments and perceptions on the previous sections, many participants liked to view and think about where they were going at the certain moment on the map. The current version did not show any intermediate points on the way from the departure to the destination, so the users needed to guess what there would be along the way. To maintain the user interest in the longer time period the challenges could be divided into shorter stages, and reaching these stages could reveal some content on the map, for example, the name of the city, village, castle, or other landmark that the team has passed by, or some visual material from those places:
Some participants lamented the fact that accelerometerbased pedometers can not measure all exercise types (e.g. biking or swimming), and thus the users did not get any credit out of such efforts. Into shares this problem with other step counter based applications. The participants also mentioned that they did not want to keep the phone in the pocket at home, and consequently missed steps. Moreover, sometimes when exercising they did not have suitable pockets in which to keep the mobile phone. Although mobile phones are nowadays carried along in almost all situations, clearly there are some occasions when it is not convenient to carry one. Similar limitations apply to most wellness technology, however.
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related lifestyle changes usually do not happen immediately. The participants wished for intermediate points when travelling between places, and a zoom infeature to view the game world and route in more detail. Those would enable better possibilities for exploring the game world, which we think is one of the factors to keep up the long term user interest.
DISCUSSION & CONCLUSIONS
We have presented the background and design of a mobile application for supporting physical exercise activities. The Into application utilizes two known motivating factors towards increasing the level of physical activity: social sharing and playfulness. In the application, the physical activity progress of the team is presented with an analogy of a virtual trip. The main findings (detailed in Section “Findings”) related to the use of the analogy can be summarized as follows:
More versatile challenges and routes, maybe also an expanding game world, might increase the motivation towards the use of the application and conducting physical activities over longer time periods. For this aim we would like to explore the future use of real-world maps that are already included in many high-end phones for navigational purposes. Alternatively, artificial yet familiar wellness game worlds might be inviting for players of non-wellness games. For instance people who spend substantial fractions of their waking hours in the realms of World of Warcraft might prefer to map their physical activity into the same familiar universe.
• Users liked the idea of presenting the team’s physical activity results as a virtual trip, including setting departure and destination places and viewing an up-todate progress between them. • A virtual trip was considered an understandable, concrete and interesting analogy. • According to the users, the familiarity of the game world was an important factor to make the challenges feel concrete.
As our present study was qualitative in nature, and the trial period of the application was relatively short, broad generalizations based on the results are not relevant. Moreover, in the existing social groups available for the study, gender balance could not be achieved. In addition, the participants all came from a nation with a strong culture of outdoor activities [19] and a pervasive use of mobile devices for communication and exercise tracking.
Our study showed that the familiarity of the game world, in this case a map of the participants’ home country, provided a successful mental model for perceiving and understanding the physical activity data presentation. The participants knew in advance approximately how long the distances were between the places as they had former experience in travelling between them. So they had a mental picture of the distances and how much time and effort it would require to travel between them. Our trip analogy proved successful in this experiment.
Interesting research questions for the future research do arise. We would like to study further the use of the application over a longer time period and in different contexts. Dix [14] warns about the cultural bias that the metaphors may portray. That is why we would like to compare users from different cultures to know how the analogy of a virtual trip for presenting physical activity data works globally. We would also like to study more the familiarity of the game world, whether we can generalize the results to the representatives from other cultures as well.
The same analogy has also been successfully used by some exercise campaigns [20], [26] though without mobile phone technology. Mobile phone as a platform for the application enables effortless data measuring with an inbuilt accelerometer, seamless and real-time data transfer between the team members, and up-to-date follow-up of the progress, when compared to the manual tracking and data transfer techniques used by the above mentioned exercise campaigns. Our study did remind us, however, that a mobile phone is not always the ideal tool for tracking the exercise, because in some situations it is not convenient to carry along. People may not want to carry a phone when they spend time at home, and sometimes when exercising they do not have suitable pockets for the phone. A very small wearable sensor could solve the problem, but on the other hand it would be another separate piece to remember. Sensors that are integrated into fitness clothing and able to communicate with mobile devices offer a partial solution to this problem. However, of the contemporary devices that are widely accepted among the consumers, the mobile phone was the best platform for our application.
We were satisfied with the application in relation to our research focus, as it allowed us to evaluate it in the field settings in real use by people without technical background. The application concept seems to be a good one, as the user comments were so positive in spite of the limitations. All participants used the application until the end of the period and a majority of them liked it a lot. Future work includes longer term experiments to provide quantifiable measures on the application’s ability to improve exercise motivation. REFERENCES [1] Ahtinen, A., Isomursu, M. Huhtala, Y., Kaasinen, J., Salminen, J. and Häkkilä, J., 2008. Tracking Outdoor Sports – User Experience Perspective. In: E. Aarts, ed. European Conference Ambient Intelligence, Springer-Verlag, 192-209. [2] Ahtinen, A., Isomursu, M., Mukhtar, M., Mäntyjärvi, J., Häkkilä, J., and Blom, J. 2009. Designing social features for mobile and ubiquitous wellness applications. In Proc. 8th
Encouraged by the positive feedback from the participants, we will continue with the development of the concept. Maintaining long term motivation and rewarding should be addressed in Into, like in any application meant for supporting and motivating physical activity [12]. Wellness
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[3]
[4]
[5]
[6]
[7] [8] [9]
[10] [11]
[12] [13]
[14] [15] [16] [17]
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intl. conf. on Mobile and Ubiquitous Multimedia (MUM '09). ACM, New York, NY, 1-10. Ahtinen, A., Ramiah, S., Blom, J. and Isomursu, M., 2008. Design of Mobile Wellness Applications: Identifying CrossCultural Factors. In Proc. 20th Australasian Conf. on Computer-Human Interaction. Albaina, I. M., Visser, T., Van der Mast, C. and Vastenburg, M. H., 2009. Flowie: A Persuasive Virtual Coach to Motivate Elderly Individuals to Walk. In 3rd International ICST Conf. on Pervasive Computing Technologies for Healthcare, 1-3 April 2009 London, UK. Anderson, I., Maitland, J., Sherwood, S., Barkhuus, L., Chalmers, M., Hall, M., Brown, B. and Muller, H. Shakra: Tracking and Sharing Daily Activity Levels with Unaugmented Mobile Phones. Mobile Network Applications, 12, 2-3 (2007), 185-199. Asselin, R., Ortiz, G., Pui, J., Smailagic, A., and Kissling, C. Implementation and Evaluation of the Personal Wellness Coach. In Proc. 25th IEEE Intl. Conf. on Distributed Computing Systems Workshops, pp. 529-535 (2005). Berkovsky, S., Bhandari, D., Kimani, S., Colineau, N., and Paris, C. 2009. Designing games to motivate physical activity. In Proc. Persuasive 2009, ACM Press (2009), 1-4. Beyer, H. and Holtzblatt, K. Contextual Design – Defining Customer-Centered Systems. Morgan Kauffman, 1997. Bickmore, T. W., Caruso, L., and Clough-Gorr, K. Acceptance and Usability of a Relational Agent Interface by Urban older Adults. Extended abstracts of the Conf. on Human Factors in Computing Systems, pp. 1212-215 (2005). Blythe, M.A., Overbeeke, K., Monk, A.F. and Wright, P.C. (eds.) Funology, From Usability to Enjoyment. Kluwer Academic Publishers, MA, USA, 2003. Buttussi, F., Chittaro, L., and Nadalutti, D. Bringing Mobile Guides and Fitness Activities Together: A Solution based on an embodied virtual trainer. In Proc. 8th Conf. on Humancomputer interaction with mobile devices and services, pp. 29—36 (2006) Consolvo, S. Everitt, K., Smith, I. and Landay, J.A. Design Requirements for Technologies that Encourage Physical Activity. In Proc. CHI 2006, ACM Press (2006), 457-466. Consolvo, S., McDonald, D. W., Toscos, T., Chen, M. Y., Froehlich, J., Harrison, B., Klasnja, P., LaMarca, A., LeGrand, L., Libby, R., Smith, I. and Landay, J.A., 2008. Activity Sensing in the Wild: A Field Trial of UbiFit Garden. In Proc. CHI 2008, ACM Press (2008), 1797-1806. Dix, A., Finlay, J., Abowd, G. and Beale, R. HumanComputer Interaction. 2nd edition. Pearson Education Limited, UK. Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidia, I., and Levine, J. NEAT-o-games: blending physical activity and fun in the daily routine. Comput. Entertain. 6, 2 (2008). Garmin. http://www.garmin.com Gockley, R., Marotta, M., Rogoff, C. and Tang, A. AVIVA: A Health and Fitness Monitor for Young Women. Ext. Abstracts CHI 2006, ACM Press (2006).
[18] iPhone pedometer applications. http://www.iphoneappsfinder.com/blog/15-best-pedometerapplications-for-iphone/ [19] Kafatos, A., Manios, Y., Markatji, I., Giachetti, I., Vaz de Almeida, M. D. and Engstrom, L. M. Regional, demographic and national influences on attitudes and beliefs with regard to physical activity, body weight and health in a nationally representative sample in the European Union. Public Health Nutrition: 2, 1a (1999). [20] Kuntoliikuntaliitto Kävelykampanja. http://195.17.28.12/kuntostart/index.asp [21] Laverie, D.A. Motivations for Ongoing Participation in Fitness Activity. Leisure Sciences 20 (1998). [22] Lin, J. J., Mamykina, L., Lindtner, S. Delajoux, G. and Strub, H. B. Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game. In Proc. Ubicomp 2006, Springer (2006), 261-278. [23] Mobile Coach. http://www.firstbeattechnologies.com [24] Nielsen, J. Usability Engineering. 1993. Academic Press, US. [25] Nintendo. http://www.personaltrainerwalking.com/walk-theworld/ [26] Nuori Suomi Liikuntaseikkailu. http://maapalloseikkailu.nuorisuomi.fi/fi-FI/ [27] O’Brian, S. and Mueller, F. Jogging the Distance. In Proc. CHI 2007, ACM Press (2007), 523-526. [28] Patrick, K., Griswold, W.G., Raab, F. and Intille, S.S. Health and the Mobile Phone. American Journal of Preventive Medicine 35, 2 (2008), 177-181. [29] Schlenk, E. A., Dunbar-Jacob, J., Sereika, S., Starz, T., Okifuji, A. and Turk, D. Comparability of daily diaries and accelerometers in exercise adherence in fibromyalgia syndrome. Measurement in Physical Education & Exercise Science 4, 2 (2000). [30] Sharp, H., Rogers, Y. and Preece, J. Interaction Design: Beyond Human-computer Interaction. 2nd Ed. 2007. John Wiley & Sons, UK. [31] Speck, B. J. and Looney, S. W. Effects of a Minimal Intervention to Increase Physical Activity in Women: Daily Activity Records. Nursing Research 50, 6 (2001). [32] Sports Tracker. http://sportstracker.nokia.com/nts/main/index.do [33] Ståhl, A., Höök, K., Svensson, M., Taylor, A.S. and Combetto, M., 2009. Experiencing the Affective Diary. Personal and Ubiquitous Computing 13 (5), 365-378. [34] Ståhl, T., Rütten, A., Nutbeam, D., Bauman, A., Kannas, L., Abel, T., Lüschen, G., Rodriquez, D., Vinck, J. and van der Zee, J. The importance of the social environment for physically active lifestyle – results from an international study. Social Science and Medicine 52 (2001). [35] Toscos, T., Faber, A., Connelly, K. and Upoma, A.M. Encouraging Physical Activity in Teens – Can technology help reduce barriers to physical activity in adolescent girls? In Proc. Pervasive Health 2008. [36] Wellness Diary. http://betalabs.nokia.com/apps/wellnessdiary [37] Wii Fit. http://wiifit.com/
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Location-based Crowdsourcing: Extending Crowdsourcing to the Real World Florian Alt, Alireza Sahami Shirazi, Albrecht Schmidt, Urs Kramer, Zahid Nawaz University of Duisburg-Essen Pervasive Computing and User Interface Engineering Schützenbahn 70, 45117 Essen, Germany {alireza.sahami, florian.alt, albrecht.schmidt}@uni-due.de, {urs.kramer, zahid.nawaz}@stud.uni-due.de ABSTRACT
Many projects emerged over the past years whose success is based on the contributions of a huge number of people. Wikipedia is a prominent example, which utilizes the broad knowledge of a massive number of people on the Internet. OpenStreetMap is another example where many users, living in different geographical regions, contribute, share, and process their location tracks to make a comprehensive online map. These are just two of many examples where a large number of people, who are often part of a community, make small contributions, which led to a completely new type of applications that would have been hardly imaginable before the pervasive availability of the WWW.
The WWW and the mobile phone have become an essential means for sharing implicitly and explicitly generated information and a communication platform for many people. With the increasing ubiquity of location sensing included in mobile devices we investigate the arising opportunities for mobile crowdsourcing making use of the real world context. In this paper we assess how the idea of user-generated content, web-based crowdsourcing, and mobile electronic coordination can be combined to extend crowdsourcing beyond the digital domain and link it to tasks in the real world. To explore our concept we implemented a crowdsourcing platform that integrates location as a parameter for distributing tasks to workers. In the paper we describe the concept and design of the platform and discuss the results of two user studies. Overall the findings show that integrating tasks in the physical world is useful and feasible. We observed that (1) mobile workers prefer to pull tasks rather than getting them pushed, (2) requests for pictures were the most favored tasks, and (3) users tended to solve tasks mainly in close proximity to their homes. Based on this, we discuss issues that should be considered during designing mobile crowdsourcing applications.
With the ubiquity of interactive mobile devices providing location awareness and network connectivity we expect this trend to accelerate. People carry their phones with them the entire day, providing them the opportunity to contribute at any time. We imagine that new forms of contributions (e.g., real-time media and tasks that require physical presence) will become accessible similar to knowledge work and information sharing in the WWW. Smart mobs [15] and dynamic ride sharing services are current examples that involve physical presence in order to complete a task. One specific form of harvesting wisdom of the crowd and contributions from users is crowdsourcing, as introduced by Jeff Howe [6]. The concept describes a distributed problem-solving and product model, in which small tasks are broadcasted to a crowd in the form of open calls for solutions. As a strategic model, crowdsourcing tries to attract interested and motivated crowds capable of providing the required solutions in return for incentives (mainly small amounts of money). Often, such so-called crowd workers gather in online communities consisting of experts, small businesses, and other volunteers working in their spare time. As a result, problems can be addressed very quickly, at little cost, and the task provider might exploit a wider range of talents [9]. Tasks are normally initiated by a client and are open either to anyone or to particular communities. The solution may be submitted by individuals as well as by a group. In comparison with ordinary “outsourcing”, a task or problem is outsourced to an undefined public rather than to a specific body. Crowdsourcing is effective in areas where the task can be easily described to humans and where these tasks are easier to do for humans than for computers, e.g., perception tasks and tasks involving creativity.
Authors Keywords
crowdsourcing, mobile phone, context, location Categories and Subject Descriptors
H.5.3 [Group and Organization Interfaces]: Collaborative computing, Evaluation/Methodology, Organizational design; H.5.2 [User Interfaces] INTRODUCTION
Over the years the World Wild Web (WWW) has evolved beyond being a platform for retrieving information only but has become a ubiquitous medium supporting various forms of communication, peer-to-peer interactions, shared collaboration, and the creation of user-generated content.
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We argue in this paper that mobile crowdsourcing offers great potential and new qualities when considering and exploiting the context of the user, e.g., his location. Mobile phones are ubiquitous in many parts of the world. Nowadays most devices provide not only means for communication and interaction, but they typically are enhanced with a range of different sensors (e.g., camera, GPS, accelerometer), hence making it possible to easily extract context information. When additionally considering that the WWW and data services are becoming more common on mobile phones, we envision such devices being the upcoming platform for crowdsourcing. We believe that mobile, and especially location-based, crowdsourcing has the potential to go beyond what is commonly referred to as “traditional” (digital) crowdsourcing by bringing it to the real world. Therefore we exploit both the seekers’ and the solvers’ physical location. We focus especially on tasks that go beyond the provision of digital content with no clear limitation on how they are being solved.
rely on the active contribution of the Web community are the center of the Web 2.0 phenomena. The contribution to services happens in different ways. In the following we discuss user-generated content and crowdsourcing in more details, as they have been the inspiration for the implemented platform. User-Generated Content
The creation of content can be discriminated in explicit and implicit content generation. It can be generated on the initiative of the contributor (e.g., adding a new entry in Wikipedia), based on a coordinated call (e.g., someone asks for the clean-up of an article, someone initiates a call to read chapters in librivox1), or on request from a potential web user (e.g., a request in a forum). Explicit content generation describes the process in which a number of web users individually produce content. The content production may be carried out independently or as a part of a coordinated effort. In both cases the central value is in the collective result. Wikipedia, an online encyclopedia, is an example, which is created based on entries added by a large number of web users. Similar examples are product reviews, experience reports, and recommendations provided by customers for others in online shopping platforms. Such collections are sometimes seen as making use of the wisdom of the crowd. There have been recent researches that assess how to best harness the wisdom of the crowds [9] [4]. Explicitly generated content requires effort by the user and typical incentives are peer recognition or immaterial or material benefits, such as payments or vouchers. In [12] the authors investigate how financial incentives impact the performance.
We conducted two field studies that focus on the evaluation of constraints and challenges that affect the crowd workers’ behavior. We found out that location (and hence the opportunity to retrieve tasks in the vicinity) has a crucial impact when it comes to assigning tasks by the crowd workers. Nowadays time is scarce. Thus most users preferred quickto-solve tasks in close proximity, which required minimal effort. This is backed up by the fact that crowd workers in the study tended to choose tasks, which could be solved through physical interaction, e.g., taking a photo. The contributions of this paper are as follows: (1) We introduce the architecture and implementation of a prototype system, which supports mobile crowdsourcing based on location information. (2) In a qualitative user study among 18 participants we explore novel aspects of crowd working and how location-awareness may facilitate and impact on the crowd working process. (3) We present design guidelines, helping developers of context-aware crowdsourcing applications to enhance functionality and uptake among potential crowd workers.
In contrast, implicit user-generated content describes content that is generated by implicit human computer interaction [16]. A prime example is a news website that provides a category “most popular articles” or an online shop with a top 10 of sold articles. Here users generate content (in these cases recommendations) by their actions (reading, downloading, and buying). What is interesting with regard to implicit user-generated content is that there is no extra effort required for the user in order to contribute this content, nevertheless there might be a cost associated (e.g., the loss of privacy). Looking to mobile technologies an example of implicitly generated content is the route someone takes from one location to another. If this is tracked, then the data can become a resource for others, as evident in OpenStreetMap 2. While collecting the tracks happens implicitly, the post-processing is an explicit wiki-based creation of street maps with meta-information. In this case, both an implicit and an explicit approach are used. For us these examples highlight the power of mobile crowds combined
This paper is structured as follows: we start with a brief overview of related works before presenting our concept in more detail. Then we explain the implementation and architecture of our prototype system. We describe the evaluation and report the results of our user study before finally outlining and discussing our design suggestions. BACKGROUND AND RELATED WORK
The Internet has become an essential platform for seeking and sharing information, communication, presentation, and collaborating for many users. This is facilitated by many applications, platforms, and services that are provided on the Internet. For many of these systems it is essential that Web users actively participate in generating content and providing services. Such applications and platforms that
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www.librivox.org (accessed January 2010)
2
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www.openstreetmap.org (accessed January 2010)
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with the WWW to create new resources. Commercial systems like HD-traffic3 information use coarse location data from cell phones to provide high quality traffic information.
difficult to solve by computers and easily accomplished by humans. Examples of such tasks are the tagging of images, e.g., images of garments for an online catalog. Here the aim is to get a representative set of keywords so that users can find what they are looking for. Other domains are natural language processing, summarization, and translation. There is no clear limitation to what type of tasks can be solved through crowdsourcing, as long as they can be described in the system and the answer can be provided over the Internet. In most cases small amounts of money as compensation are provided to the users.
In our work we have looked at different types of usergenerated content and aimed at designing the platform to include as many types as possible. We see many crowdsourcing tasks as explicit requests for specific usergenerated content. Games and Content Generation There are several examples where games are successfully
Crowdsourcing on the World Wide Web
used to create content. Von Ahn et al. have shown that labeling images can be packed and provided to the users in a playful way [19] [18]. A side effect of playing the game is then the assignment of tags and labels to images. In this approach the game itself is already the incentive for contributing the content. We can imagine that it is feasible to create mobile games where users on the move through physical space would create meaningful and valuable information. An example could be running from location A to B with the condition to cross as few roads as possible.
Currently there are several websites available that are based on the concept of crowdsourcing. Amazon’s Mechanical Turk4 is a web-based marketplace for works requiring human intelligence in which anybody can post their tasks and specify prices for completing them. iStockPhoto5 is a webbased company offering huge collections of images uploaded and sold by photographers. Clients seeking stock images purchase credits and start buying the stock images they want. Another example is Innocentive6, which allows companies with specific R&D needs to share their challenges and specify awards among scientists dispersed all over the world. The solvers can submit their solutions through the Web, which go under review by the seeker. Also CambrainHouse7, built on crowdsourcing foundations, collects, filters, and develops the software ideas coming from the crowds. Artists or anyone with spare creativity can submit their T-shirt designs in Threadsless8, a clothing company collecting votes from the community and producing the top rated designs. In [7] it is explained how the power of Web 2.0 technologies and crowdsourcing approach are used to create new approaches to collecting, mapping, and sharing geocoded data.
Another popular type of game is Geocaching [13] [5]. Many of the motivations are not conflicting with the idea of exploiting the information people create while looking for Geocaches. In many cases players already provide photos of the location where they found the cache. This also coincides with our results discussed later where people favored photo-taking tasks. Smart Mobs and Ridesharing
Content generation and crowdsourcing tasks are so far restricted to the digital domain. From our perspective coordinated actions in the physical world such as Smart Mobs [15] or ride sharing supported by digital technologies hint a further direction of location and context-based crowdsourcing. The idea of a flash mob is that people use digital technologies and coordinate an action. If the action has a clear goal this is then considered as a smart mob. By bringing a number of people at a specific point in time to a certain location a political statement can be made, a street can be blocked, or an advertising campaign can be started.
Furthermore, there are researches that investigated various features of crowdsourcing systems. In [2] essential features of a crowdsourcing system and the precise relationship between incentives and participation in such systems are discussed. The authors reported that rewards yield logarithmically diminishing returns with respect to participation levels. In [1] authors studied Google Answer and found out that questions offering more money received longer answers. Yang et al. [20] explored the usage of the site “Taskcn”, a Chinese site where users submit solutions for various tasks and the winner earns a monetary reward. They found out that while new users are choosing unrealis-
With current mobile devices a new generation of ride sharing systems is investigated [8]. We see that ride sharing is essentially a crowdsourcing task in the physical world. It is context dependent (time and location) and may have a number of side conditions (e.g., only travelling with a person with more than 5 years driving experiences). Crowdsourcing
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www.mturk.com (accessed January 2010)
Crowdsourcing on the WWW has gained popularity over recent years. There are several websites available serving as a platform to distribute crowdsourcing tasks. The characteristic of crowdsourcing tasks is that they are typically
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www.istockphoto.com (accessed January 2010)
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www.innocentive.com (accessed January 2010)
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www.cambrianhouse.com (accessed January 2010)
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www.threadsless.com (accessed January 2010)
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www.tomtom.com/hdtraffic/ (accessed January 2010)
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tically, those who are used to the site pursue a more profitable strategy by better balancing the magnitude of the rewards with the likelihood of success. Also Manson and Watts [12] investigated the effect of compensation and performance on Amazon’s Mechanical Turk platform and reported that increasing financial incentives increases the quantity of works done by participants but not necessarily the quality of them. In [11] a crowd translator is demonstrated that collects speech data from the crowd through the mobile phones, which is used to build a high-quality speech recognition system. In the described projects, tasks are location-independent and can be performed on any PC or mobile phone with Internet connectivity. However, there are certain situations where the problems are location-based and physical presence of a person for solving them is required. In our work we focus on location-based problems and on how crowdsourcing can be used to share and solve tasks that are inherently contextual. We fill in the gap between the seekers and a mobile crowd with a location-aware crowdsourcing platform and share tasks based on the solvers’ location. Mobile Crowdsourcing
Various research papers explored crowdsourcing based on the use of mobile phones. Eagle [3] developed txteagle, a mobile crowdsourcing system that enables people to earn small amounts of money by completing simple tasks such as doing translation, transcription, and filling out surveys by using their mobile phones. Askus is a mobile platform for supporting networked actions [10] that allows specifying tasks, which are then matched by the system to specific persons based on profiles. Such profiles may include geographic location. In contrast to our platform, Askus is pushing tasks actively based on a positive match rather than providing an open call addressed to crowd workers present at this location. Fashism9 is an online community that uses phones as a bridge between the physical and digital world. It provides an easy way for customers to get comments on their fashion style while doing shopping by sending a dressing-room photo to the community and getting votes and comments back from the crowds in real time. Google uses crowdsourcing to accumulate the road congestion data and provide the traffic conditions. A user’s phone running Google Maps10 for mobile phones sends bits of data back to Google anonymously, describing how fast he is currently moving. The combination of the data provided by the crowds supply a good overview of live traffic conditions. Ushahidi is an open-source platform from Kenya, which allows for crowdsourcing crisis information by letting par-
9
www.fashism.com (accessed January 2010)
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www.google.com/mobile/products/maps.html (accessed January 2010)
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ticipants submit information on violence through text messaging using a mobile phone, email, and the Web [14]. In contrast to these examples we deliberately aim at exploiting the users’ physical location and context. Additionally we investigate how the results of a crowdsourcing task can go beyond the provision of digital content. CROWDSOURCING BEYOND THE DIGITAL
When offering tasks to be solved by crowd workers, the person offering the task (in the following also referred to as the seeker) defines the product or result that is requested. Typically the seeker has little or no information about the potential crowd workers (solvers) that will carry out the task. Hence the description of the task is most critical to achieve the desired result. If tasks are beyond the digital domain and can only be solved in a certain situation it is crucial that the tasks are suggested to seekers who are likely to find themselves in such a situation. The system design needs to include means for matching potential crowd workers in the right location and at the right time with a described task. We believe that certain niches might evolve where crowd sourcing becomes remarkably relevant and successful, especially among certain communities. In the following we describe several scenarios that focus on tasks, which should be performed in a certain context in the real world and away from the desktop. Such tasks are characterized by the need to be performed in a specific location only, or require the presence of a certain context to solve it. Scenario 1: Recommendation on demand John is on his way home from work. On the train he sees an advertisement for a point-and-shoot camera he is interested in. The shop is on his way home but would require a short detour, so he uses mobile crowdsourcing to get information about the availability of the favored camera in this specific store. He is interested in some specific tangible qualities that can be easily assessed while holding the camera in his hands but would be hard to retrieve from a photo. As he trusts the judgment of a fellow customer more than the information he would get from the sales personal, he puts up the task for a crowd worker who just happens to be there. Scenario 2: Recording on demand Mary has a very important lecture today at university. The lecturer will discuss the sample questions for the final exam with the students. In the morning she sprains her ankle and hence she cannot go to university. As she knows that many students will attend the lecture, she puts out the task of recording the lecture into the crowdsourcing platform. She specifies the lecture, time, and location of what she would like to have recorded. A few minutes later she gets a positive feedback from Alex who has taken on the task and has a good reputation (completed many tasks and has been highly rated for them). Later, she receives audio and video files of the lecture as well as copies of Alex’s notes.
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Scenario 3: Remotely looking around Sarah lives in New York and she is excited about a new job found in Munich. She will be there for six months and an estate agent has provided her some offers. On the Internet she finds the description of an apartment with some photos of its interior. Unfortunately, the offers did not include any photos and further information about the surrounding area. Using mobile crowdsourcing, she specifies a task and asks for more information on the area including photos. A nearby crowd worker who takes the task provides her a couple of pictures (captured with his mobile phone) of the street, some shops as well as a nice café. Scenario 4: Real-time weather information: Bob lives an hour’s drive from some great skiing resorts. As his meeting finishes before noon he decides to take the afternoon off in order to go skiing. He is not sure where to go – on the website all resorts state great conditions and perfect snow. From the webcams he cannot really see many differences. He decides to ask the crowds in his three most favorite places about the skiing conditions and crowdedness. Within a few minutes he gets back information from other skiers that provide him with the information.
Figure 1: System architecture Server
The server side is a PHP-based platform consisting of a MySQL database and several web services used by the web platform and the mobile client. The database includes a collection of all tasks defined in the system through the web platform. Each task is specified by a set of properties, which is then used to distribute it among the crowd. In Table 1 we provide a brief overview of the most important properties, which can be specified for each task. All tasks are associated with geographical information (Location), which is reused in the matching process to assign tasks to workers based on their current location.
Scenario 5: Translations on demand John is in China for two weeks. He decides to buy a very traditional souvenir for his parents. So he goes to downtown and finally finds one. But unfortunately the guys in the store cannot speak English and John does not speak Chinese and so he needs help. With the mobile crowdsourcing platform he searches for someone nearby who can help him in translating English to Chinese.
The Priority field of a task may be assigned to one of the three following priorities: priority 1 (which is the highest one) means that the task is time-critical and solutions have to be submitted within a pre-defined time period. This amount is being specified in the Expired property. Further, tasks with priority 1 are reserved for one solver only. Priority 2 tasks are not time critical (meaning that there is no specified deadline for submitting a solution), but the task is reserved to only one solver. Priority 3 tasks cannot be reserved and users should submit the solution when they sing up for them.
These scenarios show that crowdsourcing in the real world may offer a new quality. All tasks mentioned above are location-dependent and finding a person in close proximity is a crucial prerequisite. However, the tasks differ fundamentally in their time constraints, task duration, and in the way they are solved by the crowd worker. The time constraints range from minutes up to a day and similarly the duration of the tasks from seconds to several minutes. A LOCATION-BASED CROWDSOURCING PLATFORM
Web Platform
To investigate the potential of location-aware crowdsourcing we developed a prototype platform to easily create and distribute tasks among crowd workers. The platform consists of three components: (1) A web interface where seekers can upload arbitrary tasks associated with geographical information, (2) a server including a database for storing the tasks, which is responsible for distributing the tasks to potential crowd workers, and (3) a client application on mobile phones for the crowd workers, which pulls available tasks from the database based on the given location. Figure 1 depicts the system architecture.
To distribute tasks to the crowd we provide an AJAX-based web platform, which on one hand allows seekers to upload arbitrary tasks and distribute them in the community and on the other hand allows solvers to search and download tasks. Hence, we provide two different areas for seekers and solvers. The seekers’ area includes an overview of all tasks they previously specified (both solved and unsolved) where they can easily track their tasks and find out if a task was downloaded and when. We opted not to provide the names of the solvers in the prototype for privacy reasons – however we plan to integrate synonyms in the future to be able to provide a recommendation system. Further, seekers can create new tasks to be solved. All properties of the tasks
By providing such a platform we aim at bringing together all kinds of people regardless of their background, skills, and place of residence. So we are able to virtually offer seekers requesting any task at any time and anywhere.
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Description
A detailed description of the required task sent to the crowd worker
Location
The geographical location (longitude, latitude) for the task, e.g., a shop
Vicinity
Specifies a radius around the task location in km. This indirectly influences the amount of crowd workers receiving this task
Reward
Specifies the incentive if a crowd worker accepts to solve this task
Priority
Specifies the priority of the task
Expired
Allows for specifying a time interval in which a crowd worker has to submit the task solution. This is important for time-critical tasks
Assigned
The time a user accepted to work on the task
Solution
The solution of the task as entered by the crowd worker
Submission
The time the solution was submitted by the crowd worker
have to be provided completely before they are stored in the database and made available to potential solvers. For simplicity, seekers are not required to enter the geographic coordinates of a task but can use a nearby postal address based on which the correct coordinates are calculated. It is also possible that seekers specify the task’s location on Google Maps from where the geographical data are extracted (Figure 2). The solvers’ area includes an overview of all tasks they assigned themselves (both solved and not yet solved tasks). Besides submitting a task via the mobile client, solvers may also enter the solution to their task via the web interface. However this feature was not used during the evaluation. Mobile Client
We developed a JME-based mobile application, which can be used both by seekers and solvers. For solvers, the application lets users retrieve tasks from the database based on given locations. The location can be retrieved either by using an (internal or external) GPS receiver or by providing a postal address (street and zip code/city), which is then converted into geographical coordinates on the server. Additionally a Google Maps view is provided to the users to specify their location and retrieve tasks. This setup allows for retrieving tasks not only based on the current location but also based on other locations, which crowd workers potentially might visit in the near future (e.g., on the way home). Additionally, users can use this feature indoors where GPS devices do not work properly.
Table 1: Task’s properties specified by the seeker
When it comes to working on a task, two different modes of the mobile application can be distinguished: the assignment mode and the solution mode. In the assignment mode the crowd worker can browse and preview available (location-based) tasks based on the given location. Once he decided to work on a task, he may assign himself the task. Based on the Priority property, the task may be unavailable to other workers for the period of time specified in the Expired property. If the user does not submit his task during this period, the task is released and become available again to all crowd workers. It is also possible to assign more than one task at a time (however we limited the amount of parallel tasks to two for the study). In the solution mode, workers can submit their solutions for assigned tasks. In the current version, the submission can be based on texts and pictures. During the design process of the user interface, we focused on keeping the interface simple. Hence, we use a wizard interface to guide users through the different steps of assigning, solving, and submitting the tasks. Figure 3 shows screenshots from the mobile clients.
Figure 2: The web client: seekers can define new tasks in database and use Google Maps to specify the location.
(a)
When using the mobile client as a seeker, the user may create new tasks and publish them to solvers by uploading them onto the server. This allows seekers to create tasks at any time, e.g., while being in transit. The location of the task can be set independent of the current location.
(b)
Figure 3: The mobile client screenshots: (a) Main menu where users can search tasks. (b) A sample task retrieved from the database.
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USER STUDY
To gather data on the users’ crowdsourcing behavior, we conducted two user studies. To obtain reliable results we wanted users to act in their natural environment. Hence, we opted to do field studies in a familiar setting that is at home, at work, and in the city center of users’ hometowns. Initial Study
Due to the complex setup und amount of influencing factors, we decided to run a pre-study for gaining initial insight in potential challenges as well as a better understanding of the users’ crowdsourcing behavior.
Photo Task
Informative Task
Action Task
Take a photo of the closest mailbox
Check the price for a 8GB iPod Nano in the nearby electronic store
Send an email to the user study instructor telling him how many bottles of wine you have at home
Take a photo of your refrigerator
Check how many of the laptops on sale are left at the discounter market
Buy a small bottle of coke from the store around the corner
Take a photo of the coffee machine
Check the departure time of the next bus
Bring a cup of coffee to your colleague next door
Take a photo of your desktop
Count the number of colleagues currently at their desks
Call the office of the user study instructor
Take a photo of the central post office
Check the opening hours of the Apple store
Buy some milk chocolate
Home
Demographics
For the study we recruited nine volunteers via mailing lists, from our courses, and friends. In total, four males and five females participated in the study. Participants were employees (3), students (4), and interns (2), with an average age of 27 years. Prerequisites to participate were that the subjects went to office or the university campus minimum once per working day, and had to own a mobile phone.
Office
Study Setup
To simulate location-based crowdsourcing we asked the participants during the recruiting process to provide us their home and office address, which we used to define different tasks in the database. We divided the tasks into two different dimensions: location and type of tasks. For the location we had (1) tasks at/nearby the users’ home location, (2) tasks at/nearby the users’ office locations, and (3) tasks in the city center of their hometown. For the types of tasks, we distinguished between (1) photo tasks, which required using the phone’s camera, (2) informative tasks, which required the user to type in some information into the application, and (3) action tasks, which required the user to perform a certain kind of action (see Table 2).
City center
Table 2: A task table for one participant on the 3rd day
groups changed the retrieving mode, which could be verified based on the log data. After the two-week study, participants were asked to fill in a final questionnaire. Results
The experience we gathered during the initial study showed that location-based crowdsourcing has potential for many application areas. From 50 tasks in the database 30 have been accomplished in the end. Based on the study, the questionnaire, and the analysis of our log data we extracted the following key findings:
For each participant we then created two different tasks per location and per task type, resulting in an initial set of 6 tasks per user (54 altogether). Then we “refilled” the task list daily based on the tasks the participants opted to complete. There was no restriction for the participants solving tasks and they were free to solve as many as they wanted. We assigned geographical coordinates and a vicinity of 2km to each task based on the location where we wanted the task to be solved. Table 2 shows a sample set of tasks for one participant for a day. Based on the current location maximum just six tasks were visible at the same time.
Users prefer address-based task selection: Our questionnaire revealed that more than three quarters of the participants preferred to retrieve tasks using postal addresses. There are three potential reasons for this: First, both connecting an external as well as activating an internal GPS device puts a burden that many users are not willing to accept. Second, users were often indoors or in public transportations when selecting tasks using the GPS receiver does not work properly. Third, tasks were mainly situated in places people lived in and were familiar with, which made address-based selection an easier option.
For those participants who had a mobile phone equipped with GPS and compatible with our application we helped them with the installation and testing. The other participants were provided with Nokia N73 phones where we had preinstalled the application. Since our application allows for extracting tasks based on both geo-graphical coordinates and postal addresses, we divided the participants into two groups. We asked the first group to only retrieve tasks using the GPS receiver in the first week whereas the other group started with address-based selection. After one week,
Picture tasks are most popular: Interestingly taking pictures was the most popular task among the participants. Obviously most participants could easily handle using the camera of the mobile phone and preferred this task against
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more time-consuming informative tasks (due to the need to type in the solution) and the action tasks.
Study Setup
The study ran for a week with a similar setup as the initial study, however we made minor changes. To provide an even more natural environment, we asked the participants to use their own mobile phone. We invited participants to our lab and after explaining the study to them we installed and tested the application on all phones.
Tasks were mainly solved at or close to home: Based on the results from the questionnaire and an analysis of the solved tasks we found out that the favorite location where users worked on their tasks was at or close to their homes (45% of the tasks).
The tasks used over the course of the study were similar to the initial study. However, since we found out that users completed most tasks in close proximity of their daily whereabouts, we asked the participants to provide us a frequent visited address in addition to their home and office addresses, e.g., their parents’ or friends’ addresses to better simulate a real-world scenario. The given addresses were used to define different tasks in the database (see Table 2). Since most of the tasks in the first study were solved after 3pm, we decided to refill the task tables for each participant in the evenings. As compensation we paid each participant 20 Euros.
Tasks are solved after work: When analyzing the times users assigned themselves tasks, we found out that there are peaks in the morning (25% of the tasks were assigned between 6am and 9am, most likely on the way to work), during lunch time (21%), and after 5pm (40%). Interestingly, tasks assigned in the morning were not solved immediately, but mainly after work (81% of all solutions were submitted after 3pm). Thus, we conclude that people tend to download tasks whenever they are free (on the way to work, during breaks, on the way home) and potentially plan to solve the tasks on their way home. This is also supported by the fact that tasks close to home are mainly solved in the study. Further, this might also explain why users favored addressbased selection, since retrieving tasks at locations different from the current one is only possible with address-based selection in our implementation.
In the first study we found out that users were hardly interested in using GPS data for retrieving tasks, hence we disabled this feature for this study and asked all the users to search for tasks by postal address only. Similar to the first study, there was no limitation on solving tasks and they could decide whenever they wanted to use the system. After a week we asked the users to fill in an online questionnaire, which included questions related to the crowdsourcing platform and a System Usability Scale (SUS) test.
Response times vary: When analyzing the response times (the time between assigning a task and submitting the solution), we found that 40% of the tasks were solved within the first 3 hours, 70% within 15 hours, and 90% within 20 hours. This implies that mobile crowdsourcing works very well within a time frame of one day – however for timecritical tasks, further investigation is necessary.
Results
During this study 55 out of 110 tasks we provided in the system beforehand were completed successfully (average per participant = 6.1, SD = 2.4). Based on qualitative and quantitative feedbacks from the questionnaire and the log files we derived the following results (results are based on a 5-Point Likert scale, 1 = don’t agree at all, 5 = fully agree; given percentages are based on ratings of 4 or 5):
Second Field Study
Based on the result of the pilot study where we mainly gathered qualitative feedback, we conducted a second field study with 9 participants, aiming at providing empirical evidence for our findings. The participants were recruited from mailing lists and none had participated in the first study. The participants used their own mobile phones and SIM cards. Their phones had an integrated camera (hence all participants could solve picture tasks), and we made sure that the application was compatible with each phone.
Informative tasks are as popular as Picture tasks: from all accomplished tasks, 23 were Picture tasks, 21 were Informative tasks, and 11 were Action tasks. The popularity of those two types of tasks is also verified by the participants’ answers in the questionnaire: 89% of all users agreed or fully agreed to prefer Picture tasks, 89% answered to prefer the Informative task, and 11% to prefer Action tasks. This shows that Informative tasks were equally interesting for the users even though they had to enter texts as solutions making those tasks more complex than Picture tasks.
Demographics
The participants of the second study were three females and six males with an average age of 26 years. Six participants were university students with various majors (computer engineering, economics, applied informatics, education science) and the other three were employees. Further, five participants had surfed the WWW via their mobile phones before and five had at least once installed an application on their mobile phones. Only one of the participants had experience with crowdsourcing platforms (Amazon Mechanical Turk).
Time-critical tasks are out of interest: from 55 completed tasks, 30 tasks had priority 3, 20 tasks had priority 2, and just one task had priority 1. This indicates that solving time-critical problems through the location-based crowdsourcing platform cannot be achieved easily because crowd workers prefer tasks without temporal constraints.
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Solution should be achievable in 10 minutes: based on the questionnaire results the preferred amount of effort users were willing to take for solving a task is up to 10 minutes (88%). This also supports the previous finding since Picture and Informative tasks can, in general, be considered to be less time consuming than Action tasks. Put in other words, this is an indicator for time intensive tasks being less popular and it might be hard to find crowd workers for solving such tasks. Tasks are still solved after work: when it comes to the time the tasks’ solutions were submitted, we realized that 64% of the tasks were solved after 1pm (most likely after work). Additionally, based on the questionnaires’ results, 55% of the participants preferred to use the system in the afternoon and 11% at night (see Figure 4).
Figure 4: Tasks submitted over the course of a day. Challenges
We discovered the following challenges:
Midday breaks are good times to search for task: based on the questionnaire, 45% users tended to search for tasks during midday breaks such as lunchtime or between the lectures and 33% on the way home.
Users prefer to retrieve tasks by themselves: Users are willing to enter locations by themselves and having control over addresses used while interacting with the system. One main reason can be privacy issues, which is an important aspect in location-based systems.
Solving a task can take up to one day: the analysis of the response time (the time between assigning a task and submitting the solution) revealed that 57% of the tasks were solved within 10 minutes, 66% within two hours, and 95% within one day. This supports the finding of the initial study that mobile crowdsourcing works well within a maximum time frame of one day.
Provide means for easily choosing the task location: In many cases the locations where users assign themselves tasks are not necessarily the places where they solve them. Hence, an application should enable the user to choose any location, preferably close to their home. Here it might be helpful to provide a map of the surrounding area where users could easily click on a location. Additionally, the frequent locations users visit (e.g., parents’ or friends’ home, clubs...) have potential for distributing tasks. Hence, history of locations where users used the system and searched for tasks should be taken into account for dealing out tasks. Being able to assign oneself tasks over the course of a day seems to be a helpful feature with good uptake.
Home and surrounding areas are the most favorite places for solving tasks: interestingly, based on the results 66% of the accomplished tasks were retrieved at home and 61% of the solutions were submitted at home. Based on the questionnaire, 77% of the participants tend to solve tasks at home or close to it, 55% around the locations they visited frequently (e.g., downtown, clubs), and 44% around the location they daily went to for shopping.
Provide means for specifying priorities: Users prefer working on tasks in the after hours, although they tend to search for tasks during the midday breaks or on the way home. Hence, this is where the response time is likely to be short. However this means that seekers setting up tasks in the morning might have to wait the entire day for a result. We suggest using priorities and timer mechanisms for timecritical tasks.
Voluntary tasks have lower chance: the questionnaire revealed that 77% of the participants had done the task just because of the money, only 22% did it for having fun. Users search for tasks in their current location: we asked users if they searched for tasks in their current locations or locations which they plan to visit during a day. Based on the results, 88% wanted to search tasks in their current location and 22% also wanted to search tasks in locations where they are going to visit during the day.
Minimal effort for the crowd worker: We realized in the user studies that tasks requiring minimal efforts are in favor among users. Users mostly want to download a task and solve it afterwards and they tend to send up to 10 minutes to solve a task. Taking pictures was most popular, most likely due to the fact that no typing was required. Nevertheless, Informative tasks were also in the users’ favor, since they needed to type very short text. The same might be true for audio and video recording, when the application’s interface provides an easy way of using those features. Hence, it is a good strategy to break up tasks into minimal parts with short solutions.
The SUS score from the survey was 79.44, which indicates that users were comfortable with the application. DISCUSSION
Based on the user studies and the survey, the findings indicate that the design choices made for the types of tasks as well as for the means and time of delivery will impact how well location-based crowdsourcing will work. One shortcoming of the study was that tasks were not user-generated but self-designed. Yet, we envision only a minor impact on the solver’s behavior even for different tasks.
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Privacy
[3] Eagle, N.: txteagle: Mobile Crowdsourcing. In Proc. of
Working on location-based tasks raises severe privacy concerns, since from both the location where a user assigns himself a task (e.g., an address) as well as from the task description (e.g., check the opening hours of the post office) the current location of the user can be derived. However, this is not an implementation issue but rather a conceptual problem, which cannot be entirely solved on the system side. Possible options are not to associate the solution submission-time with a task (which only allows to derive an interval in which a user was at a certain location) and to provide users a way to manually enter their current location in an abstract way, such as a zip code or an address in the proximity.
Human-Computer Interaction International (HCII), vol. 5623, pp.447-456, San Diego, CA, July 2009. [4] Fuxman, A., Tsaparas, P., Achan, K., and Agrawal, R.
2008. Using the wisdom of the crowds for keyword generation. Proc. of WWW, 2008, 61-70. [5] Gram-Hansen, L. B. 2009. Geocaching in a persuasive
perspective. Proc. Persuasive '09, vol. 350. [6] Howe, J. Crowdsourcing: Why the power of the crowd
is driving the future of business. Crown Business, 1st Edition August, 2008 [7] Hudson-Smith, A., Batty, M., et al. Mapping for the
Masses: Accessing Web 2.0 Through Crowdsourcing. Social Science Computer Review 27, 4 (2009), 524.
CONCLUSION
In this paper we investigated how crowdsourcing can be extended beyond the digital domain. Based on a discussion of different approaches for content generation, that is explicitly and implicitly, we have proposed an approach for location-based crowdsourcing. To explore the opportunities we created a prototype for location-based mobile crowdsourcing consisting of a web and a mobile client. Through these clients, people of the crowd (solvers) can search for tasks and submit solutions that have a link to the real world.
[8] Kamar, E. and Horvitz, E. Collaboration and shared
plans in the open world: studies of ridesharing. Proc. AI 2009 [9] Kittur, A. and Kraut, R. E. 2008. Harnessing the wis-
dom of crowds in wikipedia: quality through coordination. Proc. CSCW '08, 37-46. [10] Konomi, S., Thepvilojana, N., Suzuki, R., Pirttikangas,
S., Sezaki, K., Tobe, Y.: Askus Amplifying Mobile Actions. Proc. Pervasive 2009, pp. 202-219.
We evaluated the system in two field studies with 18 participants. The results show the feasibility of location-based crowdsourcing and highlight important aspects. In the discussion we addressed discovered issues and presented recommendations for design and improvement of a mobile crowdsourcing platform. When designing location based crowdsourcing systems and mechanisms for distributing tasks among the crowd the following aspects are crucial for its success and should be supported by the system: chosen location (at best close to the crowd workers home), the type of task (most favorite tasks are taking photos), and the time of day (preferably after work).
[11] Ledlie, J., et al. Crowd Translator: On Building Local-
ized Speech Recognizers through Micropayments. [12] Mason, W. and Watts, D. J. 2009. Financial incentives
and the "performance of crowds". Proc. HCOMP '09, [13] O'Hara, K. 2008. Understanding geocaching practices
and motivations. Proc. CHI '08, 1177-1186. [14] Okolloh, O.: Ushahidi, or'testimony': Web 2.0 tools for
crowdsourcing crisis information, published in Participatory Learning and Action, No. 59, 2009 [15] Rheingold H, 2002 Smart Mobs. The Next Social Rev-
olution (Basic Books, Cambridge, MA)
As a future work we plan to enhance our applications with video and audio features. Further, it might be interesting to take additional types of users’ context into account. We believe that “targeting” tasks might increase the potential of crowdsourcing if the client application is able to learn, e.g., routes the user takes as well as types of tasks and locations he prefers or frequently visit. Finally, we plan to explore how the crowdsourcing application impacts on the uptake and the user behavior among communities (e.g., people might agree to solve tasks without incentives, or provide higher quality results).
[16] Schmidt, A. 2000. Implicit human computer interac-
tion through context. Personal and Ubiquitous Computing. 4 (2) Springer. June 2000. pp 191-199. [17] Surowiecki, J. The Wisdom of Crowds: Why the Many
are Smarter than the Few and How Collective Wisdom Shapes Business, Economies, Societies, and Nations., Doubleday [18] von Ahn, L. and Dabbish, L. 2004. Labeling images
with a computer game. Proc. CHI '04. 319-326. [19] von Ahn, L., Liu, R., and Blum, M. 2006. Peekaboom:
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[1] Chen, Y., Ho, T.H., and Kim, Y.M. Knowledge market
[20] Yang, J., Adamic, L.A., and Ackerman, M.S. Crowd-
design: A field experiment at Google Answers. Working Paper, November 2008.
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[2] DiPalantino, D., Vojnovic, M. Crowdsourcing and all-
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Analysis of Precedent Designs: Competitive Analysis Meets Genre Analysis Mattias Arvola Department of Computer and Information Science Linköping University SE-581 83 Linköping
[email protected] +46 13 285626
Jonas Lundberg Department of Science and Technology Linköping University SE-581 83 Linköping
[email protected] +46 11 363452
ABSTRACT
Stefan Holmlid Department of Computer and Information Science Linköping University SE-581 83 Linköping
[email protected] +46 13 285633
the landscape of other offerings. Numerous papers have reported on using competitive analysis in interaction design, but none of them provide any details on procedures of analysis [2, 3, 7, 9, 10, 16, 24, 25, 38, 44]. This paper will present two procedures for conducting analysis of precedent designs. The first procedure builds on a method presented by Brown [8] and the second procedure builds on genre analysis as it has been conceived in literature and film studies [26, 45]. The procedures are then put to test with students, and finally further developments of them are discussed.
Designers need to survey the competition and analyze precedent designs, but methods for that purpose have not been evaluated in earlier research. This paper makes a comparative evaluation between competitive analysis and genre analysis. A randomized between-group experiment was conducted where graphic design students were conducted one of the two analysis methods. There were 13 students in one group and 16 in the other. The results show that genre analysis produced more detailed descriptions of precedent designs, but its process was more difficult to understand. It is concluded that genre analysis can be integrated into competitive analysis, to make use of the strengths of both methods in the analysis of precedents.
Competitive Analysis
Brown [8] has given a practical account of how competitive analysis can be conducted in web design. He uses the example of pet-related websites that can be compared on their range of products, the design of search boxes, navigation, contact information, and shopping functions. The basic idea of competitive analysis is to line up competitors side-by-side and highlight similarities and differences on selected points of comparisons. This will disclose expectations from users who are used to other sites, and best practices in everything from interface design to offered features. Inconsistencies may indicate that some sites have innovative solutions, or that industry has not settled on any single approach. The result from competitive analysis is a strategy document that helps define the general direction for design without defining the design itself. Surveying the competition is, according to Brown, a good way to get ideas and establish a baseline.
Author Keywords
Analysis of precedents, Genre analysis, Competitive analysis, Interaction design. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
It is well known that designers learn from existing examples and precedent designs by surveying competing designs and seeking inspiration [23, 41, 46, 47, 48]. Experienced designers can also abstract from the specific cases to see design principles, patterns and schemes that are instantiated repeatedly [4, 5, 11, 27, 31]. Competitive analysis helps designers position their design in relation to
Procedure for Competitive Analysis
A competitive analysis can be broad and give a feel for the product landscape and identify best practices, or it can be narrow and identify how competitors have solved a particular design problem. The following steps are involved in a competitive analysis according to Brown: (1) Identify and describe the purpose of the analysis; (2) set up the competitive framework; (3) gather and present data; and (4) document the conclusions.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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1. Identify and describe the purpose of the analysis. A competitive analysis basically consists of two dimensions: a number of competitors and a set of criteria for comparison. This can often be visualized using a simple table where the competitors can be compared side-by-side and similarities and differences be highlighted. The difficult part of a competitive analysis is deciding what set of competitors to compare and what criteria of comparison to use. It is good to be clear on the purpose of the analysis to facilitate these decisions.
way is to score the competitors on every criterion, much like a restaurant review based on criteria like the quality of the food, the ambience, the service, and the expense. For such comparisons, you need to give an account of what, for instance, a high score on the service means. Descriptions is the most common form of data in competitive analyses and they can be explicit on how competitors stack up against each other, without risking potentially skewed numbers. 4. Document the conclusions. Data needs to be interpreted in relation to the client and/or the project at hand. The competitive analysis should project a direction for the future design work by stipulating conclusions based on data. Referring to clear design problems and a narrow analysis make it easier to draw explicit conclusions. If the purpose instead is to give a broad analysis and an overview of the product landscape, the analysis should provide a handful of consequences for design.
2. Set up the competitive framework. The framework, which consists of the two dimensions competitors and criteria for comparison, is often set up in a table. The competitors run along the top row and the criteria along the leftmost column. The criteria for comparison may be specific or general. Specific criteria for an online shop could be “Additional Item Categories”, “Account Management Links”, and “Offline Shopping Links”. A more general criterion for comparison could be “Home Page Navigation”. Another way to set up a competitive framework is to use a two-by-two, where competitors are placed along two dimensions. The criteria for comparison tends in such frameworks to be general since the number of criteria only are two. This type of visualization can be useful for identifying gaps in the product landscape that your product can fill. A third way to do a framework is to make a series of small images of the competitors that, for example, visualize their page layouts.
Genre Analysis
We will in this paper connect competitive analysis to the notion of genres. In, for example, literature and film studies it is common to use genre analysis in comparative analyses. We believe that this also may be a worthwhile approach in competitive analysis for interaction design. A common coding scheme in genre analysis consists of three points of comparison: form, content and purpose [45]. Think of a telephone bill, which can be described according to its layout (the form) that displays the phone calls and their respective cost (the content), to inform the recipient of how much to pay, when to pay, and what exactly it is that he or she is paying for (the purpose).
Very deep or very broad analyses risk becoming difficult to read. There are two ways to manage this: one way is to structure the document by criteria for comparison. This provides a collection of smaller competitions. You may, for example, compare a handful of sites focusing five groups of criteria for comparison: home page design, interior page design, search functionality, features offered, and navigation. This kind of organization makes it easy to identify the best competitors for a specific criterion and across all criteria, but it makes it difficult to get an overall picture of the user experience for each competitor.
A genre analysis describes the common features and differences between many similar objects, and sometimes how they change over time. Genre theory suggests that recurring forms of communication (e.g. the telephone bill) and interaction (e.g. how the telephone bill usually is delivered and paid) help participants understand the purpose of the interaction. The recurring and familiar forms also create expectations on form, content, and purpose of the interaction, and on the actors involved (e.g. for the telephone bill, that the sender is actually the telephone company and that the recipient is the one responsible for paying) [12].
The other way to manage larger analyses is to structure the document by competitor. That means there is one section for each competitor which gives each and one of them a profile. Every profile describes the criteria for comparison. This makes it easy to get an overview picture of the user experience for each competitor, but it makes it harder to compare the competitors with each other.
Genres are central to human cognition, and are based on the human ability to generalize common aspects of recurring situations and objects [35, 36, 37]. For people in everyday situations, genres help to find more of something one has experienced before, and to recognize what kind of situation one is in, for instance an argumentation or a negotiation [1, 12]. It is though, not obvious that more of the same means good design. For a design to be, for example, enchanting it must also evoke a sense of wonder at the newness and unexpectedness of the design [33]. Competitive analysis and genre analysis do, however, not drive design. They only provide a benchmark or basic understanding of the design domain at hand.
3. Gather and present data. When the framework is completed the analyst fills it with data from the analysis. The purpose of the analysis is to describe similarities and differences between products, and it is therefore important to find ways of highlighting them in the presentation of data. The data can be represented in different ways, with different fidelity. Yes/No values are good for comparing if competitors have or does not have a set of features. The drawback is that more subtle differences are lost. Another
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For different genres of communication or interaction, people have expectations on the purpose, on the actors involved, and on the form of the genre object. If the form changes, for instance, by someone starting to fight during a negotiation, or by using inappropriate language, the deviation from the genre of negotiations re-defines the situation. Also, if the actors are seen as inappropriate, for instance a newspaper that apparently is not produced by a newspaper agency, then that deviation from the genre norm also re-defines the situation [12]. People draw upon genre rules, to re-create new situations according to their experiences and expectations [49]. Deviations from the norm can also change the genre, by altering the rules. Thus, genre is not just about repetition, but also about changes. Changes to a genre can divide it into sub-genres, appropriate for somewhat different purposes. Genres analysis can accordingly be used to describe and categorize phenomena into genres, sub-genres, and mix-genres, and to analyze what genre is appropriate for different ends. This has for instance been done for Swedish municipality websites [15]. Genre analysis can also be used to describe changes to a genre over time, which for instance has been done on cyber genres [43], on memos [49], and on web design styles [40]. Some designs are more generic, or more central to the genre, which has been shown in an analysis of personal homepages [13], and cultural aspects have also in earlier research been used as a basis for comparison [42]. Genre analysis has also been used to understand why some designs are better than other designs, by comparing the most successful genre variations to the less successful genre variations. Such analyses have been done on academic texts [45] and on online newspapers [21, 22].
of interaction design. In particular, when discussing aesthetics of interactive products and services we have to include not only characteristics of the artefact and user experiences, but also the characteristics of the interaction that takes place between artefact and user, and between users mediated by the artefact [28]. Procedure for Genre Analysis
The following description of how to conduct a genre analysis builds on our earlier work [14, 15, 19, 21, 22, 29, 30, 6], but is in this paper more comprehensively described. The following steps are involved: (1) Map out the contents of the products, what elements the contents consist of, and what the elements consist of; (2) identify the purposes of the whole products and the purposes of the elements; (3) describe the form of the whole product and of its elements; and (4) identify shared characteristics and differences between the products. 1. Map out the contents of the products, what elements the contents consist of, and what the elements consist of. The first step is to identify the most common elements of a product in the genre. This will provide a repertoire of design elements that can be used to compose genre typical products and to pinpoint characteristics that are unique to some products. Every design element can in turn be described in terms of its elements. This hierarchical breakdown will end at some level and the atoms of the design elements are, for example, lines, textures or specific behaviors. The contents of a product also have a structure: There are different ways to label elements and different ways to organize them in different products. It may also be relevant to analyze what design elements that appear together.
On a general level, different genre analyses largely share the same coding scheme, using form, content and purpose as points of comparison. There are, however, variations. Devitt [12], for instance, describes the characteristics of genres using a coding scheme consisting of a) characteristics of the communicators, b) situation with social and personal motives, c) form and content of communication. Swales [45] uses purpose, content, positioning, and form. Although some analysts use these abstract schemes, it is common to be more detailed. For instance, more detailed points of comparison for film analysis could be setting, characters, narrative, iconography and style [26]. For computer games a detailed set of points of comparison could instead be visual style, cut scenes, interface metaphor, pace, and control schemes [50]. Analyses made in information systems often concern digital media, its form in terms of positioning on screens, its contents in terms of services and information, and the purposes that the information system can fill for different actors [20, 32].
2. Identify the purposes of the whole product and the purposes of the elements. The next step is to find what purpose the genre as a whole fulfils, if particular products has partly other purposes (and may form sub-genres), and what different design elements are used for. You may speculate about the purpose, but the analysis needs to be complemented by interviews or surveys with users and producers in order to be really trustworthy. Such studies may show how important every element is to fulfill different stakeholders’ overarching motive. The composition of form, content and purpose of a product must be in line with the context in which it will be used. This is particularly important, when it comes to different stakeholders’ and users’ motives and experiences. Motives of different actors should match the purpose of the genre in order for the genre chosen to be appropriate. To give an example, a customer in an online store may want a specific item at a low price, while the owner of the store may want to sell as many items as possible to the same customer. The purpose of the online store should meet both these motives in order to be said to have an appropriate design. Experienced qualities like orientation, satisfaction, confusion or flow in the interaction may make the motives
The points of comparison we use in our approach have been developed over a few years. We have embarked from the notions of form, content and purpose, but have realized that they need to be interpreted somewhat differently in the area
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easier or more difficult to achieve. It can, for example, be difficult for a user to reach the motive ‘shop food quickly’ in a confusing store.
A fifth form aspect is the sound that a product or design element has. Sound catches people’s attention, carries emotional content and provides an ambience.
3. Describe the form of the whole product and of its elements. When discussing form elements in interaction design we need to consider movement, space, time, appearance, texture, and sound [39].
4. Identify shared characteristics and differences between the products. Comparisons between the products are made by placing the analyses side-by-side and searching for shared characteristics and differences in terms of form, content and purpose of the products as a whole and of the design elements. Questions to ask include: What characteristics are necessary for a user to recognize the product as belonging to the genre? What characteristics are necessary for a user to know what to do with a product in this genre? What are the consequences of the variations in the genre for how the products are experienced and how they can meet peoples’ motives in different situations? Are there characteristics that make any product better adapted to various motives, experiences and situations? Are there mixgenres or sub-genres that meet partly different purposes and give partly different experiences? If so, what are the characteristics that differentiate the mix-genres or subgenres?
The first step of describing the form is to identify the positions of the design elements. The first form aspect is therefore space. A virtual space can also be described as a network of nodes where the user navigates using links. The concept of users’ space for action can be used to indicate actions that are close to hand and actions that are further away. Different kinds of spaces (physical, screen based, virtual) can also be mixed and combined. The spatial aspects of the form can be said to form a layout. When the layout has been described, the following step is to describe the second form aspect: movement. All interaction involves movement. It is about the movement of people and products, and how products and their design elements are transformed. Some elements are static, while other can change dynamically independently of the user’s actions. They can be passive, reactive interactive or proactive [17, 18]. Proactive elements perform actions based on predictions about the future. When users interact with an element its state also changes. An example is how the state of a web site changes for each step from page to page that the user make. This movement forms a history of where the user has been and where he or she is headed. The movement can be initiated by the user, the system, or be continuous. Continuous movement requires steering (as for example in a snowboard game where you ride down the slope). Movement is also effective for catching people’s attention.
Research Problem
Our practical experience of using genre analysis in interaction design research and education has indicated to us that it facilitates an awareness of the details in a design. The question for this study is whether this intuition is correct. Competitive analysis in Brown’s version may be equally effective. The aim is also to investigate what benefits and difficulties design students experience in competitive analysis and genre analysis. METHOD
A class of second-year graphic design and communication students (average age 23 years, 32% male and 62% female) were randomized into two groups to investigate if there is any difference in the level of detail between design descriptions produced using competitive analysis and descriptions produced using genre analysis. One group was assigned to do a genre analysis and the other group was assigned to do a competitive analysis. They had recently started on their first course in interaction design, after a year of graphic design studies. They were given written instructions in accordance with the earlier described procedures for the two methods. The assignment was to analyze and compare the start page, and the navigation to a specific movie using four web-TV applications (SVT Play, TV4 Play, TV3 Play and Reuters Video). They were told that they would later use their analysis as a pre-study for the design of a mobile web-TV application. They had one week to complete the assignment.
A third form aspect is the appearance of the product and its design elements. It gives clues to the behavior of the elements and how you interact with them. The appearance structures the interaction by presenting opportunities for interaction (i.e. affordances, [34]): If you look upon a door handle you may perceive that you can pull it or push it depending on your earlier interaction with the world. The presented structure may be static insofar that the same opportunities for interaction always are presented in the same way, or the opportunities for interaction may change continuously. A door handle cannot change its appearance but digital products can change their appearance completely from one moment to the next. Appearance also communicates emotional content. A fourth form aspect is the texture of the product or design element. It includes how a surface feels and looks. Just like appearance it communicates opportunities for interaction and emotional content. Other physical properties like weight also affect experienced qualities [31].
The alternative hypothesis was that there would be a difference in level of detail between the genre analysis and the competitive analysis. The null hypothesis was that there would be no difference. One could argue that a onedirectional hypothesis should be used given the literature
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review and our previous work, but this would increase the risk of a type I error (rejecting a true null hypothesis).
Genre Analysis Benefit
The level of detail was operationalized as the number of observed features, where a feature was defined as a design element, or a description of a design element, alternatively an experience of a design element or the design in its entirety.
Gives interesting details Provides generally applicable criteria
13 completed genre analyses (3 male and 10 female) and 16 competitive analyses (5 male and 11 female) were handed in. Two uncompleted genre analyses were also handed in, but were not included in this study. The Mann-Whitney (Utest), which is a non-parametric test for independent samples, was chosen since the assumptions underlying the t-test (normality and homogeneity of variance) could not be met.
Number of features
Rank 3
102
1
160
7
125
2
168
9
146
4
194
11
147
5
256
16
159
6
271
17
166
8
324
19
177
10
325
20
202
12
370
25
227
13
420
26
229
14
430
27.5
239
15
430
27.5
283
18
576
28
327
21
338
22
351
23
360
24
R1 =
236
R2 =
198
Median for Group 1 =
324
Median for Group 2 =
214.5
Median for both groups combined =
Difficulty
Easy to understand procedure
Difficult to set up criteria
Gives broad picture
Uncertain what you miss when you use the criteria you have set up
their experiences and reflections was held. That discussion was documented by taking notes that subsequently were sorted into categories based on benefits and drawbacks. RESULTS
The median for the genre analyses was 324 features, and for the competitive analyses it was 214,5 features. The collected data is presented in Table 1. The study showed that there was a significant difference, to the advantage of the genre analysis, between the two methods (MannWhitney U(13, 16) = 63, p < 0.05, two tailed).
Rank
138
Difficult to know where to start and what to look for
Benefit
Table 1. Results from group discussion on benefits and difficulties of methods for design descriptions.
Competitive Analysis (Group 2, n2 = 16) Number of features
Unclear procedure
Difficult to know when to stop
The participants were, after the assignment, grouped in pairs or groups of three, to discuss what they had done and seen in their analyses. They were also instructed to discuss benefits and drawbacks of the methods, and what was easy and difficult in using them. Finally, a joint discussion of Genre Analysis (Group 1, n1 = 13)
Difficulty
Competitive Analysis
The group discussion with the participants after the assignment provided insights to strengths and weaknesses of the methods. These results are summarized in Table 2. The participants reported that they were unclear about how they would use the information in their future design of the mobile web-TV application. They thought it would have been easier to focus their description if they had more insight into that project. They were also asked to reflect on what would have happened if they had not been given any procedure and only the assignment to analyze precedents and competitors to get inspiration for their design. They answered that it would not had been as thorough and that there would had been a risk that they would only have clicked and played around. One participant thought that would have been better since he/she then only would collect all the good things and annoyances from different sites to know what to build on and what to avoid. Looking at what the participants actually wrote about in their analyses we can see that the genre analyses were in line with the framework given to them to follow. This means that they reported the elements that the web sites contained, and described their form and purposes. The competitive analyses varied more in the their focus, and could for example highlight more technical aspects and did
269.25
Table 2. Data on the level of detail in design descriptions.
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more often line up features that were either present or not present among the competitors. They were also less exhaustive on form aspects.
4.
This procedure needs to be iteratively developed and resulting descriptions of precedent designs as well as impacts on the design process need to be evaluated. This was a study with second year graphic design students, and future research also needs to test the method with experienced design students and professional designers.
DISCUSSION
The results show that it is likely that genre analysis provides more detailed descriptions than competitive analysis using Brown’s [8] procedure. There were two methodological issues in the study. Firstly, it was difficult to decide what should count as a feature. Secondly, there were repetitions of the same feature in every description. These potential sources for error are, however, assumed to be evenly distributed in the genre analyses and the competitive analyses.
Conclusion
Interaction designers need to conduct analysis of precedent designs, but methods for that purpose have not been evaluated in earlier research. The results of this study indicate that genre analysis produces more detailed descriptions of precedent designs than competitive analysis does, but it is also more difficult to understand. Genre analysis can however be integrated with competitive analysis to make use of the strengths of both methods.
A plausible explanation to the higher level of detail in the genre analysis is that it offers points for comparison in an observation protocol (i.e. form, content and purpose), and that the analysis is hierarchically conducted. Such a framework is completely lacking in the competitive analyses. This means that the product in its entirety, its elements, and the elements of the elements, are analyzed in the genre analysis. This also means that the analysis may continue ad infinitum, which must be considered a risk.
ACKNOWLEDGMENTS
We wish thank the students who participated in this study. The research has been sponsored by Östersjöstiftelsen, and Santa Anna IT Research Institute.
The advantage of the competitive analysis in Browns version is that the instructions are easy to understand, and the importance of the purpose as a delimiter of the analysis is stressed. It can, in a procedure for analysis of precedents, be beneficial to merge the two methods.
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The genre analysis can in fact be integrated with a competitive analysis as in the procedure described below. This will not make the genre analysis any simpler to perform, but it will provide a context and purpose, which can make it easier to delimit the genre analysis. 1.
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Exploring Distance Encodings with a Tactile Display to Convey Turn by Turn Information in Automobiles Amna Asif1 , Wilko Heuten2 , Susanne Boll1 University of Oldenburg Escherweg 2 26121 Oldenburg, Germany {amna.asif—susanne.boll}@informatik.uni oldenburg.de 1
OFFIS Escherweg 2 26121 Oldenburg, Germany
[email protected] 2
systems to support the driver. A car navigation system is one of the promoted and preferred information systems for cars. Visual and auditory displays in the present car navigation systems are successful to provide spatial information. However, the car navigation system increases a demand of the driver’s visual and acoustic attention while driving and are subject to distract the driver. The visual attention of the driver is essential in the primary task of driving, which is for example steering the car, using brakes and controls as well as observing the traffic. Pauzie and Marin [10] investigated that aging drivers spent 6.3% and young drivers spent 3.5% of their driving time glancing at the screen. Auditory displays on the other hand are challenging in a noisy environment. The driver performs a multiple number of primary and secondary tasks on visual and auditory displays that can impose mental workload [4] and distraction [12], which is harmful for safety of driving.
ABSTRACT
Visual and auditory displays successfully complement each other presenting information in car navigation systems. However, they distract the visual and auditory attention of the driver, which is needed in many primary driving tasks, such as maneuvering the car or observing the traffic. Tactile interfaces can form an alternative way to display spatial information. The way of how exactly information should be presented in a vibro-tactile way is explored rarely. In this paper we investigate three different designs of vibro-tactile stimulation to convey distance information to the driver using a tactile waist belt. We explore the tactile parameters intensity, rhythm, duration, and body location for encoding the distance information. We conduct a comparative experiment on a real navigation scenario in an urban environment to evaluate our designs. In our study we discovered that rhythm and duration are suitable parameters to generate tactile stimulation for encoding distance information. In this way the driver perceives countable vibro-tactile pulses, which indicate the distance in turn by turn instructions. The approach is found be simple way of encoding complex navigational information.
A tactile display can be used as an alternative interface for the car navigation system to reduce the mental workload and the distraction, following the Multiple Resource Theory (MRT) [21]. Two important parameters of the turn by turn navigation are direction and distance [2, 19]. In previous studies car simulators have been used to evaluate the vibro-tactile distance encoding. However, the investigation of the precise approach of vibro-tactile distance presentation in a real environment is missing. We investigated a number of the encodings based on rhythm, intensity and duration to discover an appropriate approach for the vibro-tactile distance encoding. We evaluated three vibro-tactile distance encodings in an experiment: (1) Only rhythm based distance encoding (2) Rhythm and intensity based distance encoding (3) Rhythm and duration based distance encoding. In our study, we focused on comparing different methods of conveying the distance with the vibro-tactile feedback in real urban environments. The study shows success of duration in combination with rhythm based distance encoding in the car navigation systems.
ACM Classification Keywords
H.5.2 User Interfaces: Haptic I/O; 1.3.6 Methodology and Techniques: Interaction techniques General Terms
Human Factors, Experimentation Author Keywords
Car navigation system, Tactile interface INTRODUCTION AND MOTIVATION
The activity of driving is multi-tasking and complex [12]. Vehicles are equipped with a number of distinct information
In the remainder of this paper, Section 2 introduces the reader with the state-of-the-art tactile interfaces and related approaches of the vibro-tactile distance and direction encoding in automobiles. The design space and the vibro-tactile distance encodings are described in Section 3. The experiment details are presented in Section 4. In Section 5 we report the find-
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ings. In Section 6 we discuss the answers to our research question and further findings. We close the paper with a conclusion in Section 7.
vibrators in an 8 x 8 matrix [6] is used to evaluate the ability of drivers to distinguish up to eight different directions. The distance information is presented by van Erp and van Veen [17] with vibrocon (vibro-tactile icon) for three distance steps of 250 m, 150 m, and 50 m. The information is presented to the users by activating the four tactile actuators either under the left or right leg of the driver. The results of an evaluation in the simulator show that the tactile interface helps to reduce the visual burden of the drivers. We take the opportunity to explore the tactile encoding for spatial information in the real driving environment. van Erp and van Veen encoded a distance information in the form of rhythm patterns though it is possible to explore more methods of distance encoding. The proof-of-concept study shows that using vibro-tactile displays in the car is useful for presenting distance information.
RELATED WORK
Previous research has shown that the tactile displays were effectively used to provide navigation aids to the pedestrians and blind users. McDaniel et al. [9] present a scheme for using tactile rhythms to convey intimate, personal, social interpersonal distances to blind users. ActiveBelt [16] consists of a number of vibration components integrated into a belt or a vest. The vibration components are equally distributed around the person’s body and activated for showing him a direction. Tactile Wayfinder [5] was evaluated for the task of pedestrian route guidance. The tactile Wayfinder supported the pedestrian in orientation, choice of route, keeping through track, and recognition of destination. PeTaNa [20] a torso based wearable system was evaluated to present direction and distance information to soldiers in the field. The direction information was presented on the respective location of torso of the soldier. Distance was coded with the temporal rhythm on the vibration. van Erp et al. [19] investigated different distance encoding schemes with pedestrian participants. The vibration rhythm was used to code the distance and the body location was used to code the direction. An additional experiment investigated usefulness of tactile display with a helicopter and a fast boat. Straub et al. [14] used a vibro-tactile waist belt to encode distance for the pedestrian. They used four distance encodings based on the parameters of intensity, frequency, position (which tactor), and patterns. Pielot et al. [11] presented a position and spatial distance of several people with the help a tactile torso based display in fast paced 3D game. The results showed that the location of the team members can be effectively processed with the help of the tactile display in high cognitive demand. The team showed a better team play and higher situation awareness. The findings of the previous studies encourage the fact that it is possible to encode distance with tactile displays. The effectiveness of the tactile display for presenting direction and distance information to blind and pedestrians motivate the idea to discover the approach to code distance in vibrotactile signals in car navigation systems.
In the previous research, torso based tactile displays are successfully employed to present navigation information to the blind users and pedestrians but parameters still require exploration in the automobiles. In the previous studies [9, 11, 14, 19], a number of vibro-tactile encoding schemes are compared to display distance information to the team players, pedestrian and blind users. Besides previous proof-ofconcept studies [17] the tactile parameters are still required to explore to discover an appropriate approach of encoding distance with vibro-tactile signals in the car navigation system. In this paper a similar comparative approach is used to explore the tactile parameters to encode distance information in the car navigation system. EXPLORING DISTANCE ENCODING WITH VIBRO-TACTILE SIGNALS
Car navigation systems provide route guidance to the driver towards a destination [15]. In our study, we used a tactile waist belt to provide turn by turn directions and distance information to the driver. Figure 1 presents example cues that Distance Turn-now
Furthermore, the tactile interface is effectively used in Advanced Driver Assistance Systems on commercial scale e.g. in Citroen1 and Audi2 in the seat and steering wheel, respectively. Similarly, the previous studies investigated the feasibility of the tactile channel in vehicle information systems e.g. in car navigation systems. A vibro-tactile seat is developed with the characteristics of a matrix with 6 x 6 elements with interaction area of a 430 by 430 mm with dynamically modifying haptic feedback based on the driving sitting posture [13]. A prototype steering wheel [7] is integrated with six tactile actuators. The steering wheel is used to display the direction in a car simulator. The best driving performance is attained by combining tactile display with a visual display or an auditory display. A seat fitted with 24 1 http://www.citroen.com.hk/tech/sec
Direction Left
Near
Left
Far
Left
Very-far
Left
Figure 1. The direction and distance instruction presented by the tactile feedback, as the car approaches the crossing.
04.htm
2 http://www.audiworld.com/news/05/naias/aaqc/content5.shtml
are conveyed to the driver through the tactile belt while ap-
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proaching the actual turn. In order to convey the direction left, the tactile belt indicates left by activating vibrators on the left side. The vibro-tactile signals provide information about the four categories of distance as proposed by Fukuda [3]: (1) Very-far, (2) Far, (3) Near, and (4) Turn-now. The driver make turning decisions by following the vibro-tactile instructions concerning the direction and distance while approaching the crossing. This section describes our vibrotactile distance encoding in the car navigation system and the practical approach that we adopted to explore the design space.
the study helped us in the design of vibro-tactile distance encodings for a further comparative evaluation. In addition, the pilot study was conducted to provide the proof-of-concept of displaying distance information with only tactile feedback on the real road. Participants, apparatus and Procedure
One female participated in the pilot study. She had 25 years of driving experience. The vibro-tactile signals are used to present distance information to the participant. The participant tested six options of vibro-tactile distance encoding in seven design solutions. We adapted the approach of thinking aloud to collect the participant’s comments and observations. We made videos for data collection. We measured the vibro-tactile signal perception and distance categories.
Vibro-tactile Distance Encoding
There are many potential ways to use vibration for encoding distance. According to [1, 18] the tactile parameters that can be modified to encode information in general are frequency, amplitude, waveform, duration, rhythm and body location. The frequency is the number of cycles per second [8]. Vibration stimuli will be detected when the amplitude exceeds a threshold which is dependent on several parameters including frequency [18]. The parameters of frequency and amplitude are not well suited to encode information [20]. The change in voltages results in change in frequency and amplitude simultaneously. The change is almost linear given in Precision Microdrive3 . So we can treat the frequency and amplitude as one parameter of intensity by following the approach in [11]. Furthermore, we cannot modify the waveform of the signal as its manipulation would require specific hardware [18]. Further parameters for encoding distances are rhythm and duration. The rhythm is created by grouping a number of pulses in a temporal pattern. Varying the duration of the vibro-tactile signal means to vary the length of a single pulse.
The distance signals were controlled by an experimenter on the backseat. The participant was trained on all the designs before going to the driving sessions. The participant drove in multiple sessions. The participant drove at least two times for each design. The participant was speaking whatever she thinks about the vibro-tactile signal perception and categories of distance. The videos were analyzed post-studies to collect the results. Results and discussions
In summary, we found that the following designs are acceptable according to the participant’s comments: rhythm based distance encoding, intensity and rhythm based distance encoding, duration and rhythm based distance encoding. The respective category of distance relative to the quantitative range of distance is given in Table 1. In the following, we will discuss our observations and the driver’s comments of the pilot study in detail.
We can design different vibration patterns by modifying the intensity, rhythm, duration, and the body location. In this study the body location of vibro-tactile cues is already used for presenting direction as the vibro-tactile waist belt uses the left and right vibrators to encode the direction of the upcoming turn. Thus, it cannot be used further for distance encoding.
Categories of distance: In distance encoding, the signal of turn-now is required to be comparatively intense and easy to identify to make sure that the driver has to take turn at that moment. According to observations, the vibration signal for turn-now will be few meters (i.e. 10m) before the next crossing while driving on the street.
In summary, encoding distance by vibration can be conducted by altering the parameters intensity, rhythm, and duration. These parameters can be altered individually or in combination. Following options are available for the adjustment: intensity only, rhythm only, duration of the signal, intensity and rhythm, intensity and duration, and rhythm and duration. In order to validate, whether all of these options were easy to perceive, to distinguish and to interpret by the driver, we investigated them in a first pilot study.
Vibration patterns in automobiles: The driver commented that ”I get strong sensations with less number of pulses, and while increasing the number of pulses feeling-wise it is less intense”. The driver gets smooth sensations with a higher number of pulses in a small time interval (e.g. minimum six pulses per second). The vibration pattern sensed intense and distinct if less pulses take place in a longer time interval (e.g. 2 pulses per second). The participant commented that ”The vibration is not easy to feel and I am undecided between different levels of intensity” for only intensity-based distance encoding. We observed that the participant annoyed by the intensity only vibro-tactile signal. Furthermore, it was difficult for the participant to understand the distance information. We discovered that rhythm is an important parameter for vibro-tactile information encoding in the car navigation system. We discovered that it is possible to get appropriate rhythm by changing a number of pulses while keeping the constant level of the intensity. Consequently, it is difficult to
Pilot study
The overall aim of the pilot study was to explore the usefulness of the different ways of encoding distance information with vibro-tactile signals. We conducted the pilot study to select the possible tactile parameters for encoding the distance information in the real driving scenarios. The results of 3 https://secure.precisionmicrodrives.com/product info.php? products id=92
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Category of Distance Very Far Far Near Turn Now
Rhythm based encoding Rhythm & intensity based encoding
Distance (meters) 200-150 100-80 50-30 10
Rhythm & duration based encoding
Very-far
Far
Table 1. The quantitative categories of four distances.
select among only rhythm, intensity and rhythm, and duration and rhythm based vibro-tactile distance encoding. We concluded that all designs in combination with rhythm are successful for vibro-tactile distance encoding.
Near
Turn-now
Although we conducted this study with only one participant, the observations and the driver’s comments helped us a lot to improve vibro-tactile distance encodings for further comparative experiment. The pilot study provided a proof-ofconcept that the tactile feedback is successful to present the distance and direction information to the driver on the real road without support of visual and auditory modalities.
Figure 2. Rhythm based, rhythm & intensity based, and rhythm & duration based distance encoding consists of different patterns of pulses with different intensity levels.
In the following duration, intensity and rhythm are used to encode distance. The driver recognizes the information in the form of countable pulses, the distinct rhythm patterns. Distance encoding in vibro-tactile cues
We discovered three promising vibro-tactile distance encodings based upon our pilot study and observations. The designs are composed of vibration duration, intensity, and rhythm. In the three designs we encode the categories of distances (see Table 1). The first design utilized the parameter rhythm, the second one utilized the parameters rhythm and intensity, and the third design made use of rhythm and duration. In the first two designs, the driver perceives a very smooth vibration at the distance of very-far and a very intense vibration at the distance of turn-now. The third design – rythm and duration encoding – conveys countable pulses to the driver. The three designs are explained with the help of graphical representation (see Figures 2), where the vertical axis presents the level of intensity and the horizontal axis presents time in milliseconds (ms). Furthermore, the four categories of distance are presented from the top to the bottom in the diagrams. The technical characteristics of the three designs are outlined in the following: Rhythm based distance encoding:
encoded in pulses per second with variable intensity. A pulse is composed of its activation and sleeping states. If we look from top to bottom in the diagram an event of very-far is composed of 25 pulses with 70% of intensity level. On the second place the event of far is composed of 10 pulses with 70% of intensity. On the third place the event of near is composed of 6 pulses with 80% of intensity. And in the bottom the turn-now event consists of 2 pulses with maximum intensity. Rhythm and duration based distance encoding:
The graphical visualization of the duration and rhythm based distance encoding is presented in Figure 2. In this design the pulses are more intense and less in a number. The distance is presented with a number of pulses in the given time along with its intensity level. A pulse is shown with its activation and deactivation states. The first event is composed of 4 pulses of the length of 2.5 seconds. The inter-stimulus interval between the pulses is 313 ms. The second event consists of 3 pulses of the length of 2 seconds. The inter-stimulus interval between the pulses is 333ms. The third event is encoded as 2 pulses of length of 1.5 seconds. The interstimulus interval between the pulses is 375ms. The fourth event is encoded as one pulse in a second with 500 ms interstimulus interval. On the basis of the pilot study, we proposed the three different methods of distance encoding based on: only rhythm, intensity and rhythm and duration and rhythm. In the following section, we present the design of the experiment in which we compared the methods of distance encoding.
The graphical visualization of only rhythm based distance encoding is shown in Figure 2. The encoding of a distance signal is presented with its intensity and length. The event is composed of pulses per second. A pulse is composed of its activation and deactivation states. The intensity is same for all the four events. If we observe from the top to the bottom the design consists of 25 pulses for the very-far. The far, near and turn-now consist of 10 pulses, 6 pulses, and 2 pulses respectively.
EVALUATION
The goal of the study is to compare the different approaches to encode distance information with vibro-tactile signals. We aim to investigate the most simple vibro-tactile distance encoding for the driver that leads to successful task completion. The comparative evaluation investigates the specified questions:
Rhythm and intensity based distance encoding:
The graphical visualization of the intensity and rhythm based distance encoding is presented in Figure 2. The distance is
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Q1: Will the participants perceive turn by turn distance information without support of visual and auditory modalities in the car?
Apparatus
We used a fully automatic Volkswagen Touran car in all sessions. The tactile belt is used to provide navigational aid in all three driving sessions (see Figure 3). The tactile belt is integrated to be worn around the waist of the driver. The fixed circumference of 90 cm is made up of a fabric in the shape of a flexible tube. The tactors are sewed into the fabric tube. These tactors are vibrating components of Samsung SGH A400, size of 11 mm. The six tactors are distributed equally around the waist of the participant. We have used the questionnaires, video recording, and screen captures for the collection of data.
Q2: Which one of the encodings – rhythm, rhythm and intensity, rhythm and duration – is the most usable encoding? Q3: Which distance encoding helps the driver to make the least number of information perception / interpretation errors? Q4: What are common errors that participants make to interpret distance information by using the tactile display? Experiment design
Our experiment consists of one independent variable. The vibro-tactile signal presents the direction and distance information to the participants. We compared the three vibrotactile distance encodings while driving in real urban environments. The approach of the experiment was within subject, with 3 different routes and 3 different vibro-tactile encodings of distance. In the within subject approach the different experimental conditions are the three vibro-tactile distance encodings and the same participants have been used in all the conditions. Dependent measures
Figure 3. The driver wearing the tactile belt.
Considering the questions for the evaluation Q1 to Q4, we selected the measures of usability of the designs, information perception errors and cognitive workload as dependent measures.
Questionnaire
Usability of the designs: We measure usability in the terms of information perception, learnability, length of vibro-tactile signal, ease of use, and user’s judgment rating on the design. We asked the participants to rate the design’s usability on a questionnaire after completing each route.
The questionnaire consists of questions regarding dependent measures like information perception and usability of the designs. The users’ responses are gathered on a 10 point scale. The scale is numbered from 1 to 10 and presents negative to positive response respectively.
Information perception errors: Information perception errors are the number of errors made by the participant in identifying the category of distance. We measure the number of participants’ wrong responses on the categories of distance for quantifying how many errors they made in perceiving the distance information. Furthermore, we analyzed how they interpreted the categories of distance.
Interviews
Distraction: We analyzed the drivers’ responses and videos to measure the distraction.
Screen captures and videos
In the end of the driving sessions, the participants were interviewed. They were asked about their impression about the vibro-tactile distance encodings, all driving sessions, tactile display preference over other displays, distraction and any further comments.
Video recordings are used for the data collection. Considering ethics, we have taken participants’ signatures for their willingness to record their videos. The open source software CamStudio is used for capturing the laptop screen of the experimenter and the voice of the participant. The participants were asked to announce the category of distance every time when they feel vibration. Different categories of distance pointed by experimenter are captured from laptop screen. Afterwards, the participant’s oral response on category of distance is compared with screen captures. A custom built application is used to analyze data from the videos and CamStudio. In the custom built application the keys of keyboard contained meaningful information related to correct
Participants
We evaluated a total of 13 participants, 1 female and 12 male in our experiment. The participants were between 2040 years old. All participants voluntarily participated in the experiment. Each participant completed all three sessions of the experiment. The participants have in the average 12 years of driving experience. We conducted (3*13) driving sessions with all participants in the whole study. We evaluated 3 participants after sunset and 10 in daylight. All participants completed assigned tasks easily in both conditions.
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and incorrect responses of the driver e.g. the participant’s response on very-far as far can be considered as meaningful information. On sensation of the vibration signal the driver guesses the category of distance by thinking aloud. Later, an analyzer watched the screen capturing segment with video. The analyzer presses the keys according to the response of the participant about the information signal. The information produced in the procedure is saved in a text file. The videos are observed two times by the analyzer.
Route-1 Route-2 Route-3
Procedure
The distance signals are controlled by the experimenter. The experimenter is seated next to the driver. During the driving session the four categories of distances are presented to the next crossing. We presented the categories of distance according to the length between two crossings e.g. all four categories of distance are displayed to the participant, if the length (in meters) is in the range of very-far distance (see Table 1). Furthermore, we displayed the 3 categories of distances if the length is in the range of the far distance and so on. We have created random sequences of the designs to balance any learning effect.
Figure 4. Three routes are used for driving in the experiment.
ilarly, we collected additional observations and the participants’ comments regarding the vibro-tactile distance encodings in the qualitative measures. In the following, we will discuss the quantitative results of our evaluation. Quantitative results
Before going to the venue, we explained the whole process of the experiment and trained each participant on all designs. Each participant was trained on the distance designs in five minutes sessions before leaving for real driving. The training was repeated before the beginning of every session.
In the following we present the quantitative results of our evaluation, structured with respect to the dependent measures (see Section ). We applied a non-parametric Friedman’s ANOVA test on data collected from the questionnaire to measure usability of the vibro-tactile distance encodings. Furthermore, to know the difference between individual conditions we applied Wilcoxon tests on each pair of conditions. We applied a simple descriptive statistics on the quantitative data collected from the videos and screen captures to measure information perception error. The results are presented with the help of boxplot and simple bar charts.
The participants were relying on the tactile belt to drive from origin to the destination. Turn by turn direction is displayed by tactile feedback. Each participant drives according to a random sequence of designs in the experiment. The participant is again trained on the first design in the sequence until he will be able to confidently recognize the signals presenting the categories of distance. In addition, the graphical presentation of the different designs – as shown in Figures 2– have been provided. After completing the first route the driver is asked to park the car on a safe place and to fill out the questionnaires. Then the driver is trained on the second design in the sequence until he will be able to confidently recognize the signals presenting the categories of distance and so on.
Usability of the distance encodings
The participants ranked the designs as most preferred, preferred, and least preferred. Figure 5 presents the participants’ ratings for the three vibro-tactile designs. The rhythm and duration based distance encoding is the most preferred design according to the statistics. The rhythm and intensity based distance encoding is rated as preferred. The rhythm based distance encoding is rated as the least preferred design by the participants.
Figure 4 presents the three different routes the participants had to drive. The destination of a route represents the start of the next route. The lengths of route 1, route 2, and route 3 are 1.3 km, 1.2 km and 1.4 km respectively. In the whole experiment the participants drive on every route at a minimum of 4 times for each design. The order of the designs was changed amongst the participants. However, we kept the same order of the driving routes.
Figure 6 presents the participants’ response on the learnability of the designs. The Friedman’s test shows that learnability of vibro-tactile distance designs are significant different (Chi-Square=9.19, p<.05). Further, the Wilcoxon text depicts that the learnability score of duration and rhythm based distance encoding is significantly higher than intensity and rhythm based distance encoding, p<.025. Similarly, learnability score of duration and rhythm based distance encoding is significantly higher than rhythm based distance encoding, p<.025.
RESULTS
All the participants were able to complete all the driving sessions. In the following, the results are divided into quantitative and qualitative results. The quantitative results provide the dependent measures like usability of the vibro-tactile distance encodings, and information perception errors. We applied statistical test to analyze the quantitative results. Sim-
In Figure 7 the boxplot presents the participants’ responses about information perception. The Friedman’s test shows that the participants perceive information significantly different in all designs (Chi-Square=10.286, p<.05). Further,
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Figure 7. Ease of information perception results
Figure 5. Preference ratings for the different tactile designs.
the Wilcoxon test shows that the information perception in duration and rhythm based distance encoding ranked significantly positive than intensity and rhythm based distance encoding, p<.025. There is no difference in information perception of duration and rhythm based distance encoding and rhythm based distance encoding, p=.044. Figure 8 present the participants’ responses on the length of vibro-tactile signal. The participants’ acceptance of the length of vibro-tactile signals in the three designs is significantly different (Chi-Square=6.884, p<.05). The Wilcoxon test shows no significant difference exists in participants’ preferences on the length of the vibro-tactile signal between duration and rhythm based distance encoding and intensity and rhythm based distance encoding, p=.034. Similarly, no significant difference exists in participants’ preferences on the length of the vibro-tactile signal between duration and intensity based distance encoding and rhythm based distance encoding, p=.067.
Figure 8. Time lengths of signals results
Information perception errors
The three designs have been compared by the number of errors made by the drivers in recognizing the category of disThe Friedman’s test does not reveal any significant differtance. The percentages in Figure 9 show that the participants ence in the rating of the design judgment in all three vibromade the least number of mistakes in recognizing all catetactile distance encodings, (Chi-Square=4.478, p=.107). gories of distance in the duration and rhythm based distance encoding. In the rhythm based distance encoding the drivers According to the Friedman’s test there is no significant difmade most of the errors in perceiving a very-far distance, ference in the ease of use of the three designs, (Chi-Square=2.600, 35.7%. We observed the maximum error rate in recognizp=.273). ing far, near, and turn-now distances in the intensity and rhythm based distance encoding, 25.5%, 26%, and 7.2% respectively. Figure 10 shows that regarding the rhythm based distance encoding the drivers made most of mistakes in recognizing very-far as far, 33.3%. Furthermore, the drivers made equal amount of mistakes in recognizing far as very-far and near, 7.7%. The participants made mistakes in recognizing near as far, 17.5%. Figure 11 illustrates that most of the times the drivers made mistake in guessing the very-far distance as far, 12.8% in the rhythm and intensity based distance encoding. The drivers made higher number of errors in recognizing near as far, 26%.
Figure 6. Learnability results
A few mistakes of the participants were observed in rhythm
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and duration based distance encoding according to Figure 12. Turn-now Near Far Very-far
1.5
3.4
Observations and drivers’ comments
The comments and responses have been collected with the help of video recordings. In general most of the participants liked the vibro-tactile display in the car navigation system. The participants stated that the tactile vibration is sensed more effectively in sitting position inside the car. In the following we structured qualitative findings by the aspects of engagement with the environment, visual and auditory modalities, driver distraction and categories of distance.
7.2
0.0
19.3
0.0
15.4 4.7 12.8
26.0 25.5 35.7
Engagement with the environment Duration and rhythm
Only rhythm
We observed from the videos that the vibro-tactile feedback did not cause any visual distraction. In each driving session the participants were freely commenting about the houses and shops on the way. The participants stand no obstruction in thinking aloud and using the tactile display simultaneously. The drivers discovered the vibro-tactile feedback to be quite helpful while talking to the other passengers and concurrently searching a specific location in the city. The participants do not need to slow down the speed of the car to recognize and understand the vibro-tactile feedback. In total the participants missed out 3 out of 221 turns in the whole experiment. A participant commented that ”I have enjoyed this drive, because the system was not grabbing my attention at all”.
Intensity and rhythm
Figure 9. Error rates in recognizing distance categories in relation to all three designs
Visual and auditory modalities
In the responses to questions regarding the overall impression of the prototype 85% of the participants told that they like the vibro-tactile signals for displaying direction and distance. The idea of replacing the auditory feedback with the tactile feedback is preferred by 93% of participants. The participants commented that the tactile feedback is less irritating than the auditory feedback. The tactile interface is preferred for directional information by the participants. Two participants told that they would prefer to have a visual display with the tactile display. So, the visual displays can help in such situations when participants are not confident about the tactile signal.
Figure 10. Drivers’ recognition of distance categories in the rhythm based distance encoding
Driver’s distraction
No visual distraction is evident from the video analysis and the experimenter observations. We observed that in the rhythm based distance encoding the maximum intensity used to present all categories of distance was irritating for the drivers of the car. In the rhythm and intensity based distance encoding a lower intensity to indicate vary-far and far is liked by the participants. One participant told ”I will prefer lower intensity to present longer distances because it’s not disturbing”. Another participant commented ”It is good to present veryfar and far with low intensity signal to get warning before the next turn”.
Figure 11. Drivers’ recognition of distance categories in the rhythm and intensity based distance encoding
Categories of distance
The participants told that they can easily differentiate the vibro-tactile signals of very-far and far with turn-now. The participants preferred to get the signal of turn-now very close to the turn. We observed that the smooth signals for the distance very-far and far are less irritating for the participants. One participant did not felt the very-far signal in the rhythm
Figure 12. Drivers’ recognition of distance categories in the rhythm and duration based distance encoding
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and intensity based distance encoding twice. The participants told that they are certainly interested in the distances near and turn-now. In addition, the participants responded that it is good to have very-far and far signals in advance, so they will get attentive for upcoming turn.
drivers to easily recognize the meaning of the signal. The two designs, rhythm based distance encoding and rhythm and intensity based distance encoding, are composed of similar rhythm patterns with different levels of intensity. In both designs the results differ insignificantly in terms of mistakes of participants in perceiving distances. So, we conclude that modification in the level of intensity does not impact significantly on perception of distance in the designs. We also observed from our qualitative results that the lower intensity is less irritating for longer distance. In summary the approach of rhythm and intensity based distance encoding can be beneficial in some aspects (e.g. for longer distances lower frequency is not disturbing) but the approach of intensity based distance encoding is not mainly contributing. The results support the concept of quiet communication in the car proposed by [17]. The results encourage the use of tactile display for complex information in the car navigation systems besides the fact that the drivers need backup support of visual and auditory modalities [7].
DISCUSSION
The tactile interface is certainly helpful in the situations when it is very risky to put eyes off the road. The participants found the tactile feedback useful, less irritating and safe for the car navigation systems. The rhythm and duration based distance encoding, which supports the concept of countable pulses, is most successful among all tested designs. The results show that the rhythm and duration design is significantly more usable than the other two designs. The driver made considerably less errors in perceiving distance information. Therefore, it is discovered as an appropriate approach to encode distances through vibro-tactile signals. In the following the results regarding our research questions for this study (Section ) are discussed.
Q4: What are common errors that participants make to interpret distance information by using the tactile display? The drivers tended to make the least number of errors while they get opportunity of counting the number of pulses. In general, we can observe from the quantitative and qualitative results that most of the times, the participants face difficultly in distinguishing vibro-tactile signals for the two adjacent categories of distance. Most of the errors are evident in the rhythm based distance encoding. Similarly, the qualitative results show that the participant was unable to feel the vibro-tactile signal with lower intensity. The participants sometimes do not perceive the vibro-tactile signals of lower intensity because of vibration of the car.
Q1: Will the participants perceive turn by turn distance information without support of visual and auditory modalities in the car? The participants missed the crossing only 3 times in the whole experiment which supports the argument that vibro-tactile signals can be used to present distance information for the whole route while driving. We concluded from the qualitative results that the participants asked for visual display in case they were not sure regarding the meaning of the vibro-tactile signal. The findings like engagement with environment and the participants’ preferences to the tactile display support the fact that tactile feedback with no visual and auditory attention is beneficial for providing navigation information in many situations. So we determined that the vibro-tactile signals can be qualified to present spatial information in the car navigation system.
From qualitative results we can conclude that the tactile display does not imply any visual distraction, thus, the drivers are able to fully concentrate on the primary driving task. Our findings support the fact that the tactile displays in the car navigation systems cause less amount of distraction to the driver [17].
Q2: Which one of the encodings – rhythm, rhythm and intensity, rhythm and duration – is the most usable encoding? The results show that the rhythm and duration based distance encoding is proved to be more usable among all tested designs. In addition, it is easier for the driver to learn the distance information in rhythm and duration based distance encoding as compared to the other encodings. The concept of countable pulses for encoding distance information is quite distinct from previously proposed schemes [17, 19]. The results demonstrated that the countable pulses encoding is usable in the car navigation system. Furthermore, the participants believe that afterwards they can also gain confidence on the vibro-tactile rhythm based distance encoding approach with more practice.
The results of the experiment can only be applied to the street scenarios. The distances are decided for categories of very-far, far, near, and turn-now while driving in a residential area. The vibro-tactile signals were controlled by the experimenter, so we cannot neglect the chance of human error in the experiment. The gender aspect is also limitation of the study because mostly male participants have taken part. The results cannot be generalized for old drivers.
CONCLUSION
Q3: Which distance encoding helps the driver to make the least number of information perception / interpretation errors? The participants made the least number of errors on the rhythm and duration based distance encoding compared to the other two designs. Besides rhythm, the duration of the vibro-tactile signal plays an important role in the vibrotactile distance encoding in the car. The simplicity of the vibro-tactile information encoding information allowed the
From previous studies [6, 17] we may assume that tactile feedback can be used as an alternative way to present distance information to the driver without support of the visual or auditory displays. We investigated in this paper three vibro-tactile distance encodings based on rhythm, intensity and duration. To investigate the designs we conducted an evaluation on a real navigation scenario in an urban environment.
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The study shows that the tactile feedback is quite helpful for the navigation in the environment without support of visual or auditory displays. The tactile design which modifies the parameters rhythm and duration of the signal is proved to be most successful among the three tested designs. By this design the driver receives a tactile stimulation through countable vibration pulses, which encode the distance information. We can conclude that the approach can be applied to encode distance information in the most complex road scenarios. However, the present study is carried out in the urban environments and it is not clear, whether the results can be generalized for other environments, such as motorways or highways and how the distance categories have to be adapted to other scenarios. This issue remains for following analysis.
6. J. H. Hogema, S. C. D. Vries, J. B. F. V. Erp, and R. J. Kiefer. A tactile seat for direction coding in car driving: Field evaluation. IEEE Transactions on Haptics, 2 (4):181–188, 2009. 7. D. Kern, P. Marshall, E. Hornecker, Y. Rogers, and A. Schmidt. Enhancing navigation information with tactile output embedded into the steering wheel. Pervasive’09, 7:42–58, 2009. 8. N. J. Mansfield. Human Response To Vibration. CRC Press, 2005. 9. T. McDaniel, S. Kirshna, and D. Colbry. Using tactile rhythm to convey interpersonal distances to individuals who are blind. In CHI-2009, 4669-4674.
In the near future, further investigations will be conducted, in particular, to find out if there are any gender or age differences regarding the acceptance and usability of tactile presentations while driving. For our long term research, we have identified several research questions regarding tactile presentations for people on the move, such as:
10. A. Pauzie and C. Marin-Lamellet. Analysis of aging drivers behaviors navigating with in-vehicle visual display systems. In In-vehicle Navigation and Information Systems, 1991. 11. M. Pielot, O. Krull, and S. Boll. Where is my team? Supporting collaboration and situation awareness with tactile displays. In CHI ’10, 2010.
1. What other information besides turn by turn instructions can be presented with tactile feedback to the user, in order to improve safety and comfort?
12. M. A. Regan, J. D. Lee, and K. L. Young. Driver Distraction: Theory, Effects, and Mitigation. CRC Press Taylor & Francis Group, 2009.
2. Is it possible to transfer the findings also to cyclists, motorcyclists, and pedestrians?
13. A. Riener and A. Ferscha. Reconfiguration of vibro-tactile feedback based on drivers’ sitting attitude. In International Conferences on Advances in Computer-Human Interactions, 2009.
Information presentation in cars is currently a topic of high interest in the public and transportation industry. On the one hand, there is a huge demand from the end users’ point of view to ease the ability to move from one location to another with more safety and comfort. On the other hand, new technical developments allow advanced and innovative interaction techniques in cars, which will be an important argument for buying cars in the future. Tactile displays will have a great impact on future developments in human machine interface design of automobiles.
14. M. Straub, A. Riener, and A. Ferscha. Distance encoding in vibro-tactile guidance cues. In MobiQuitous 2009, 2009. 15. K. Tanaka, Y. Kishino, T. Terada, and S. Nishio. A destination prediction method using driving contexts and trajectory for car navigation systems. In ACM symposium on Applied Computing, 2009. 16. K. Tsukada and M. Yasumura. ActiveBelt: Belt-type wearable tactile display for directional navigation. In Ubiquitous Computing, 2004.
REFERENCES
1. S. Brewster and L. M. Brown. Tactons: structured tactile messages for non-visual information display. In AUIC ’04, 2004.
17. J. van Erp and H. van Veen. Vibro-tactile information presentation in automobiles. In Eurohaptics 2001, 2001.
2. G. E. Burntt and J. M. Porter. An empirical comparison of the use of distance versus landmark information within the human-machine interface for vehicle navigation systems. In Human Factors in Transportation, Communication, Health, and the Workplace, 2002.
18. J. B. F. van Erp. Guidelines for the use of vibro-tactile displays in human computer interaction. In Eurohaptics 2002, 2002. 19. J. B. F. van Erp, H. A. H. C. van Veen, C. Jansen, and T. Dobbins. Waypoint navigation with a vibrotactile waist belt. ACM Transactions on Applied Perception, 2:106–117, 2005.
3. H. Fukuda, T. Inoue, Y. Sato, and Y. Hayashi. Study on level crossing design and evaluation method based on cognitive model. Quarterly Report of RTRI, 40:26–31, 1999. 4. M. R. Grech, T. Horberry, and T. Koester. Human Factors in the Maritime Domain. CRC Press Inc, 2008.
20. H.-J. van Veen, M. Spape, and J. V. Erp. Waypoint navigation on land: Different ways of coding distance to next waypoint. In EuroHaptics 2004, 2004.
5. W. Heuten, N. Henze, M. Pielot, and S. Boll. Tactile Wayfinder: A non-visual support system for wayfinding. In NordiCHI 2008, 2008.
21. C. D. Wickens. Processing resources in attention. In Processing Resources in Attention. London:Academic, 1984.
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Facilitating Continuity: Exploring the Role of Digital Technology in Physical Rehabilitation Naveen Bagalkot, Elena Nazzi, Tomas Sokoler IT-University of Copenhagen Rued Langgaards Vej 07, Copenhagen nlba, elna, sokoler, @itu.dk ABSTRACT
INTRODUCTION
In this paper we report our early experiences on exploring if, and how, digital technology can help facilitate a stronger sense of continuity in the physical rehabilitation process, as experienced by the therapists and the senior citizens. We recognize four aspects of the design space offered by the notion of continuity, and present two design explorations: MagicMirror, exploring the design for self-monitoring and collaborative articulation; and Walky, exploring the design for self-monitoring and the integration of rehab activities with other everyday activities. Taking a research-throughdesign approach we have used sketching in a co-design setting with senior citizens and therapists, as the main vehicle for our research. With our MagicMirror and Walky design explorations, we aim to contribute on two levels: firstly, by providing two proof-of-concepts of designing digital technology for the physical rehabilitation of senior citizens. Secondly, and more importantly, we provide a pointer towards a new practice of physical rehabilitation: a practice where the role of digital technology is to support, through the facilitation of continuity, the collaboration between therapist and senior citizens across the private home and the rehab clinic. We speculate that, digital technology, in this way, can become a constructive part of the general move towards successful and more efficient rehabilitation processes for the ever-growing number of senior citizens in need of rehab.
Most of the developed world is facing a demographic challenge, of providing better welfare for an increasing population of senior citizens. This has triggered a host of national and pan-national initiatives in exploring the use of digital technology, aiming to enable assisted but independent living for senior citizens in their homes. A white paper from the Danish Government [8] states how a successful rehabilitation of senior citizens is central in facing this demographic challenge and identifies four basic aspects of a successful rehabilitation. In this paper we take the definition of successful rehabilitation from the Danish whitepaper as our starting point to explore the role of digital technology when aiming for more successful and efficient rehabilitation processes. In general, the Danish white paper [8] recommends more active involvement of senior citizens in the rehab process emphasizing that this process should be one of collaboration between therapist and senior citizens. Also, the white paper suggest the need for a rehabilitation process where the rehabilitation activities (i.e. physical exercises) are to be better integrated with the everyday mundane activities that constitute everyday life of senior citizens. This includes considering the rehab process as an everyday social phenomenon opening up opportunities for social wellbeing through social interaction within groups of senior citizens engaged in rehabilitation.
Author Keywords
Rehabilitation, interaction design, aging, continuity, everyday activities, physical sketches, research through design, self-monitoring
Put together, we read these recommendations as the overall need for a stronger sense of continuity that will render the rehabilitation process more coherent and more conducive towards collaboration involving all parties. We take this as our point of departure and present our explorations as part of negotiating the design space that emerges as we move forward.
ACM Classification Keywords
H.5.m: Information interfaces and presentation (e.g. HCI): miscellaneous, J.3. Life and Medical Science.
In particular, we present two such explorations: MagicMirror, exploring the design for self-monitoring and collaborative articulation; and Walky, exploring the design for self-monitoring and the integration of the rehabilitation activities with other everyday activities. Through these explorations we argue for a new role of digital technology in the physical rehabilitation of senior citizens: of enabling a successful and more efficient rehabilitation process by
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facilitating a stronger sense of continuity in this process, as experienced by senior citizens as well as therapists.
technology we design to become part of physical rehabilitation processes:
In the following section we describe briefly the background and the motivation of our explorations. Before describing each of our explorations, we emphasize our methodology of researching through design. We then describe each of our explorations emphasizing the core scenario, the process of co-exploring in-situ, and the underlying aspects of continuity they explore. We then conclude by summarizing the explorations, highlighting our two core contributions and discussing future work.
Self-monitoring
Our design should help the citizen become more aware of his/her own condition and the effects of rehabilitation in general reinforcing the role as being an expert on his/her own condition. Collaborative articulation
Our design should encourage a process of collaborative articulation between citizens and professionals in the continuous negotiation and re-negotiation of rehab goals that drives the rehab process forward.
BACKGROUND
The national Danish whitepaper [8] defines a successful rehabilitation as follows:
Integration with everyday activities
Our design should support the integration of the rehabilitation process with the citizen’s everyday activities beyond the clinic for an independent and meaningful life.
"A goal-oriented, cooperative process involving a member of the public, his/her relatives, and professionals over a certain period of time. The aim of this process is to ensure that the person in question, who has, or is at risk of having, seriously diminished physical, mental and social functions, can achieve independence and a meaningful life. Rehabilitation takes account of the person's situation as a whole and the decisions he or she must make, and comprises coordinated, coherent, and knowledge- based measures."
Rehabilitation as social phenomenon
Our design should incorporate the notion that a rehabilitation process, though anchored within physical exercises, can be viewed as an everyday social phenomenon with inherent openings for social interaction across citizens, their relatives, professionals and the local community. We find that these four points encourage us to address an overall notion of facilitating a sense of continuity in the rehabilitation process, as experienced by the therapists and the senior citizens. We will talk about this as exploring four aspects of this same notion.
We read this definition as bringing forward four points for reflection when considering the role of the digital
Figure 1: Map showing the Design space offered by the notion of facilitating Continuity in Rehab process
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Figure 1 is a map showing examples of the way the four aspects may play out as part of a rehab process. Also, the map shows how the type of rehabilitation processes, that we seek to design in support of, cuts across time and place— across exercising at home and exercising at the rehab center.
rehab activities like exercising at home or walking in the park have the potential to act as ‘tickets-to-talk’ providing openings for social interaction. Digital technology, in turn, may help make an individuals rehab activities noticeable to a group of relevant friends/rehabbuddies. Piggybacking on everyday activities as openings for social interaction has been suggested as a way to circumvent the stigma of loneliness when making initial contact [10]. Hence, though the rehab exercise primarily was meant to increase physical wellbeing it may, as a positive side effect, be a catalyst for social interaction possibly leading to increased social wellbeing within a group of senior citizens undergoing rehabilitation.
• Enabling senior citizens to bring information back and forth, between the home and rehab center, may induce a process of collaborative articulation during therapists-tocitizen meetings: a two way consultation between experts of each their kind. The senior citizens can let expertise on their own everyday lives meet with the expert knowledge on rehabilitation held by the professional therapist. This will inform and help to drive the negotiation process of planning the particular rehab activities relevant for the senior citizen in question. Previously, Sokoler et al [9] explored this aspect of collaborative articulation within the world of hand rehabilitation.
Hence, as the Figure 1 lays-out, these are the four different aspects of the notion of continuity, which become more prominent when the rehab process is explored beyond the boundaries of the rehabilitation centre. The overall objective of our research initiative is to explore how to design digital technologies for the rehabilitation by exploring the design space offered by the notion of continuity in the physical rehabilitation process. However, in this paper we limit our selves to explore the design space offered by three aspects: self-monitoring, collaborative articulation and integration with everyday activities. While, we believe that, the social interaction aspect is an important and promising avenue to explore, it is left for future work.
• Walking in the park or going to a nearby shopping mall are instances of everyday activities of senior citizens that may offer opportunities to integrate rehab activity in everyday activities, contributing to an ongoing rehab process. Providing senior citizens with their therapist’s recommendations of the ‘correct’ way to walk, as they walk is an example of this integration. Furthermore, enabling the senior citizen to bring information about everyday walking activities to the next meeting with the therapist may (as described above) inform the planning of rehab activities.
In the remaining sections we present the two explorations of the overall design space that we have conducted so far. The two explorations in question are: “MagicMirror” and “Walky”. The MagicMirror explores designing for the aspects of self-monitoring and collaborative articulation while “Walky” explores designing for the aspects of selfmonitoring and integration of the rehabilitation process with everyday activities.
• Inherent to the above two aspects is the need for the senior citizens to monitor the progress of their rehab process, as they are performing dedicated rehab exercises at home or going about their everyday activities. Thereby, self-monitoring is an integral part of the above two aspects.
In the next section we highlight our methodology of researching through design and then detail out the two explorations.
• Finally, as the rehab process is taken beyond the rehab clinic to the realm of the everyday life of senior citizens, the social dimension becomes more prominent. Everyday
Figure 2: Research through Design as a methodology of MagicMirror and Walky explorations.
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Here we have the opportunity to work with an interesting group of occupational therapists, very much involved into exploring new solutions for enhancing the rehabilitation process. Our collaboration started 2 years ago and includes different projects, among others, the use of the Wii platform and physical gaming for rehabilitation.
METHODOLOGY
We follow a research through design approach as a methodology for doing research. Research through design has gained importance in the recent years within the fields of HCI and Interaction Design research. As a still evolving form of research methodology, there have been many definitions of what it means to contribute to research through design [6, 13, 15, etc.]. However, the common understanding of researching through design is the ability to contribute to ongoing research discourses through designing for a particular design situation. As prerequisites of exemplary research through design, there has to be an evident expansion of the conceptual and philosophical framework [3], brought about through a reflective discourse built around a set of design exemplars [5]. The works presented in this paper follow this emergent way of contributing to research.
Citizens living in the local neighborhood visit the center. They undergo rehabilitation from simple aging problems, to mild or more severe impairments. We had the opportunity to work with two elderly women during our two explorations. While the first lady has problems with her back, the second lady has a balance problem and uses a four-wheeled walking aid since four years. EXAMPLE SKETCH: MAGIC_MIRROR
MagicMirror is a sketch inspired from the settings of a gym, where wall-wall mirrors provide a self-referential image of ones progress of muscle building. Here the MagicMirror takes multiple forms in different situations: a big screen at the rehab centre, and a TV at home, for instance.
As mentioned above, the larger framework explored with MagicMirror and Walky is, if and how digital technology can facilitate a sense of continuity in the physical rehabilitation process. This investigation is driven by the two concrete design explorations, where we explore the design space offered by three aspects of continuity: selfmonitoring, collaborative articulation, and integration of rehab activities in everyday life (see Figure 2). Thereby, we contribute to the fields of HCI and Interaction Design research, through these two design explorations, on two levels: firstly, by providing concrete proof-of-concepts of digital technology designed for the specific physical rehabilitation activities of senior citizens. Secondly, and more importantly, we provide a pointer towards a new practice of continuous, ongoing and collaborative physical rehabilitation process, informed and facilitated by digital technology.
Recently initiatives in ‘WiiHabilitation’ have gained ground in the world of physical rehabilitation [11]. With the Wii platform introducing a more physical gaming experience, the idea of using this technology as part of physical rehabilitation is straightforward. Hence, experiments with ‘WiiHabilitation’ are gaining ground throughout the world of geriatrics and physical rehabilitation [for instance, 2, 7, 11]. The Wii platform allows us to look into the general notion of integrating play, and the experiential qualities belonging to the gaming universe, with the tough everyday challenges of going through physical rehabilitation. With MagicMirror, we explore beyond what is offered by the immediate features of Wii and games for specific kinds of rehabilitation. Here, we move towards exploring the design of digital technology for facilitating the aspects of self-monitoring and collaborative articulation in the rehab process, beyond the rehab centre.
The MagicMirror and Walky design explorations lie in the design exploration vertex of the Interaction Design Research triangle [6], with sketching in a co-design setting as the central driving engine. Inspired from Bill Buxton [4], by sketch we mean early manifestations of design ideas in different forms, not the least in software/hardware, video and photomontages, etc., that are available for people to experience, and hence be part of the design exploration in early stages. The process of sketching and negotiation of the design space was situated in-situ, with the therapists and the senior citizens taking part in the process through enacting and experiencing. Thereby the evaluation of the sketches and the specific features of the design concepts was an ongoing and inherent part of the process. Additionally, the co-design process facilitated a move forward in co-articulating what it means to design, and use, digital technology to facilitate three aspects of continuity in rehab process, as experienced by the therapists and the senior citizens.
Specifically, we explore the possibilities of tracking and video recording the exercises the senior citizen performs under the supervision of the therapist, at the rehab centre. The senior citizen takes home this recorded video and uses it as the ‘reference’ exercise to monitor self while exercising at home, as it plays out on the TV. Simultaneously, the MagicMirror tracks the body movements, records and overlays it on the instructional video, thus giving the senior citizen a self-referential video for exercising. This recorded video is then taken back to the clinic where the senior citizen and therapist discuss the progress in detail, thus enabling a more collaborative rehabilitation process. A Scenario
Ole is a 70-year-old man living alone. He has developed knee pain due to a biking accident and is undergoing a rehab process at the rehab centre. He meets his therapist
SETTING: TÅRNBY REHABILITATION CENTER
The setting of our explorations is Tårnby Sundhedscenter, a local rehabilitation center of the Copenhagen Municipality.
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and they record the video of Ole doing the exercises at the rehab centre. This video is carried onto Ole’s cell phone to his home, where he plays the video on his television, while exercising. The MagicMirror tracks his movements and overlays this feed with that of the recorded version, thus giving Ole a direct reference to exercise correctly. On his next visit to the rehab centre, the therapist looks up the recorded home videos of Ole’s exercises and both of them discuss his progress and next steps.
being captured. Our sketch of MagicMirror is still work-inprogress and a little away from this technological possibility. Here, we simulated the tracking and overlapping by using a combination of Adobe Premier and Flash. The exercises were captured from the Adobe Premier suite through the webcam of a MacBook Pro, which were then taken to Adobe Flash and the body joints were tracked frame by frame (see Figure 3). This video was taken to the home of the senior citizen and played as the reference video. The new exercises were again recorded through Adobe Premier and played alongside the reference video during the exercise at home. This home video was taken back to the design studio, to be tracked and laid over the reference video. Finally we took the overlaid video to the rehab centre again to simulate and enact the discussion of progress.
Sketching and co-exploring MagicMirror
Currently in a physical rehabilitation process, the therapists prescribe exercises for the senior citizens to do at home, but don’t have much information of how the senior citizens managed to do these exercises. At the same time, unlike while exercising with their therapists, the senior citizens don’t have much clearer instructions during exercising at home. A case in point is an 82-year-old lady doing pushups at home on a soft mattress, while her therapist having no clue that his instructions will be carried out in such manner. This was observed during one of the field studies done by a master student working on the project. The MagicMirror scenario is an example of a way digital technology can facilitate rehabilitation process to go beyond the rehab centre by enabling information exchange between the rehab centre and home. As the scenario depicts, the recorded exercises at the rehab centre become the ideal exercise while exercising at home. The live tracking and overlaying of the current exercise over the ideal exercise gives a self-referential monitoring of the progress to the senior citizen. With this recorded home exercise available at the rehab centre, the senior citizen can discuss with the therapist the various aspects of the progress of the rehabilitation process. As the senior citizen and therapists manage this exchange of rehab information, they prepare themselves for a more collaborative articulation of the rehab process.
Figure 3: The body joints tracked for the particular exercise Co-exploring through enactments
For this initial exploration, we selected one form of exercise for back training: lifting both the hands from side of the body to the top and back. The vertical body position, and the straightness of the joints were the main features to be tracked in this exercise. As shown in figure 3, the MagicMirror sketch tracks the vertical position of the spine with respect to the hand movements. Also the senior citizen was asked to wear wrist, arm and head bands with IR emitting LEDs, which were tracked by a webcam ensemble, for later processing in an image processing software. For the purpose of this sketch, the black bands augmented the visual reference provided by the lines.
Sketching MagicMirror
The intended technology behind the MagicMirror is motion tracking through an Infrared enabled webcam, which will then be processed by an image processing software for tracking and overlay. This process happens in real-time, with the processing done by the software as the video is
Figure 4: A Three stage Co-designing of MagicMirror - at rehab center, at home and back at rehab center
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During, and after, the process of sketching we involved two therapists from the Tårnby rehabilitation centre and a senior citizen with back problems. As an early exploration of the possibilities, we enacted a three stage cycle with the senior citizen and the therapists: recording of the reference video at the rehab centre, exercising at home using this reference video, and finally, the meeting back at the rehab centre with the therapist and senior citizen discussing over the home video (see Figure 4).
recording and tracking of exercises done, both at the rehab centre and at home. This feature addresses facilitating a more collaborative articulation by enabling both the therapists and the citizens to meet with richer information and discuss the progress of the rehab process. Facilitating the Aspect of Self-monitoring
• The senior citizens themselves are recorded as they exercise with the therapist at the rehab centre. While exercising at home looking at this reference video, the senior citizens themselves are their own ideal, rather than an animated avatar. This provides a more self-referential and immediate monitoring of the rehab progress.
Co-discussing the enactments
During the discussion after the enactments, the therapists immediately realized the importance of the video material, as any discrepancy was visually evident with the tracking of the body joints.
• MagicMirror intends to track the relevant body joints and draws a line-diagram (see Figure 3) in real-time as the exercises are being recorded. As the current video with this information is overlapped over the reference video, the senior citizen gets an immediate visual feedback of the correctness of the exercise.
Meanwhile, the senior citizen was enthusiastic of seeing herself as the focus of the reference exercise video. She also mentioned that the overlaying of her home exercise video with the reference video was helpful to encourage her, as she gets to see the extent she stretched her arms today, compared to her previous day’s effort.
These two features address specifically the possibility of self-monitoring as, and when, the senior citizens exercise at home.
During the third stage in the cycle, the senior citizen and therapist looked at the video of the exercise done at home on a big screen at the rehab center (see Figure 4). Here the line-diagram and overlaying of the videos gave a clear indication of both, the degree of progress made by the senior citizen and the discrepancies in the exercise. Though the senior citizen was well advanced in her rehab process, both the therapist and the senior citizen immediately sensed the possibilities of tracking and overlaying, in facilitating self-monitoring of the rehab process. The overlaid videos gave a direct visual evidence of to what extent the senior citizen could stretch her arms on this day as compared to the effort she put in the reference video.
EXAMPLE SKETCH: WALKY
Walky is a sketch that explores walking, as a rehab activity as well as an activity of daily living. It is driven by the idea of augmenting everyday objects of rehabilitation with digital technology to provide feedback for self-monitoring and to communicate with other objects of daily living. Walky is an augmented four-wheeled rollator providing the senior citizens opportunities of self-monitoring of their walking as they go about their everyday activities. Recently, assistive technologies have been developed to support the walking activity of senior citizens with mild and severe impairments. Passive robotics and intelligent environments have been studied to provide the support for autonomous object detection and avoidance, for navigation, and for breaks and speed control [e.g.13]. Sensors, for instance pedometers and accelerometers, are largely used to monitor walking activity. Flowie [1] is a recent example of self-monitoring applied to the walking exercise. It connects a pedometer and a digital picture frame in the home and creates a persuasive virtual coach that aims to motivate people to walk more.
During the enactment and later, the therapists were of the opinion that the video material from the home of the senior citizen was valuable information on the everyday realities of the world of the senior citizen, which will help them in fine-tuning the rehab process better for the senior citizen. Furthermore, the senior citizen, when discussing with the therapists, imagined that with this video material she could have a more central role in articulating the next stages in the processes. Design Rationales: Facilitating Self-monitoring and Collaborative articulation
With Walky we explore beyond passive robotics and concentrate on the design of digital technology for facilitating the aspect of integrating rehabilitation activity into everyday life of senior citizens, and the aspect of selfmonitoring. We specifically, concentrate on walking as an activity of everyday life.
In the next paragraphs we reflect on how MagicMirror facilitates the aspects of collaborative articulation and selfmonitoring. Facilitating the Aspect of Collaborative Articulation
• MagicMirror provides both, the therapist with the knowledge of how the exercise happened at home, and the senior citizen with the knowledge of how the exercises are done correctly as the senior citizen is exercising at home. It enables information exchange between the rehab centre and the home, through video
Walky consists of an augmented four-wheeled rollator, combined with a small movable device, called PocketWalky. The rollator is augmented with sensing, actuating and communication technologies. PocketWalky
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communicates with the rollator, displays information about walking, and allows senior citizens to exchange progress information with the therapists in order to set and reset together the rehabilitation goals.
As a starting point we formulated three questions about walking: “how much I walk” to understand, and keep track of, the distance covered while walking; “how I walk” to provide clues about posture and balance for correct usage of the rollator; and “where I walk”, to get a sense of being part of ones rehabilitation friends through visual notifications of others’ activities. The third question reflects the fourth aspect of continuity: of facilitating the opportunity for social interaction through making rehabilitation exercises visible for within the local community of senior citizens. It has been just briefly touched during this first sketch of Walky and will be part of its future explorations.
Specifically, we explore the possibility to make the use of everyday objects a sources for: self-monitoring, and communication with the therapists and with the local community. In doing so, we aim to integrate rehabilitation exercises for better walking into other everyday activities of senior citizens involving walking. A Scenario
Anne is an 80-year-old woman living alone for 15 years. She has been using a four-wheeled rollator for 2 years due to a balance problem, and she is going to the rehabilitation center twice a week. The therapist introduces her to Walky and PocketWalky, a rollator that gives her feedback about her balance while walking and its companion movable device. This is done through mild vibrations on the handle of the side she is exerting more pressure. Anne and her therapist set her walking goal of the week in terms of 6 times the distance to the local shop from her home, and 3 times the distance to the park near her home (corresponding approximately to 3 km). During the week, after going to the market she sees her progress on PocketWalky, of how much she has been walking. During the next visit to the rehab center, her therapist takes a look at her progress and together they discuss to reset or maintain the goals.
In summary, with Walky we explore the design of an augmented walking aid that: • Enables senior citizens to self-monitor their walking activity (“how I walk” and “how much I walk”); • Makes the walking goals visible as the senior citizens go about their everyday activities; • And enables the therapist to view the report of how the walking went in everyday life when the citizens come back to the rehabilitation center. Sketching Walky
We sketched Walky using the Arduino1 platform. We augmented a common rollator used in Denmark with simple sensors: a pressure sensor on each handle, an ultrasonic distance sensor, and a switch to count the number of rotations of the rollator’s wheel. The first sketch included tactile (a vibration motor on each of the handles) and visual actuators (a couple of LED lights on the rollator frame). The sketch gives feedback on posture, balance, distance, and speed. We added a ZigBee2 module for the communication with PocketWalky, the movable device, to transmit information about walking activity, and to receive commands and calibration details. To sketch PocketWalky we used simple cardboard sketches and a more realistic mock up realized with a 3D printer. In this early exploration we gathered the information that PocketWalky would display with another Arduino+ZigBee sketch connected to a portable pc used to displaying the sensors data. Finally we used other cardboard sketches of digital picture frames to represent one of the everyday objects with which the movable device can communicate in the home environment. Figure 5 shows these sketches at work in our co-design sessions.
Sketching and co-exploring Walky
Currently the senior citizens undergoing mobility rehabilitation, with the help of walking aids, visit the rehabilitation center once or twice a week. They undergo an hour of exercises with the supervision of their therapists. An example of a common exercise is to walk as much as they can, back and forth, on a 20-meter stretch of corridor. The therapists correct small details of the usage of the aid; depending on the specific problem and severity, the therapists remind the senior citizens to keep their back straight, or to concentrate on keeping their balance in the center. The therapists suggest the senior citizens to exercise by going out for a walk everyday, when not visiting the rehab center. Some of the citizens fix their goals in terms of meters to walk in a week, others in terms of going to the nearby shop everyday. However, neither the therapists have any means to figure out how the senior citizens walked, nor the senior citizens have any means of verifying if, and how much, their everyday walking is helping them towards progress, or whether their posture and balance is right while walking.
These sketches were realized to answer the questions of how much I walk and how I walk. • “How much I walk?” While walking with Walky, the senior citizen can access and monitor the distance
As any other aid, rollators have a proper way to be used effectively: walk within the line joining the front two wheels (closer to the person walking), the back has to be upright, and the balance has to be kept by maintaining the body weight in the center of the imaginary line that divides the rollator in two symmetrical parts.
1
Arduino is an open-source electronics prototyping platform. See http://arduino.cc. 2
ZigBee is a standard-based communication technology. See http://en.wikipedia.org/wiki/ZigBee.
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covered, and the duration of the current walking activity. Walky gives feedback of distance covered in terms of meters, which can be translated in terms of landmarks reached (e.g. how many times this distance equals the distance from home to my everyday shop). During the walk, this feedback is displayed on PocketWalky. Through this device the senior citizen can visualize the walking goal, track the progress made, and reset the weekly or daily goals.
walk. During the walk we gave her feedback on how much she was walking in meters. She liked the idea and actually discovered that she had walked much more than she thought she could. We used the cardboard sketches of PocketWalky to visualize the feedback, and to show her possible interactions. We prepared some paper based transparent screens to overlay to simulate the updating of the information. Co-discussing the experiences
• “How I walk?” Walky reminds the senior citizen to keep the proper posture and the right balance while walking. If the senior citizen is walking too far from the structure of Walky, the PocketWalky displays either graphical animations or colored LED lights. This will remind the senior citizen to walk within the rollator frame (closer to it) and keep the back upright, re-establishing the right posture. If the senior citizen is exerting more weight on the rollator handles, and/or the weight is not evenly distributed between the two handles, a mild vibration— on either handle—indicates the side on which the senior citizen is putting more weight.
In general the senior citizen felt the haptic feedback more direct, and discreet, as compared to the acoustic or visual one. Which highlights the fact that, while integrating rehabilitation as part of everyday life, we need to design the sensing and actuating technologies that don’t provoke embarrassment or invade privacy. For example, providing tactile feedback showed to be non intrusive, effective, and intuitively preferable to audio or visual feedback. The senior citizen said that she was engaged in keeping her correct balance by trying to make the rollator’s handle not vibrate. The therapists recognized the opportunities in receiving direct feedback from the aid. They recognized how a direct haptic feedback can communicate what is wrong, and produce an effective body reaction for correcting the usage of Walky.
Co-exploring through Experiencing the Sketch
During, and after, the process of sketching, we involved the therapists and an elderly woman to co-explore the possibilities offered by Walky. To begin, we organized two sessions: an indoor session at the rehabilitation center, and an outdoor session in the local neighborhood.
The senior citizen experienced direct feedback of selfmonitoring in the rehabilitation environment and she recognized its usefulness in this setting. During the first visit the senior citizen mentioned she wouldn’t need a direct feedback during her everyday walking outside the rehab center. However during the second visit outdoors, she appreciated how the feedback, about how much she has walked, could give her a more precise translation from her perception of distance to the actual meters covered. After this observation we could imagine a future scenario where self-monitoring has different levels and each of these levels can be turned on and off by the senior citizens according to the current stage of their rehab process. The therapists also recognized a good potential in PocketWalky, as a dedicated device to link rehabilitation and everyday activities, and the possibility it offers them to get informed about the progress made by the senior citizens outside the rehab center.
In the rehabilitation center, we introduced the senior citizen to the project through the Walky sketches with the collaboration of the therapists (see Figure 5a). The senior citizen was asked to walk with Walky, and to experience the different direct feedbacks about posture and balance. Both the senior citizen and the therapists had the chance to walk with the sketch and comment on the perception of the feedbacks. In the second outdoors visit (see Figure 5b) we focused on the questions of “how much I walk?” We organized a short walk outside the rehabilitation center. The rehab center is part of the senior citizen’s neighborhood and hence familiar for her. We let her decide the direction and the distance, and she indicated a white house, whose distance she thought was a good approximation of how much she could
Figure 5: Co-exploring Walky indoors (a), outdoors (b), Sketches of PocketWalky (c,d).
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The indirect feedback accessible from PocketWalky (e.g. distance covered) offered a more objective measurement of “how much” the senior citizen has walked. We realized that absolute feedback in terms of meters loses meaningfulness in relation to everyday life. Being able to walk four times the distance from home to the nearby shop in two days has much more meaning than walking 800 meters. Together we recognized that the possibility of setting goals, and being able to self-monitor the progress of these goals, in terms of local landmarks and icons encountered in everyday activities (shop, park, friend’s house, post office), could be very helpful. Finally, the therapists recognized the possibility that Walky offers in motivating senior citizens towards getting better, by offering them real-time feedback on how they are walking, and also by the possibility of treating their walk to a nearby shop as a rehabilitation activity.
for the senior citizens to exercise the correct way of walking, improving their rehabilitation. • These sketches work on everyday rehabilitation tools and everyday objects: PocketWalky, for example, enters the home and combines with common objects. It may take a form of a digital picture frame, a TV screen, or simply stay on the fridge, and support the visibility of goals for the rehabilitation of walking. CONCLUDING REMARKS.
In the above sections we detailed how we explore the design space offered by the 3 aspects of continuity in the physical rehabilitation process of senior citizens. We took our motivation from the definition of the successful rehabilitation by the Danish white paper [8]. We discussed how the recommendations of the white paper represent a call for facilitating the notion of continuity in the rehab process, as experienced by the therapists and the senior citizens. Then we detailed, and discussed, our early experiences in co-exploring MagicMirror and Walky, highlighting how the designs facilitate the aspects of selfmonitoring, collaborative articulation of the rehab process, and integration of the rehab process as part of everyday activities. We finally conclude in reflecting on our contributions: firstly, by providing concrete proof-ofconcepts in the forms of MagicMirror and Walky; and secondly, by opening up the design space for facilitating continuity and articulating a new way of digital technology in support of physical rehabilitation.
Design Rationales: Facilitating Self-monitoring and Integration of Rehab with everyday activities
In the following paragraphs we reflect on the features of Walky that facilitate self-monitoring, and integration of the rehab process with other everyday activities. Facilitating the Aspect of Self-monitoring
Walky provides, both direct and indirect, feedback for facilitating self-monitoring. Because of the ability to monitor their own walking activity, senior citizens can learn to be experts of their walking outside the rehabilitation center. • The haptic feedback from Walky initiates an immediate reaction from the senior citizen and correction of the walking posture. Here we piggyback on everyday artifacts (the walker handle) to give immediate feedback as facilitating self-monitoring.
MagicMirror and Walky: Two Proof-of-Concepts
As described above, we went about developing the sketches in-situ, with the therapists and the senior citizens as stakeholders and co-designers. The design of the sketches evolved from paper sketches to hardware manifestations in a co-design setting, where senior citizens and therapists evaluated the ideas and specific features as the process moved forward. In addition, the process was set in the actual site of possible usages: the rehab centre, the living rooms of the senior citizens, and outdoor parks, thereby bringing forward a more direct and relevant evaluation of the concepts. Thus we contribute to the field of HCI and interaction design research with two proof-of-concepts, in the forms of MagicMirror and Walky. They represent ways of digital technology facilitating concrete rehab exercises of upper body rehabilitation, and walking, respectively.
• Walky offers an opportunity for the senior citizens to set their rehabilitation goals in a more relevant manner, and together with the therapists, reflect and decide how much they would like to walk per day to achieve this goal. Having a visual reminder of their goal can be a stimulus and a motivation. The walking progress can be quantified using the progress towards the goal as a tool to exchange information between the therapist and the user. Through facilitating the aspect of self-monitoring in the above ways, Walky aims to add meaning while keeping the original meaning of walking to the nearby shop, for instance, intact.
Digital Technology facilitating continuity in rehab process
Furthermore, the MagicMirror and Walky both point towards a new role of digital technology in the rehabilitation of senior citizens. By facilitating information exchange between home and clinic, MagicMirror enables both the therapist and the senior citizens to engage in a more collaborative articulation of the rehab process. The Walky enables information exchange between everyday activities of walking, the senior citizen, and the therapist, thereby, integrating the rehab activity as part of everyday activities involving walking. Both the explorations facilitate the aspect of self-monitoring by providing immediate
Facilitating the Aspect of Integration of the rehab process with other everyday activities
Walking is in itself an activity of everyday life. Age and impairments often reduce the confidence and the ability of the walking activity. Walky and PocketWalky are focused on integrating the rehabilitation exercises of walking as part of the walking one does in everyday life, outside the rehab center. • While walking to the shop, or going to the park, Walky, by providing real-time feedback, gives the opportunity
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possibilities for the senior citizens to monitor their progress, giving them a more direct control and active role in their rehab process. Thereby with these explorations we move towards articulating a new role for digital technology in the rehab process: to facilitate the notion of continuity in the rehabilitation process, as experienced by the therapists and senior citizens. This is realized by designing digital technology to address the facilitating the aspects of: selfmonitoring, collaborative articulation of the rehab process, and integration of rehab activities with everyday activities.
4. Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann Publishers Inc , USA 5. Ehn, P. (2002) Neither Bauhäusler nor Nerd: Educating the Interaction Designer. In Proceedings of the 4th Conf. On Designing interactive Systems: Processes, Practices, Methods, and Techniques (London, England, June 25 28, 2002). DIS '02. ACM, New York, NY, 19-23. 6. Fallman, D. (2008). The Interaction Design Research Triangle of Design Practice, Design Exploration, and Design Studies, Design Issues, Vol. 24, No. 3, p. 4-18, MIT Press.
Future Work
While in this paper, we specifically addressed how digital technology can facilitate the first three aspects of continuity, we in future, plan to address the fourth aspect of facilitating social interaction. Further explorations are planned to explore the role of technology in providing openings for social interaction amongst a local group of senior citizens, by taking advantage of the social character of rehabilitation activities, both, within and beyond the rehab centre.
7. Fergus, P. Kafiyat, K. Merabati, M., Taleb-bendiab, A. El Rhalibi, A. (2009) Remote Physiotherapy Treatments using Wireless Body Sensor Networks. IWCMC2009, Leipzig, Germany, June 21-24, 1191-1197. ACM, USA. 8. National whitepaper on rehabilitation: http://www.marselisborgcentret.dk/fileadmin/filer/hvidb og/hvidbog.pdf. 9. Sokoler, T., Löwgren, J., Eriksen, M. A., Linde, P., and Olofsson, S. (2007). Explicit interaction for surgical rehabilitation. In Proceedings of the 1st international Conference on Tangible and Embedded Interaction, Baton Rouge, Louisiana, February 15 - 17, pp117-124, TEI '07. ACM, USA.
With Walky, and “where I walk?”, we have started exploring the possibilities of “notice and be noticed”: have the feeling of what’s happening in the local community of senior citizens, by receiving notifications when there is a friend out walking, for instance, and sharing small bits of information about walking activity with the local community. With MagicMirror, we aim to explore the idea of MagicWindow, where senior citizens can notify their friends when they start exercising using the MagicMirror, thereby inviting implicitly their friends to be part of it.
10. Svensson, M. S. and Sokoler, T. (2008). Ticket-to-talktelevision: designing for the circumstantial nature of everyday social interaction. In Proc. of the 5th Nordic Conference on Human-Computer interaction: Building Bridges (Lund, Sweden, October 20 - 22, 2008). NordiCHI '08, vol. 358. ACM, New York, NY, 334-343
ACKNOWLEDGEMENTS
We would like to thank the therapists of Tårnby rehabilitation center, specifically, Hannes and Majbritt, and the senior citizens, Borgild and Anita, for their time, enthusiasm, and precious contributions during the coexplorations. We thank two master students, Louise Miller (IT University of Copenhagen) and Pragati Kapur (IDC, IIT Bombay), for their contributions in designing and sketching Walky. We also thank the reviewers for their constructive criticisms on the paper.
11. Tanner, L. (2008) Doctors use Wii games for rehab therapy. Associated Press, 2 2008 12. Weiss, P. Rand, D., Katz, N. Kizony, R. (2004) Video Capture Virtual Reality as a Flexible and Effective Rehabilitation Tool. Journal of Neuro Engineering and Rehabilitation. Volume 1, issue 12. 13. Wolf, T. V., Rode, J. A., Sussman, J., and Kellogg, W. A. (2006) Dispelling "design" as the black art of CHI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). R. Grinter, T. Rodden, P. Aoki, E. Cutrell, R. Jeffries, and G. Olson, Eds. CHI '06. ACM, New York, NY, 521-530.
REFERENCES
1. Albaina, T. Visser, C. A.P.G. van der Mast, M. H. Vastenburg (2009). Flowie: A Persuasive Virtual Coach to Motivate Elderly Individuals to Walk. In Proc. Of 3rd Int. Conf. On Pervasive Computing Technologies for Healthcare (PervasiveHealth). London, UK, April 1-3, 2009.
14. Yu, H., Spenko, M., and Dubowsky, S. (2003). An Adaptive Shared Control System for an Intelligent Mobility Aid for the Elderly. Auton. Robots 15, 1 (Jul. 2003), 53-66.
2. Alankus, G. Lazar, A. May, M. Kelleher, C. (2010) Towards Customizable Games for Stroke Rehabilitation. CHI2010, Atlanta, USA, April 10-15, 2113-2122. ACM, USA.
15. Zimmerman, J., Forlizzi, J., and Evenson, S. (2007) Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI Conf. on Human Factors in Computing Systems (San Jose, California, USA, April 28 - May 03, 2007). CHI '07. ACM, New York, NY, 493-502.
3. Binder, T, and Redström, J. (2006) Exemplary Design Research. Accessed on February 17, 2010, from: http://eprints.sics.se/920/
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4Photos: A Collaborative Photo Sharing Experience Martijn ten Bhömer1, John Helmes2, Kenton O'Hara2, Elise van den Hoven1 Department of Industrial Design1 Microsoft Research Ltd.2 Eindhoven University of Technology 7 JJ Thomson Avenue Den Dolech 2, 5600 MB, Eindhoven, CB3 0FB, Cambridge, the Netherlands United Kingdom
[email protected],
[email protected] [email protected],
[email protected] ABSTRACT
offer new ways for people to store, organise, tag and manipulate photographic content. Digital photo frames and photo printers create different opportunities for the way photographic content is presented in domestic settings. Of significance too are the increased possibilities for sharing our digital photos with others through established CMC channels such as email and perhaps more importantly through the appropriation of online social networking sites such as Facebook. Alongside these shifts, there has been a growing interest among the HCI and design community in emergent practices and values arising from the adoption of these new photographic technologies within domestic settings (see Lindley et al. [13] for an overview). Curiously though, as a number of authors observe, there is a disparity in the focus of this work whereby technologies and behavioural practices around photo displays have been relatively underexplored compared to other aspects of photowork [5,19,20]. Of particular significance to their arguments are concerns with the material properties of photo displays that form the essential components through which social practices, values and meanings are realized. Understanding this relationship between material properties and behavioural practices with respect to photo displays can then provide us with a resource for design. By manipulating the material characteristics of photo display and their setting we should be able to introduce new dynamics into the discussions and other behaviours that happen around these.
In this paper, we describe the iterative design and user study of “4Photos”, a multi-screen table centrepiece allowing media content to be shared and enjoyed in a social setting. It was our intention to design an object with the purpose to gather qualitative data concerning the social effects of new ways of democratic, serendipitous and playful photo sharing. To facilitate this we used online photo repository content that most often gets experienced in an individual setting. Using 4Photos we positioned this content within a social setting and observed how the presentation of these images enabled new ways of „phototalk‟ to arise. We describe the design process, the final concept and reflect upon observed practices that emerged from people‟s usage of 4Photos. We then present several design implications and discuss future directions for continuation of this research. Author Keywords
Information interfaces, Photo sharing, Interaction, Serendipity, Collaboration, Screens, Iterative design. ACM Classification Keywords
C.0. Computer Systems Organization: General – Hardware/software interfaces. H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. H.5.2 [Information Interfaces and Presentation (e.g. HCI)]: User Interfaces - Input devices and strategies (e.g., mouse, touchscreen), User-centered design. INTRODUCTION
With the major proliferation of digital photo technologies, we have seen gradual and significant shifts in domestic photographic practices. Digital capture technologies in the form of dedicated devices and mobile phone based capture have opened up photographic capture to a much wider range of the population [5,18]. Other forms of photoware [6]
With this in mind we present an example of a new form of photo display, 4Photos, designed to be the centrepiece for a dinner table. In designing for this context, we make a number of design choices intended to introduce different social dynamics into the talk constructed around displayed photos. In particular, through our manipulations of display form factor, interaction access points and mechanisms for sourcing content, we hope to affect some of the subtle control dynamics of phototalk achieved with other forms of photographic presentation (e.g. paper or laptop). In this paper we present a discussion of the 4Photos design and then examine the impact of these factors through behavioural analysis of the system in use.
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new display technologies. Most commercial digital photo frames, for example, cycle through a selection of images meaning that particular location for display within the home need not be so constrained as by their physical counterparts.
Related work
Before discussing the design of the system, we first wish to build up the context for our arguments with reference to the literature. Work by Chalfen [2] has highlighted ways that domestic photography is a socially engaged practice through which family norms, traditions and values can be expressed and maintained. Such practices are reflected in activities such as the display of photographs in the home and the talk that is performed around photographs. These ideas are seen too in some of the foundational work in HCI and CSCW on photographic practices such as the work of Crabtree et al. [4] and Frohlich [6] on phototalk during the collocated sharing of photographs within domestic settings. Crabtree‟s work is particularly important in demonstrating the interactionally embodied nature of phototalk around printed photographs as revealed through ethnographic observations and analyses of photo sharing practices. Significant to our concerns in this paper is how Crabtree demonstrates the collaborative construction and coordination of phototalk as a practical achievement, realised through the way social groups gather round the photographic representation, the way the physical printouts are oriented to group members, passed around and gestured towards. While this study focused on the paper-based photographic representations predominant at the time, it is nevertheless significant in the ways it relates articulation and interaction work taking to the material properties of the representational artefacts. A key theme from this work is the issue of conversational control and its relationship to the representational artefact. For example, ownership of the physical photograph bestows a prominent role within the phototalk that occurs around it. In part this is about content ownership but also in the timing of photo distribution and physical orientation of the photos to others in the conversation [4].
Related to this and also the issues of control discussed above are notions of curatorial control over what is displayed. Durrant et al, among others, argue that curatorial control over placement of photos has traditionally resided with the family member in charge of the photographic technology [2,5,16]. However, with the apparent democratization of domestic photography in terms of capture and online sharing we again see shifting dynamics of curatorial control throughout the rest of the family. While there is increased democratization in display activity here, content of the photos displayed in the home remain closely bound to the owners of the space – namely the immediate family members that reside there. This too affects the dynamics with which such photos come to be used in phototalk on particular social occasions. Authors such as Kim and Zimmerman have highlighted alternative scenarios that may be of interest too [9]. For example, their work considers the scenario of visitors coming into the household. In response to this, they discuss a display concept that enables context sensitive presentation of photographic materials in response to particular visitors leading to potentially new dynamics in phototalk on such occasions of a visit. In this paper we want to explore other ways of shifting curatorial control over content to be more democratic (e.g. among a group of visitors to the home). Where we have seen interesting innovations in this area of photo display e.g. [9,20] what is curious is the relative lack of exploration in terms of their emergent behavioural properties arising from deployment in real world setting. A notable exception here is the recent work of Leong [11] which explores the use of a digital photo frame within a domestic setting. The particular concern of Leong was with the notions of serendipity arising from the random presentation of multiple images from a domestic photo collection. Leong demonstrated that abdicating choice of photographic presentation in this way, and the uncertainties associated to this, leads to new values and meanings relating to photographic display. We revisit some of these themes of choice abdication, uncertainty and serendipity in the discussion of our own fieldwork later in the paper and in particular how it relates to collaborative photo sharing experiences as opposed to the individual experiences that were the focus of Leong‟s enquiry.
The material properties of photo display in relation to behavioural practice and values are considered further in [19,20]. Again while this work was conducted with more traditional paper based photographic displays, it draws out key themes useful to our arguments. First is how social meaning is created through the placement of photographs in particular spatial locations around the home (a theme that is also developed in Crabtree‟s discussion of coordinate displays within the home [3]). Different meaning becomes associated with different household locations. Different locations too affect how photos are available to use in particular social circumstances, shaping the opportunities for use in photo talk – their availability to hand is bound up in the material qualities of their display. Critical to this meaning making with printed photographic materials is that physical display space is a finite resource. If a printed photo occupies a particular location, that location is no longer available for the display of another photo. As a consequence, the choice of photo for a particular location within the home acquires particular significance. Yet such dynamics potentially are shifting with the introduction of
Generally speaking, where innovation has occurred in the area of photo displays, there is often a strong grounding in the form factor of traditional displays. Many are designed to be positioned on wall, sideboards, shelves and mantelpieces in much the way that traditional photo frames are. The aim here is to augment the traditional with digital capabilities in terms of the way content is sent to be managed and displayed. As such, while location is a strong theme to emerge from the photographic literature little attention is
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given over to consideration of alternative locations of display in design. This then is something we aim to address in this paper where we present a concept specifically for a different location, namely the dinner table.
fits neatly to a group defined by a location where the photographic display is placed. Indeed in light of different public private boundaries in different user segments raised by Miller and Edwards [14] with respect to online photosharing practices with sites such as Flickr and Facebook, it is likely that related concerns might be apparent in the linking of photo displays to online photo repositories in social networking sites. This is a question we consider further through our design and fieldwork with 4Photos.
This leads us to consider explorations of tabletop displays for presenting and managing photographs e.g. [1,10,17]. While these have yet to be adopted in any meaningful sense in domestic settings, they at least point to new ways of configuring people around photographic arrangements that can impact on the social context in which phototalk is conducted. This is due to the way the table arranges people around the photo display but also in the way that it opens up access points to all around the table through the use of multi-touch input mechanisms. These factors relate to our design concerns in this paper though we take a somewhat different approach to these issues. Tabletop computing typically treats the whole surface as the focal point for interaction and in this respect the photowork conducted is something that is a focal activity rather than just a component in a social gathering. Our approach, then, is to create a photo display to be situated on a tabletop where it is but one component in the assembly of artefacts making up the social setting, such as a dinner party. That is, it is designed as a tabletop ornament. In this respect, our aims are to exploit the ways a table physically and socially configures people for a particular social gathering but without requiring photowork to become dominant over other aspects of the social occasion and over other artefacts assembled on the table to support these occasions. This approach is in line with arguments about appropriate balancing of interactive and non-interactive aspects of tabletop assemblies [15].
Having discussed some of the factors shaping phototalk and display behaviour such as form factor, interaction access points, location, curatorial control, and mechanisms for sourcing content we now move on to a discussion of the 4Photos concept and ways in which we have manipulated these factors to achieve a more democratic phototalk appropriate to a social gathering. DESIGN APPROACH AND CONCEPTS
As mentioned within the previous sections it was our intention to design a research vehicle for exploring photoviewing activities in social contexts and locations not currently supported by traditional displaying devices. To prevent ourselves from exploring an unlimited amount of different social settings we decided to specifically focus at the social context of having dinner. We were particularly interested in this social context as it offers family and friends to come together for social interaction and presents interesting challenges in relation to social dynamics of talk. To this end, we initially explored a variety of different ideas and concepts. For example, we explored a concept called “media jar” which stores pictures and sound clips captured by mobile devices carried around by family members. This media is triggered on lifting the lid providing a resource for conversation. In a second example concept, the “media vase” mobile phones are docked in the “vase” to create a multi-view synchronised slideshow on the phones‟ displays. A third related concept we explored was called “photo centrepiece” in which photo viewing takes place on a dedicated device in the middle of the dinner table (see Figure 1).
A final line of discussion we want to introduce concerns the sourcing of content and how this potentially relates to shifting dynamics of phototalk. We have already seen how new photowork mechanisms such as online sharing are altering the dynamics of participation in the domestic use of photographic representation [5]. Given this more democratic participation enabled through these mechanisms (e.g., social networking sites such as Facebook or dedicated photo sharing sites such as Flickr), of interest for innovation and behavioural understanding concerns the relationship between these new resources and repositories for photowork and subsequent display behaviour. Indeed how can such democratic participation in online photo sharing be exploited in more democratic photo displays within particular social contexts, as repositories for digital photo displays. That is how can people‟s online photo resources be combined together for presentation on a photo display to shift dynamics of curatorial control and phototalk. There are of course now commercially available photo display systems that can be linked to online photo sharing and social networking. But we have very little understanding of the behavioural consequences and social values of this. For example, it is yet to be determined whether content designed for a particular online audience
Figure 1. The photo centrepiece concept. Apart from presenting media content it could also have a decorative function.
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Design goals
within our iterative design process. After several design iterations, mainly focused on its interaction features and form, the process led us to the final prototype; “4Photos”. In the following sections we describe the iterative design process from the photo centrepiece towards 4Photos.
Through these conceptual explorations we were able to identify and refine particular design goals pertinent to our focal scenario. In light of these goals, it was felt most suitable to pursue the photo centrepiece concept in more detail. We discuss this further below.
Photo centrepiece
Non-obtrusiveness
The photo centrepiece prototype was designed to be positioned on a dinner table. A dinner table is designed to naturally configure people to gather for social occasions like dinner and drinks. The aim of the photo centrepiece was to exploit this natural configuration and provide a way for everybody around the table to view and interact with the artefact while maintaining natural gaze and interpersonal awareness (following recommendations of Lindley and Monk [12] whereby displays for photo viewing should afford good interpersonal awareness). To support this, the photo centrepiece prototype was composed of 4 vertical sides, each side framing a small portrait oriented display and an IR distance sensor (see Figure 2).
The aim was to let the technology not become dominant in the social context, but rather blend in the social dynamics of the moment. Especially given the fact that we focused on the social context of people having dinner, it was important to carefully take family values and dinner rituals in consideration. It was important too not to interfere with the physical assembly of artefacts found in this scenario (e.g. food dishes, plates). In fact, it was our intention to create new possibilities in order to enrich the social experience and band between people. Democratic control and participation
Embedding the artefact in new social contexts required a different approach to the form and interaction design in contrast to traditional photo-displaying products. We wanted the artefact to enable multi-user viewing and participation for family and friends and provide focus on the social enjoyment of the experience. As mentioned before, to offer new ways for democratic participation.
The artefact is to be placed in the middle of the table as one component in the artefact assembly making up a dinner table – much in the same way one might use a candelabra or flower arrangement as a dinner centrepiece. In this respect it needed to be a light and mobile artefact that would integrate easily with this artefact assembly. With this in mind we adopted a vertical display arrangement, which is more natural for people‟s gaze and mutual awareness during the social context of a dinner compared to a horizontal tabletop setup in which people look further down. Bearing in mind the additional criteria for flexible and rapid iteration, the photo centrepiece was developed as shown in Figure 2.
Easy access to new content
Based on insights from Kirk et al. [10] it can be concluded that people like to use recent content to spark conversation and storytelling. However, this work also reflects issues concerning the high threshold for downloading new content from a capture device. By focusing on an existing media repository, in our case Facebook, we prevented the introduction of yet another object to „maintain‟ or collect content for.
Interaction mechanisms
We implemented two interaction mechanisms in the prototype. The first used IR proximity sensors. Being positioned on all four sides of the object, these sensors could detect gesture and movement towards the displays from each side. The second interaction mechanism was a rotatable part on top of the prototype, the “head” (see Figure 2).
Random but related
Using online photo repositories we did not merely want to present content in a similar fashion as pre-arranged on these services. For this reason the object had to stimulate a more serendipitous experience, as also described in the work of Helmes et al. [7] and Leong [11]; wherein serendipity contributes to the quality of the experience. In order to achieve this experience but still maintain the possibility for „story telling‟, the artefact had to pick random sets of related images from any album within the repository. DESIGNING 4PHOTOS
Based upon the design goals and early physical explorations we iteratively designed towards a prototype for the photo centrepiece concept. This initial prototype was meant for exploration of the interface and a basic interaction with materials chosen to speed up prototyping rather than focussing on the necessary aesthetics for fit within the domestic environment. It maintained some flexibility to support exploration of different sensors and several interfaces and was robust enough for early user evaluation and allowed us to gather valuable input for the next steps
Figure 2. Picture of the photo centrepiece prototype with a rotatable part on top, called the “head”. Approx. size: 12x12x25. cm
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spark curiosity and conversation amongst users (see Figure 5). Interaction was limited to a zoom function triggered by moving a hand towards the IR sensors (the spinning top part was not used). In an early test, during a family dinner, the object was perceived as very unobtrusive and passive as desired. At the same time though it was considered little more than a picture frame with moving images. One articulated reason being the fact that the random presentation of photos lacked any coherence to facilitate story telling or meaningfulness. A second reason was that the zooming function was not perceived as very useful - the size of all photos on each side of the object increased simultaneously, which simply made it impossible to highlight or talk about one particular photo. Finally, it was evident users wanted control in order to refresh the object‟s content.
Figure 3. Viewing angles of the object, top view 1 shows the original layout of the photo centrepiece. View 2 shows the new layout in which the object is stretched and displays rotated. 4PHOTOS FINAL DESIGN
Through initial testing of the photo centrepiece in tabletop configurations we discovered viewing angles of the displays were not optimal from a number of different directions. The unsymmetrical distribution of the viewing angle, did not lend itself well to typical configurations of people around the dinner table. To overcome this we changed the shape of the prototype (by slightly stretching the original shape) which led to the final form factor of 4Photos. We also rotated and slightly tilted the displays to create a homogenous viewing field (see Figure 3). In iterating towards a new prototype we also wanted to create a more suitable aesthetic for the domestic environment, drawing inspiration from other products and concepts fitting within this setting. This resulted in the final form factor prototype displayed in Figure 4.
Figure 5. Illustration of the first interface. Random photos move around across the displays Iteration 2: Moving and horizontal photostrip
With these issues in mind we introduced several changes. First, in order to allow users to select between content from different people they were able to rotate the head of the device to change the album from which photos were drawn. Second, we changed the zooming function to result in the image, on the side of the triggered IR sensor, to zoom in and push the same image to the other three screens– providing users with a coordinating function to highlight and talk about a photo. Third, we introduced an additional feature by maintaining a more structured and meaningful presentation of the photos within a “photostrip”, clustering multiple images from a single person. With this photostrip the four displays create a linked display surface which the photostrip moves around, facilitating storytelling by automatic and continuous cueing [8] (see Figure 6).
Figure 4. Photo of the 4Photos prototype with the rearranged displays, domestic aesthetic and rotatable top part. Interface design
We designed the interface of 4Photos in parallel with the physical form. The next sections describe the iterations and choices we made that lead to the “photostrip interface”. Iteration 1: Random photos floating around
The goal of this initial interface was to create a serendipitous photo viewing experience, displaying random photos of people gathered around 4Photos. These random photos appeared on the sides of the object and started to float around – the photos being different on all four sides to
Figure 6. The photostrip variation of the interface. The photostrip rotates around the 4 sides of the object.
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Iteration 3: Final improvements for testing
Group 4: Gathering of three female friends aged 40-50. The daughter and son of the host are also present, aged 12-14. The meal is held at the host‟s home.
After implementing the previously described features and adding the „spinning‟ interaction (using the rotating top part), we again tested the object within a similar social setting as during our first user involvement. Based on the results from the user test we decided to maintain the interaction with the photostrip. We tweaked the interface to facilitate a better photo viewing experience. For example, we changed the order of the photos in the photostrip. In the previous iteration, after a spin, the photostrip would start again from the beginning of an album. We observed that people simply did not want to wait each time for 4Photos to go through the same images again before seeing new ones. In the improved version, the photostrip comprises a new set of photos each time a different person is selected creating a more random selection of new images.
Group 5: Group of student friends aged in their 20s. One female and four males having lunch at their university department.
Furthermore, as we so far tested with pre-uploaded images; which quite often lead to a lack of content, we decided to source the object with content from Facebook. Apart from having a large collection of available photos from this source, the Facebook API also allowed us to setup a special friends list to allocate the object to the photo repositories of the participants in the evaluation. As mentioned in the beginning of this paper, using Facebook to source content into 4Photos seemed a plausible implementation. Not solely to prevent people from having an additional device to populate with media, but also given the fact that currently Facebook content often gets viewed in an individual setting. We were quite interested as well in the social implications when projecting this content back into a social setting. Amongst other findings we will go into more depth about this topic within the next section.
Figure 7. Group 2 gathered around the 4photos at mealtime.
For each occasion, one of the attendees would create a Facebook friends list consisting of those people who would be present at that particular meal. The online albums of these people from this friends list would source the device with photos for that meal. The device would be placed on the dinner table among the other dinner paraphernalia and food. After a brief instruction on the basic interaction mechanisms, the groups would simply get on with their meal. All sessions were video recorded for later analysis. Results
Based on our analysis of the video recordings and guided by the design goals described earlier, we divided the results into six themes. We will illustrate these themes using examples and quotes.
USER EVALUATION
In order to further our understanding of behavioural practices around the device we conducted a series of qualitative tests in real world settings and contexts. The device was deployed on five occasions with different groups who were getting together socially for a meal. We deliberately chose to conduct these tests with different groups where different social relationships might play a role, such as, for example friends, couples, work colleagues, parents and children.
Display as a conversational resource
Situating the display within the social context of these social gatherings indeed provided a significant conversational resource for those present. SY “It‟s such a conversation starter.” The nature of these conversations varied and was dependent upon the make-up of social relationships in the group. We saw examples of shared reminiscing among the close groups of friends and examples where the photographs were used as a means to get-to-know about less well-known members, e.g. the work colleagues on the following conversation snippet:
Group 1: Colleagues from a research department having a meal together after work. Five males and one female all aged between 20 and 30. Meal is held in the kitchen area at the office. Group 2: Gathering of friends all aged 20-30. Three are males and two females. Two of the group are married and live in a shared house with another of the males. The other two are a couple who are visiting. The meal is in the home of the married couple and third male (see Figure 7).
P “Ah – there’s my daughter” [one of P‟s pictures is displayed up] J “Oh I didn’t realize you had a daughter.” P “Yes I have two. X is one and a half and Y is three and a half.”
Group 3: Family meal with husband, wife and two young children plus one female visitor. The husband and wife are in their 30s, the children are aged four and six. The visitor is in her 20s. The meal is held at the family home.
In some sense, these are fairly typical examples of phototalk that might be elicited through other forms of
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SY “you pick up on random things like fish – you would never talk about fish in normal conversations.”
photographic display and presentation. However, there are subtly different properties and values that arise from the particular form factor and contextual situation in which the object is immersed that seemed to facilitate this. Of particular importance to people was the fact that the photo pool comprised photos from all present and not just the host.
As well as using individual photographs as triggers, there were times too when conversations made reference to multiple photographs from one particular photo strip. The clustering of the photos from a single album, then, allowed a more linked storytelling to take place
T “It’s taking it to a different level – it’s about everyone rather than one person’s photo.”
Coordinating views: physically, verbally, interactionally
While having different views on the screens provided more opportunity for triggering conversation, there were times too when participants wanted to see the same thing. A number of compensatory behaviours were observed to support this and allow smoother conversation. First, people would adjust their bodily position and gaze to view an adjacent screen. These movements would be in response to conversational or gestural based references to particular photographs on other screens. Typically, the nature of the viewing angles meant that people could only view at most two screens through small adjustments in body orientation (e.g. through leaning over); though occasionally more exaggerated body orientations were used to see additional screens. When bodily adjustments were difficult, participants also engaged in verbal based coordination behaviours.
This shifts the dynamics of control in significant ways, distributing both responsibility and opportunity for conversational control away from a single person. The photographs offered a means for everyone at certain points to make contributions to the conversation. But it also offered a means for people to invite others into the conversation through their questioning about the photographs – such as those who may have been shy and less able to get involved. Intrusiveness of the display
It is important to understand that conversation at the table was not simply about the photo content. Often, what started as a particular reference to a photograph would then evolve into its own conversational strand. People could exchange similar experiences and anecdotes with both weak and strong associative ties to the content. Conversations took on their own momentum where attention would shift from looking at the display to more “normal” face-to-face conversational gazes. That is, the device shifted in and out of conversational context throughout the meals, which shows that it supports storytelling. These dynamics are an important consideration for assessing whether the device is intrusive to the setting or shifts dynamics to facilitate the setting. In our observations, there were times when the displayed photos were very much a focal point of conversation – in particular when the phototalk had strong links to the content. But, equally, there were times when the conversation was less closely tied to the displayed photograph – either because of loose initial associative triggers or because of the natural progression of the conversational thread. In these instances the device seemed more unobtrusive and merged within the background.
C “Oh look at the turtle.” CO “Oh I haven’t got the turtle.” C “The turtle is coming round now.” CO “I’m not on the turtle. I’m on the bubbles.” Here, the group work around the “what you see is what I see” principle, using verbally mediated pauses in more of a “What you are about to see is what I see” principle. People also used the zoom function to coordinate conversation and shared views. This paused the content momentarily allowing more elaborated stories or closer inspection and reference to specific photographic. But it was also done explicitly to simultaneously push a particular piece of content to all four displays. Typically, the initiator of the conversation, being in front of the relevant display when the triggering photo was visible, performed this action. The timing of the interaction was used to draw attention to a particular photograph. But, it was also conducted in response to “questioning” looks or bodily gestures (e.g. leaning) from other participants.
People‟s orientation to the acceptability of this conversational influence was not consistent among groups or the different social contexts. All groups enjoyed conversations arising from the device placement and felt it was a great social facilitator. A couple of participants, though, made reference to the potential of the device to dominate talk. For informal settings and relationships this was not typically an issue but one participant expressed it may be too distracting for a more formal dinner party because of over distraction. Similarly, there were times in the family meal where the children were felt to be paying too much attention to the device and not focusing on meal time. Also valued was how the device created opportunities for conversational topics that would otherwise be unlikely.
Another factor that facilitated coordination of conversation across multiple views was that photos shown at any one time were from the same Facebook album. This provided a common contextual relationship for the photos imposed within the particular Facebook profile (e.g. from the same event or holiday). So, even when a conversation referred to a photo not immediately visible to all parties, this was mitigated by the common context of the photostrip.
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Playing with visibility and invisibility
men to continue looking at the same picture set. A few minutes later when the men appear to have finished their discussion of the bike-related photographs SY asked: “Can we spin it or are you still…?”. M replied, “No no I think it’s done now”. SY responded, “Are you sure?”.
While having different images on each screen led to a need for coordination work, there were also playful and humorous behaviours arising from this. For example in Group 2, all the males were arranged on one side of the table with two females on the opposite side. Participant M said “This is where it pulls in content you didn’t want to show.” A picture of M then came up and male participant, T, pretended it was showing embarrassing content of M M‟s girlfriend, SY, being seated opposite. The men started teasing M and SY playing on the fact that SY couldn‟t see what they are viewing. “Who’s that you are with M – who’s that girl... Is that a strip joint you are in?”
In most cases, coordination of these multiple access points was successfully achieved and negotiated. Where it did present particular problems was when younger children were present. For example, the two young children in Group 4 were particularly taken with the interaction mechanisms themselves. As a consequence they continually tried to interact with the device with little awareness of its role within the conversation. Consider the following intervention by L, the mother of participant O:
In a second example from group 5, we see humour arising from ambiguity of conversational reference in relation to the displayed content. In this example, participant C pointed at the screen facing her, displaying a picture of her brother and said “Ah that’s my brother. Oh this is a really crap photograph of him really.” At this point, participant CO bursts out laughing and makes a reference to the image on her own screen saying “We’ve got Hugh Jackman round here. I should point out that’s not her brother.”
L “Don’t touch it because we haven’t seen these ones yet… You’ve got to stop!” O “But I like it” L“I know you like doing it but we want to see the photos… Was that a glass of cream or something?” K “It was a coconut.” We see here the repair work arising from O‟s inappropriate interaction, with references being made to an object that has gone by. So while the parents work around these issues through verbal references, there is some suggestion that more support for this repair work here could have been useful, the ability to bring a photo back that has passed by.
In these social contexts, then, issues of shared visibility go beyond matters of coordination, highlighting alternative sources of value and meaning making to consider in design. Managing multiple access points
The ability to interact with the device from all directions, be that spinning the head or the zooming sensors, opened up control to all. In all groups we saw interactions with the device by all present. The device was more inclusive in terms of availability of actions and resources participants had to steer and control the conversation. This differs from photo slideshows viewed on a laptop where affordances of the interaction mechanisms lend themselves to control by individuals in charge of the technology. Within this context of shared interaction and of concern to us here, were the ways access and control was managed through social protocols and also the conditions under which this broke down. With different images being viewed by multiple people at any one time, any change of view had to be negotiated with others for whom the photos were potentially a resource. Cues in conversational content and tone and attentional orientation to or from the device provided important cues in the timing of these interactions such that they could be performed with minimal social disruption. What was striking is how this mutual access and control was often conducted with seemingly minimal effort. But there were times, too, when more explicit attempts were made to negotiate access and control when there was conflict or insufficiently unambiguous cues from others. For example, in Group 2, the men were discussing a photo from a mountain bike-centric photo album. While looking at the photos, one of the women, SY, moved her hand to interact with the device. As she approached the device, her intentions became apparent prompting T to say „whoah whoah‟ - to stop her moving the photo on, as he wanted the
Serendipity and goal driven control
The random aspects of photo presentation provided important user value. People expressed joy and surprise as new photos came up. The uncertainty about which and whose photos would be next created anticipation among participants that was a source of fun. Indeed, a number of the groups compared the interaction to the game of “spin the bottle [a truth or dare type game]” and playful purposes. SY “I like the way it’s a lottery – who’s it going to land on. You could actually have drinking games with it couldn’t you. Every time it lands on you, you have to take a drink” Handing over some control over content to the system provided the kinds of values of serendipitous presentation highlighted in the works of Leong [10]. People were reminded of things they had forgotten: CO “It makes me think of all those albums that I forgot were on there.” Or things they had forgotten to tell people about: CO “It reminds you of things you forgot to tell each other” Giving control to the device also allowed the device to remain active during periods when participants were engaged in other conversation threads or activities such as eating. There were times, too, when people were more deliberate and purposeful in their interactions. In contrast to the large playful spins used to achieve random content
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selection, slower controlled rotation of the device head was used to select specific people‟s photos or even a specific photo.
For example, in Group 2, one of the men had an album of mountain biking related photos. While these were of interest to the men, they were not for the women present. SY commented: “Why does it end up on bike porn?” Again, of significance is not that this caused any observed problems or frustrations, but how it reveals potential differences in uses and purposes of content in Facebook versus in the collocated setting. As such, Facebook needs to be considered in more subtle ways than simply a low effort way of sourcing content for the device.
ST “Can I find the one with the Octopus?” At other times, this deliberate control was to create more even distribution of content if it was felt someone‟s content was represented enough – thereby trying to include him or her in the conversation more. In one episode, SY spun it and it comes up with the same photo again – SY says, “Oh S you are popular” – then one of the men on the other side intervened and spun the top again to get new content. A short while later, S‟s photos appeared again so she nudged the device head to move to the next album.
At times the relationship between Facebook and the device became two-way. In general, people were happy with the low effort option of utilising existing Facebook albums. However, there were instances where participants put new content on their Facebook accounts specifically because they were going to be using the device. The device and scenario, then, created a new context of usage for Facebook content that shaped Facebook content management. People also spoke of content they would have liked to appear. One couple mentioned they would like to have seen their wedding photos on there as that would have been interesting for the gathered group. These early indicators of preparation activities for these settings suggest more imaginative and creative uses of Facebook might arise with longer-term usage. Of interest here was how people spoke of tagged photographs of themselves or the albums of others as a resource for their photographs. In this sense, people‟s photograph collections within Facebook were not seen as simply their own immediate collections. Rather Facebook was more of a distributed repository of photographs. As a work around, some participants suggested adding other people to the Facebook “dinner” friends list who were not present but who had relevant photo collections for those attending. For example, T said, “we should have put Millsy up there.”, making reference to the fact that “Millsy” had lots of good photos of their wedding.
Facebook content
In using Facebook photo albums as a photo source, our aims were to provide a low effort way of providing content; exploiting and re-using people‟s existing photo organisation work. While this was born out, a number of additional issues became apparent about the link with Facebook. One issue of note here is how the device changed the setting of consumption and the potential audience. These issues came back in user behaviour and conversation. For example, there were comments relating to uncertainty about which photos might pop up and if they would be appropriate. J “I hope there is nothing embarrassing on there.” The concerns arise, in part, because control settings placed on photos in Facebook do not always neatly map onto the collocated setting. The device is set up using a host member to whom the other guests are connected to on Facebook. But other members of the collocated setting may not necessarily be connected to each other via Facebook. Therefore, the audience for the photos in the collocated setting is potentially outside the bounds of control settings used for a particular Facebook friends list. These concerns of course are dependent upon the particular relationships that make up the social setting. With the above quote, the social gathering was with work colleagues where identity management may differ from that with well-known friends. We saw these concerns raised, too, in social groups with young children. The father in that Group 4 expressed a similar hope that no “dodgy” content would come up. The young children were not Facebook users - it is entirely plausible this would not be an uncommon feature of other social gatherings around the device. While there was little in the way of actual incidents of embarrassment during our observations, what is significant is how people revealed their orientation to these concerns.
CONCLUSIONS
In this paper, we described the iterative design and use of 4Photos, a collaborative photosharing device. Our aims with the device were to explore a new scenario of use of photo displays beyond the more traditional “wall and mantle piece” approaches of many current digital photo frames. We focussed on the creation of a table centrepiece that would be used during social gatherings around mealtimes. Within the context of this particular scenario, we wanted to explore a different set of social dynamics around phototalk by manipulating the material properties of the display device. In essence, we wanted to democratise the way that photos could be used in the construction of phototalk as part of a social gathering. We approached this issue in several key ways: making the device visible from multiple directions; by making interactions with the device available from all directions and available to all present at the table; and finally by making curatorial control over the content on the device more of a shared experience. Furthermore we wanted a device that augmented the
A related issue is with interest in particular content presented in the collocated setting. Within Facebook, content is sometimes posted that is of interest to a limited subset of people rather than a more general audience. As a solitary viewing experience, people choose which albums to look at in detail according to interest. However, the dynamics of such use changes in the collocated viewing.
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mealtime experience and that fitted both with the natural assembly of other artefacts on the table and the natural configuration of people around the table. With these issues in mind in the design of 4Photos, we iterated through several different physical instantiations exploring different key aspects of the form factor. These aspects included the object‟s aesthetic qualities, its size, mobility and screen orientation. Similarly, we iterated through several implementations of the interface, focusing on key issues such as levels of control (active, passive use), structured vs. random presentation, playfulness, and the extent to which views were coordinated across the device. We further explored implications of sourcing content in different ways, in particular by exploiting photos from Facebook.
situated displays: Social and Interactional Aspects of Shared Display Technologies. Kluwer Academic Publishers, 2003, 422. 4. Crabtree, A., Rodden, T., and Mariani, J. Collaborating around Collections: Informing the Continued Development of Photoware. In Proc. CSCW 2004, ACM Press (2004), 396. 5. Durrant, A., Taylor, A.S., Frohlich, D., Sellen, A., and Uzzell, D. Photo displays and intergenerational relationships in the family home. In Proc. HCI 2009, British Computer Society (2009), 10. 6. Frohlich, D., Kuchinsky, A., Pering, C., Don, A., and Ariss, S. Requirements for photoware. In Proc. CSCW 2002, ACM Press (2002), 166. 7. Helmes, J., Hummels, C., and Sellen, A. The other brother: Re-experiencing spontaneous moments from domestic life. In Proc. TEI 2009, ACM Press (2009), 233. 8. Hoven, E. and Eggen, B. Informing augmented memory system design through autobiographical memory theory. Personal and Ubiquitous Computing 12, 6 (2008), 433. 9. Kim, J. and Zimmerman, J. Cherish: Smart digital photo frames for sharing social narratives at home. Work in progress CHI 2006, (2006), 953. 10. Kirk, D., Sellen, A., Rother, C., and Wood, K. Understanding photowork. In Proc. CHI 2006, ACM Press (2006), 761. 11. Leong, T. Understanding Serendipitous Experiences when Interacting with Personal Digital Content. PhD Thesis, University of Melbourne, 2009. 12. Lindley, S. and Monk, A. Social enjoyment with electronic photograph displays: Awareness and control. International Journal of Human-Computer Studies 66, 8 (2008), 587. 13. Lindley, S., Durrant, A., Kirk, D., and Taylor, A. Collocated social practices surrounding photos. In Proc. CHI 2008, ACM Press (2008), 3921. 14. Miller, A.D. and Edwards, W.K. Give and take: A study of consumer photo-sharing culture and practice. In Proc. CHI 2007, ACM Press (2007), 347. 15. O'Hara, K. Interactivity and non-interactivity on tabletops. In Proc. CHI 2010, ACM Press (2010), 2611. 16. Rose, G. Family photographs and domestic spacings: a case study. Transactions of the Institute of British Geographers 28, 1 (2003), 5. 17. Shen, C., Lesh, N., and Vernier, F. Personal digital historian: story sharing around the table. Interactions 10, 2 (2003), 15. 18. Shove, E., Watson, M., Hand, M., and Ingram, J. The Design of Everyday Life. Berg Publishers, Oxford, 2007. 19. Swan, L. and Taylor, A.S. Photo displays in the home. In Proc. DIS 2008, ACM Press (2008), 261. 20. Taylor, A., Swan, L., and Durrant, A. Designing Family Photo Displays. In Proc. ECSCW 2007, Springer London (2007), 7.
We conducted a qualitative user test with five different groups that provided more insight into how 4Photos was used in a variety of different social settings. It was evident that 4Photos functioned as a conversation starter, either because of the enthusiasm it evoked for people to tell about photos or the curiosity of others to find out more about them. It prompted people to find out about each other and exchange stories and also encouraged shared reminiscing among friends and family. Often the content also inspired people to talk about things they would never have talked about before; we ob-served how very mundane content sparked fun conversations. Apart from functioning as a conversational resource its interaction possibilities enabled a shared responsibility. By distributing its control and content sourcing, 4Photos shifted away from a more individualistic, single person interaction setup. This was further emphasized by the verbal and physical interactions that emerged around the different content on each display leading to alternative sources of value and meaning for the participants (e.g. jokes referencing content about to appear on other people‟s screens). The serendipitous presentation of content was also a source of fun for participants. We also started to identify interesting social issues regarding the relationship with Facebook as a source for content. It was apparent that using Facebook raised more issues beyond being a low-effort photo source. There were some interesting differences in the audience and context of use that emerged and that affected the way that 4Photos and Facebook was used. ACKNOWLEDGEMENTS
We would like to thank our colleagues from the CML group and in particular Abigail Sellen and Richard Banks. REFERENCES
1. Apted, T., Kay, J., and Quigley, A. Tabletop Sharing of Digital Photographs for the Elderly. In Proc. CHI 2006, ACM Press (2006), 781. 2. Chalfen, R. Snapshot Versions of Life. Bowling Green State University Press, Bowling Green, 1987. 3. Crabtree, A., Hemmings, T., and Rodden, T. The Social Construction of Displays: Coordinate Displays and Ecologically Distributed Networks. In Public and
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Two-Handed Input in a Standard Configuration of Notebook with External Mouse Florian Block and Hans Gellersen Lancaster University InfoLab21, South Drive, Lancaster UK {block, hwg}@comp.lancs.ac.uk ABSTRACT
notebook computers, motivated by the observation that many users use these with an external mouse instead of the built-in pointing device. The result is a configuration of notebook and mouse (“N+M configuration” hereafter) in which two spatial input devices are available, in principle, although in current practice the built-in device is left unused once an external mouse is attached.
This paper discusses two-handed input for interaction with notebooks, motivated by the observation that notebooks are often used with an external mouse. We present results of a survey of 905 notebook users, of which 63.8% reported occasional, and 47.0% regular use of a mouse instead of the built-in pointing device (a touchpad in 95.8% of the reported configurations). Based on this finding, we propose use of the built-in touchpad with the non-dominant hand when an external mouse is used as primary pointing device. We provide a systematic analysis of the input space of such a configuration, and contribute a set of techniques that specifically exploit touchpad properties for input with the non-dominant hand. These techniques include flick, scale and rotate gestures; absolute positioning with tokens; and touchpad use as key modifier. The techniques are demonstrated in a variety of GUI applications in a standard environment of notebook with external mouse.
The observed use of an external mouse with notebook computers indicates a preference of many users for a mouse over the built-in device, for primary spatial input performed with their dominant hand. We propose that the built-in device can then be used beneficially with the non-dominant hand. A first benefit is that the built-in device and the mouse can be used simultaneously for two-handed input techniques, with asymmetric roles that naturally follow user preference of mouse over built-in device. A second benefit is that the built-in device can be used for customised input techniques, complementary to “general-purpose pointing” covered by the mouse in an N+M configuration. Based on these considerations, we make three main contributions in this paper: empirical work surveying notebook use to provide evidence that N+M configurations are common; theoretical work analysing the input space of such configurations to identify interface design opportunities; and design work contributing and demonstrating novel touchpad interaction techniques for notebooks used with an external mouse.
Author Keywords
Input Device, Touchpad, Laptop, External Mouse, TwoHanded Interaction, GUI. ACM Classification Keywords
H5.2. User interfaces: Input devices and strategies; Graphical user interfaces. INTRODUCTION
Two-handed input for spatial interaction with graphical user interfaces has been widely studied, with experimental evidence of performance advantages and cognitive benefits [5,15]. In practice, however, most interfaces for desktop interaction continue to be operated with a single spatial input device, most commonly a mouse, alongside a keyboard. In this paper, we consider two-handed input on
We have conducted a survey of notebook use with over 900 participants. The survey confirms our observation that external mouse use is common and widespread, with about two-thirds of notebooks occasionally used with an additional mouse, and half of notebooks regularly used in an N+M configuration. The built-in pointing device is most commonly a touchpad, available in 95.8% of the reported N+M configurations, and consequently the focus of our consideration of complementary input with the nondominant hand. The survey also provides qualitative insight into user preference of mouse over touchpad or other builtin pointing device. Understanding why a touchpad is less preferred as primary pointing device is relevant for our consideration of their use in an alternative role, complementary to the mouse.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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Based on the survey, we contribute an analysis of typical N+M configurations in which the input space is defined by the combination of mouse and touchpad, in addition to the keyboard. A pairing of mouse and touchpad has a precedent in work of Hinckley et al., where a mouse and an external touchpad were combined for two-handed tracking and dragging tasks [12]. However, in this work we look at the input design space of N+M configurations more generally, and contribute a detailed characterisation of N+M interfaces in terms of Card et. al.’s taxonomy of input devices [6].
inherently asymmetric, first in that the two devices have different and distinctive properties [4,12], and secondly in that users have an a priori preference for the mouse as primary pointing device. Guiard’s Kinematic Chain model is therefore of key relevance to our work as it provides theoretical insight into principles governing asymmetric two-handed interaction [8]. The model describes a distinct role for the non-dominant hand, in setting the frame of reference in which the dominant hand operates (“Right-toleft Spatial Reference in Manual Motion”). It further proposes that the non-dominant hand performs less finegrained movement (“Left-Right Contrast in the Spatial Temporal Scale of Motion”). In particular the latter point is significant for our purposes. Notebook users who prefer a mouse over a touchpad tend to do this because of (perceived) finer-grain control over movement (as evident from our survey, see below). Arguably, a (perceived) limitation in accuracy and speed will be less evident when two-handed techniques are designed such that the touchpadoperating hand performs less, and less fine-grained, movement than the mouse-operating hand. This corresponds with experimentally observed left-right-hand input performance, finding that the non-dominant hand is well suited for tasks that do not require precise action, such as scrolling [13].
Our theoretical analysis of the N+M input space gives rise to a number of novel interaction techniques that we contribute in the final part of this paper. The techniques we present are based on customisation of the touchpad, which becomes possible when its original function, cursor control in a graphical interface, is taken over by an external mouse. The techniques include flick, scale and rotate gestures, absolute input with a token on the touchpad, and touchpad use as an input modifier. These techniques are known in principle from other forms of touch interface (e.g., tablets, touchscreen, interactive tabletops) but contribute distinct new interaction styles when they are provided on built-in notebook touchpads. The utility of the techniques is demonstrated in a variety of applications that we have implemented in a standard GUI environment.
Two-handed techniques reported in the literature in which the dominant and non-dominant hand perform complementary roles can be broadly classified as: • Setting context: various studies of two-handed input directly apply Guiards’s reference principle by using the non-dominant hand for context-setting of graphical workspaces while the dominant hand performs finegrained actions (e.g., scrolling/selecting text [5], panning/rotating viewports for painting [15], and navigation in 3D design [22,24]). • Toolglasses: another use for the non-dominant hand in GUI environments is to move toolbars, palettes or menus to a point of interest, to bring them closer to where the mouse operates, or to resolve occlusions [14,15,17]. • Gestures: two-handed techniques have been demonstrated in which the non-dominant hands performs gesture input to select commands or modifiers in conjunction with spatial positioning [1].
RELATED WORK
According to sales trends, notebooks are on the brink of being more widely adopted for desktop interaction than traditional PCs, but the input configurations in which they are used have received only limited research attention. Prior studies include surveys of different user groups with respect to ergonomics of notebook use [10,21], comparative evaluation of built-in pointing devices [7,20] and ethnographies of notebook usage in the home [23], but we are first to present a survey that provides quantitative and qualitative data on adoption of an external mouse for notebook interaction. In spite of the evidently widespread use of an additional mouse for notebook interaction there has been no prior work considering use of the built-in pointing device for complementary or alternative input alongside the mouse. It is evident from other work on capacitive touch sensing surfaces over the last decades that touchpads can in principle support other forms of input, distinct from mousestyle pointing [4] and including gestures [1,18]. However, this potential has not previously been explored in the concrete context of notebook-integrated touchpads. An example though of providing a new technique based on a notebook touchpad is ThumbSense, where touchpadsensing is used as an implicit key modifier for emulation of mouse buttons on the keyboard [19].
In all of these cases, the dominant hand is used for finegrained positioning, which naturally maps to mouse operation in an N+M scenario, while the non-dominant hand performs actions that can be realised on notebook touchpads. The combination of touchpad and mouse has been previously investigated, however with a touchpad as external device [12], rather than integrated to be close to hand from the keyboard. It is important to note conceptual differences between mouse and touchpad in such a configuration, and that the devices operate in different kinaesthetic reference frames. However general techniques such as context setting and moving toolglasses can be adapted to work with relative input from both devices, or
The proposed “activation” of notebook touchpads complementary to an external mouse facilitates interaction with two continuous input devices, leveraging a large body of research on two-handed input. The configuration is
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alternatively with the touchpad as absolute and the mouse as relative input device. Research also suggests that separation of kinaesthetic reference frames in two-handed interaction can be compensated with visual feedback [2].
N
%
1. What built-in pointing devices does you notebook have? Touchpad 867 95.8 Pointing Stick 51 5.6 Track Ball 16 1.8 Touch-screen 14 1.6 2. Do you ever use an additional external mouse with your notebook?
Two-handed desktop interaction in practice involves the use of keyboard shortcuts or hotkeys. Single hotkeys or a combination of modifiers and hotkeys (such as CTRL+C for copy) can execute application commands as shortcut for graphical widgets, and are known to generally save time compared to clicking GUI widgets [16,17], particularly when invoking functions from a menu [9]. Such interactions differ from the above examples of two-handed input as the keyboard is not a continuous input device, but they inspire consideration of how touchpads in an N+M configuration can support hotkey techniques.
Yes
577
63.8
No
328
36.2
3. How often do you use your external mouse with your notebook in the office / at home / while traveling? *
A SURVEY OF NOTEBOOK USE
Regularly
We have conducted a survey of notebook use with the primary aim to corroborate our observation that many users regularly use an external mouse in extension of their notebook configuration. In addition to quantitative data we sought to gain qualitative insight into preference for an external mouse over the build-in device, to inform the development of novel techniques that leverage N+M configurations.
Occasionally Never
338 / 393 / 83
58.6 / 68.1 / 14.4
110 / 165 / 134
19.1 / 28.6 / 23.2
115 / 46 / 359
19.9 / 8.0 / 62.2
* percentages based on number of users of an external mouse Table 1: Survey results on built-in poiting devices and external mouse usage (contains only selected items of the actual questionnaire).
The survey was conducted with an anonymous online questionnaire, to obtain data from a larger population. The questionnaire was designed to be short to maximize response rates. It contained 11 questions in 3 sections. The first section asked for basic demographic data. The second section assessed the user’s technical equipment (notebook, docking-station, built-in input) and their qualitative rating of built-in devices. The third section concerned the external mouse (where applicable), asked for a qualitative rating in comparison with the built-in input, assessed in which applications/situations the mouse was used, and also collected data on use of mouse features (mouse wheel, additional buttons etc.). The questionnaire contained multiple-choice questions and scaled questions, but users also had the option to enter comments.
questionnaire. Pressing submit would add the anonymous questionnaire data to our database. With a separate database we made sure, that users of shared IP addresses could not complete the questionnaire several times. We received a total of 989 submissions. Fifteen submissions were identified as invalid (either empty or corrupted). Another 68 participants were filtered out since they did not use a notebook computer (control question answered with ‘no’). There were no duplicate entries. 14 submissions were missing age, and 7 missed information on gender. However, all these surveys were otherwise complete, and thus included in the analysis. After filtering, we had 905 valid responses (10.1 % response rate). The total number of responses came from 964 different IP numbers. After an inspection of all datasets with a counter greater 1 we came to the conclusion that the datasets were unique, which is realistic given the fact that we expected shared computers / IP-addresses. Consequently we included these datasets into our analysis.
Sampling
Our sampling frame were students of a local university. Convenience sampling was then used to determine the final sample. A call for voluntary participation for the online questionnaire was advertised on the university mailing list, reaching a total of 8975 students, of which 5900 were undergraduate students, 1900 postgraduate master students and 1175 research students (MPhil/PhD). Ethical approval was granted by the university ethics committee.
Results
Demographics. Of the 905 participants 333 were male and 565 were female (7 participants did not provide their gender), with an average age of 23.0 years (s.d. 7.3y, youngest 17y, oldest 65y).
Data Collection
A campus-wide mailing was sent out to call for participation. The email was explicitly recruiting notebook users. Volunteers followed an anonymous link to the web questionnaire. The questionnaire was fitted on a single html page, with minor scrolling necessary to complete the
Assessing Built-In Input Devices. The by far most frequently found built-in input device is the touchpad (95.8%) followed by pointing stick (5.6%), track ball (1.8%) and touch-screen (1.6%, cf. Table 1). 2.2% of all
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participants used a docking station and 3.0% use a notebook stand either in the office or at home. This is an important issue to consider, since both docking stations and notebook stands could render the built-in input impossible or difficult to use. Participants were also asked to rate their built-in pointing device in terms of efficiency, accuracy and comfort on a 5-point Likert-scale. In all three categories, the built-in pointing device received close to neutral ratings: efficiency scored 3.4 (s.d. 1.1), accuracy 3.6 (s.d. 1.0) and comfort 3.6 (s.d. 1.1).
This observation was confirmed by the explicit feedback users gave. Users were asked why they preferred the external mouse over their built-in input. They could choose either one of the preset choices (‘mouse is faster’, ‘more accurate’, ‘more comfortable’) and had the option to enter comments. 66.72% of all mouse users selected ‘faster’, 75.2% selected ‘more accurate’ and 76.1% selected ‘more comfortable’. The comments will be discussed in the next paragraph. Another item in the questionnaire assessed applicationspecific preference (“For which applications do you prefer to use an external mouse”). Participants had multiple choices between three basic categories (‘office’, ‘communication & information retrieval’, ‘entertainment’) and the option to enter specific applications in a text box. Of all external mouse users, 80.9 users selected ‘Office’, 61.5% ‘Communications/Information Retrieval’ and 77.0% ‘entertainment’. Users entered a variety of additional applications, mostly graphics software (such as Photoshop or CAD) but also video editing and sound composing.
External Mouse Usage. Of the 905 notebook users who participated in the survey, 577 (63.8 %) use an external mouse at least occasionally. An overview of mouse usage can be found in Table 1, items 2 and 3. Users were asked whether they made regular use of mouse in any three situations (in the office, at home, or while travelling). Of our total of notebook users, 47.0% are using an external mouse regularly in at least one of these settings. Of our subset of “N+M users”, 58.6% reported that they use the mouse regularly at the office, and 68.1% at home. Unsurprisingly, regular use is low for the mobile setting with only 9.2% (when travelling). Occasional use can be observed across all three settings (office: 19.1%, home: 28.6%, travelling 23.2%), including the mobile setting. This confirms that external mouse usage in a mobile context is less common, but it also shows that a considerable proportion of users carry a mouse with them when they travel.
User Comments. The comments provided by the participants of our survey gave more detailed insight into qualitative aspects of mouse and built-in input. There were 63 comments in response to ‘Why do you use an external mouse, instead of the built-in pointing device?’ Within these comments we found 24 occurrences of ergonomic aspects. Strain to the wrist was mentioned, as well as general fatigue over longer work-sessions. 4 users gave a more detailed response, stating the advantage of the external position of the mouse over the fixed position of the built-in input device. A conceptual disadvantage of the touchpad was mentioned, namely that ‘clicks’ could be accidentally triggered whilst typing. 20 participants mentioned the general ‘ease of use’ of the external mouse in comparison with the built-in input. Many of these comments included implied references to ergonomic factors (‘easier for the hand’, ‘mouse is bigger’) but also to accuracy (‘generally easier and more accurate’). 4 participants explicitly mentioned an improved efficiency with the mouse (‘quicker use’, ‘faster in certain situations’).
Mouse Features. External mouse users were asked which additional features they used. The multiple choices were mouse-wheel, additional buttons (such as the ones facing the thumb) and thumb-wheel (some mice have an additional jog-dial where the thumb rests). The most common feature used was the mouse-wheel (90.1% of all mouse users), followed by additional buttons (38.1%) and thumbwheel (16.6%). Qualitative Assessment of Input Devices. First, we analysed the user rating of the built-in pointing device. We grouped users into those who use an external mouse and those who do not. Our hypothesis was that users who use an external mouse would rate their built-in input device significantly worse than those users who are not using an external mouse. This would give us implicit evidence for the users’ motivation to use a mouse, which could later be matched with the explicit feedback we gathered. A Kruskal-Wallis Test was used to analyse differences of ratings for efficiency, accuracy and comfort. It confirmed our hypothesis, showing that there is a significant difference between our two groups, with p < .01 for all items, efficiency (χ2(1) = 68.2), accuracy (χ2(1) = 45.6) and comfort (χ2(1) = 80.2). Ranking in all three categories was lower (worse) for participants who use an external mouse. This indicates that by choosing an external mouse, users seek to improve all three aspects for pointer input.
A second set of comments (64 in total) concerned application-specific aspects. 24 participants stated that they use their external mouse across all applications. 20 participants highlighted the benefits of the mouse specifically for the graphics software, such as Photoshop, CAD or other design tools. Some users gave a more generalized explanation, related to the better ‘moveability’ or ‘manoeuvrability’. One participant stated: ‘[I use the mouse] for […] tasks which require more control of the cursor than the touchpad allows’. This was also supported by several statements that certain tasks are very difficult to perform with the built-in input, such as ‘creating diagrams’, ‘drawing pictures’, ‘creating graphics’ or ‘dragging and dropping’.
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Discussion
The survey confirms that the proportion of notebook users who use an external mouse is indeed large, with 63.8% of surveyed notebook users using a mouse at least occasionally, and 47.0% using a mouse regularly. Dockingstations or notebook-stands, which could compromise or impede use of built-in input devices for novel techniques, are used only by a small fraction of users (2.2% and 3.0%). The survey method (convenience sampling) and population (university students) imply that we need to be careful in drawing conclusion with respect to notebook use in general. However the sample size is clearly significant and the results are strongly indicative of N+M configurations being commonplace as a distinct interface for desktop interaction.
Figure 1: Input space of notebook configurations with touchpad and external mouse (using Card et al.’s taxonomy [6])
The results also show that the touchpad is by far the most common built-in input device in notebooks (95.8%). Consequently, many of our considerations in this paper are specifically focussed on interaction with touchpad and mouse.
absolute position of one finger on the surface (the number “2” within the squares applies only to multi-touch sensing touchpads). Additionally, touchpads can determine proximity to a certain degree and thus give an estimate about the distance between finger and touchpad (while this input is unreliable for higher distance, it is essential for determining the point of contact). Most touchpads also have two co-located buttons, similar to a mouse. Using connect compositions (double arrows) one can derive also relative movement from the absolute positions in x and y.
A consistent motive for using an external mouse was a higher quality of input, in addition to ergonomics. This has many factors, most importantly accuracy, speed and expressiveness. These factors are specifically relevant for tasks performed with the dominant hand, where tasks performed by the non-dominant hand, such as context setting and toolglass placement, require less accuracy and speed.
Newer generation notebooks (e.g., the Macbook Air) have touchpads that can sense at least two fingers at a time. Even though this is not standard yet, we include these capabilities as they are likely to become commonplace. With two points of contact some of the mentioned primitives double (symbolised by “2” within the squares). Additionally, several new primitives can be derived (pentagons). The angle between two fingers can be mapped to rotation (rZ) and the distance between two fingers can be mapped to a new linear value. Since the described taxonomy does not accommodate for distances or scalars we interpreted the distance as a new linear value (the absolute relation between two positions). Its place along the X column was chosen arbitrarily. Both absolute distance and angle themselves can be connect-combined to their appropriate delta-values (e.g., taking the delta between distances could be mapped to scaling an object).
THE INPUT SPACE OF NOTEBOOK+MOUSE
Our survey has established that N+M configurations are common, and that in most of these cases the ‘neglected’ built-in device is a touchpad. Our input space is thus characterised as follows: 1.
The mouse is the preferred input device for the dominant hand, in the role of pointer input
2.
The keyboard is used for text entry and hotkey access
3.
The built-in input device is unused and can be treated as third independent input device
Figure 1 shows the input space of N+M configuration using the taxonomy of Card et al. [6]. Each input device is represented by a number of input primitives that are connected with different composition operators (merge, connect and layout). The mouse consists out of three input primitives (symbolised by circles): relative movement across X and Y, and 3 buttons (the number in the primitive reflects multiple primitives of the same kind). Based on our survey results, we also include the mouse wheel (triangle), which delivers a delta angle around the X axis.
Note that in the original design space, connect compositions were described as very basic mappings from one domain to another. The conversion from two points of touch to distance / angle is more complex than originally described, since it combines multiple primitives of different kinds and maps them to a single primitive in another domain (aggregation). However, we feel this is still within the spirit of the taxonomy, as it helps capture the complete set of input primitives that a device, in this case the touchpad, can support.
The keyboard provides a set of buttons (~90) and is mounted on the same panel as the touchpad (described by a layout compositor, symbolised by a dotted line).
The description of the N+M input space provides a baseline for understanding and exploring interaction opportunities. For our specific purposes, it allows us to systematically
The touchpad (squares) provides a range of primitives. On the most basic level, a conventional touchpad delivers
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analyse potential use of the touchpad, in itself, and in conjunction with mouse or keyboard. TOUCHPAD TECHNIQUES FOR N+M CONFIGURATIONS
In the following we introduce a number of interaction techniques designed to leverage the touchpad in N+M configurations. The techniques exploit that general purpose pointing is performed with the mouse, allowing use of the touchpad to be customised.
Figure 4: A coin can act as physical token for absolute positioning, for instance of a palette or toolglass [3].
operate the touchpad while the fingers are in the home row for typing, eliminating the necessity to acquire and use the mouse for scrolling (Figure 3). This can be useful for example for looking up information in another part of the document before continuing to write (e.g., when crossreferencing). It can also be used to simply move the current page so that the cursor is in the centre of the screen (context setting for convenience was observed in [15]). With a common mapping (Y movement to scrolling) navigating across large text documents causes significant strain for the thumb. However with flicking, we found that we could comfortably use the thumbs to navigate within large documents. This example shows that the fixed location of the touchpad is not necessarily a constraint, but can in fact be advantageous.
Flick Gestures for Context Setting
The touchpad is well suited for context setting, both for technical and conceptual reasons. Technically, it provides highly responsive data on absolute finger position and proximity as well as relative movement in two dimensions, allowing expressive panning across virtual workspaces. Its input capabilities are supported by the touchpad’s flat character, affording unique interaction styles, such as flick gestures that have become popular with the iPhone. Figure 2 illustrates how flick-gestures can be applied to context setting in map navigation. In this example, the touchpad acts as direct handle for Figure 2: Flick gestures used for an underlying map: once the finger touches the navigating maps. touchpad, any movement is mapped directly to the panning of the map. When the finger is flicked off the touchpad, momentum is induced into the virtual map causing it to start spinning in the direction the finger has flicked into. The motion stops either by applying virtual friction over time or by pinning the finger down on the touchpad, once the map is at the desired location.
Absolute Input with Touchpads
Various examples of two-handed interaction such as context switching or for moving Toolglasses use absolute input. While the mouse is not able to sense absolute position, the touchpad can provide appropriate input primitives by sensing the finger’s absolute location relative to its boundaries. When applied to a practical scenario, such as moving Toolglasses, several observations can be made. On the one hand, absolut input gives direct and fast control over the Toolglass since it eliminates the continuous ‘pushing and re-orienting’ of the finger as is typical for relative interaction with the touchpad when used as pointer. On the other hand, using the touchpad’s absolute input felt counter-intuitive for several reasons. First, the touchpad’s established role for pointer input suggests mainly relative movement across the flat surface, not pointing to absolute locations. Secondly, it is also conceptually different from other absolute input devices, such as the puck used in [15], in that the touchpad lacks a physical token that would reflect the current absolute position.
This example demonstrates how the touchpad – once we can specialise its mapping – can make use of inherent affordances when it is mapped to a dedicated task (“spinning the globe”). In our example, the user might even prefer the touchpad for panning the map over the dominant hand, since it provides a more specialised interface for the given task than the mouse. Flicking is also efficient for interaction in that it can reduce the amount of finger activity necessary to overcome long panning distances. Within text-editors, flicking can be applied to horizontal scrolling, enabling new interaction styles. The touchpad’s position close to the keyboard generally allows the thumb to
Figure 4 shows, how this problem can be overcome in a simple manner, by adding a coin on the touchpad. A coin amplifies the capacitive fingerprint and a threshold can be set such that the controlled object (e.g., a toolglass, palette, or menu) would only be moved when moving the coin. The use of a coin (or other token) extends the touchpad with an important affordance when used as absolute input device, as the token is intuitive to use and gives a permanent physical indication of where the object is in respect to the screen. An added benefits is passive tactile feedback when the coin hits the borders of the touchpad. Moreover, it is possible to
Figure 3: The touchpad’s location allows the thumbs to flick through documents while leaving the fingers on the home row.
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Figure 5: Scale and rotate gestures on standard touchpads using the button as second point of contact.
distinguish tokens of different size by their capacitive footprint. Scale and Rotate Gestures on Single-Point Touchpads
New generations of touchpads allow the sensing of multiple points of contact and thus support gestures for rotating and scaling (cf. Input Space). This can be benefitial for tasks such context setting (zooming in and out, rotating the view) and object manipulation. However, most existing touchpads do not support this, and can only track a single point of touch. To address this limitation, we contribute a technique for scale and rotate gestures with a single point of touch combined with a touchpad button.
Figure7: Simultaneous context setting with the non-dominant hand and free-form selection with the dominant hand.
(e.g., CTRL, ALT) is more centrally placed and larger, and thus easier to acquire. Standard hotkeys are binary triggers, however in combination with the touchpad new possibilities arise. For example, when a hotkey has been selected, movement on the touchpad can be used to parametrise the selected command. Figure 6 illustrates this with selection of a Brush tool by pressing touchpad and “B”, followed by thumb movement on the pad to manipulate brush size. As this example shows, touchpads can support entirely new types of hotkeys, that can be invoked and parametrised by one coherent action.
Figure 5 illustrates these techniques, in the context of map navigation. By taking a button as position of the thumb when clicking, the finger can move around the thumb either to perform scale or rotate gestures. The modes can be separated, clicking either left or right button for exclusive scaling/rotating, or holding both buttons together to achieve a combined effect. While this is a workaround for the missing second point of touch on the pad, it also has distinct advantages as it provides more control about what transformation the user intents to perform (e.g., achieving only rotation without scaling is difficult to perform with the dual touchpad, because the distance between two fingers would have to be kept constant).
APPLICATIONS
We have implemented several applications and applets that demonstrate the interaction techniques we designed for N+M configurations. The first one, a Virtual Desk application, is custom-built and directly taps into raw pointer input from the operating system, with global mouse hook to suppress all mouse messages and then implement our own GUI that can separately process touchpad and mouse input. The other applications extend existing software (such as Microsoft Word and Adobe Photoshop), with a background process that uses an API (Synaptics) to receive touchpad input separated from the primary pointer. Touchpad events are processed partly via injecting simulated mouse and keyboard events (e.g., simulating the mouse wheel for scrolling in Word), and partly via application specific API (e.g., the Photoshop COM API).
Hotkey Invocation and Parametrisation
Hotkeys are binary actions triggers and can be used as shortcuts for invoking applications via graphical interface elements such as icons or menus. Hotkeys often consist of a modifier and key, such as CTRL+C, allowing overloading of character keys with added functionality. The touchpad can add interesting aspects to hotkey interaction, as shown in Figure 6. When it is conceptualised as a single button (which is either touched or not touched), then it can be used as a modifier, that in contrast to conventional modifiers
Virtual Desk
This application was developed to provide a simple interface for distributing and organising large amounts of digital documents on a virtually infinite desk. Documents, such as PDF files can be simply dragged onto the virtual desk and are displayed by a stack of paper depicting a snapshot of its cover page. The large size of the virtual desk allows a user to spatially arrange and organise documents across large areas of virtual screen real-estate without introducing occlusions. Since as a result the virtual desktop
Figure 6: The touchpad can be used as a key modifier for hotkey selection combined with parametrisation in one action.
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significantly exceeds the actual screen, frequent adjustment of the viewport is necessary, to navigate between distant documents, and when documents are selected and moved between distant locations on the virtual desk. For this purpose, the touchpad is mapped as a dedicated interface for controlling the viewport, while the mouse can simultaneously interact with objects, such as performing selection or dragging.
playback without leaving their typing position. As an alternative we have mapped audio control to the touchpad with a thumb tap for ‘pause’, a double tap for ‘play’ and slide with the thumb to ‘rewind’. The advantage of this technique is that it allows accurate playback-control, keeps fingers in typing position and does not require an additional device to be attached to the system. PhotoshopMagicLense
The touchpad interaction enables flick gestures for rapid panning across the table (cf. Fig. 2) as well as shrink / stretch gesture to set the zoom level of the viewport (cf. Fig. 5). This gives distinct advantages over the alternative of mouse and keyboard input. Figure 7 shows a typical problem that arises within virtual viewports: the user starts a free-form selection realising that not all documents that should be included in the selection are shown in the current viewport. Normally, once the mouse reaches the boundaries of the window, automatic scrolling is applied. However, since the mouse is in an active dragging state, scrolling automatically causes the mouse to leave a trace, which in our scenario could lead to the inclusion of unwanted elements that unexpectedly come into view. With the touchpad, the viewport can be independently adjusted with the non-dominant hand while the mouse can select revealed items in a controlled way. This is also superior to view adjustment via the keyboard, since it offers continuous spatial input instead of only binary controls.
We have implemented a toolglass for photoshop that can be positioned with the non-dominant hand. Positioning was realised in absolute terms by mapping touchpad input directly to a corresponding screen position. However the natural inclination of users for movement of the toolglass was to apply relative movement as familiar from pointing. To address this, we introduced use of a physical token into this scenario as described above. The token is intuitively perceived by users as representing the toolglass, and accordingly positioned and moved on the touchpad. DISCUSSION
A number of specific design issues were identified during the implementation of our techniques. First of all, the mapping of sub-task to either touchpad or mouse is not always clear. For instance, in the VirtualDesk application we mapped panning and zooming to the touchpad. On the one hand this enables the user to adjust the zoom level of the viewport while dragging or selecting objects. On the other hand, it is then impossible to zoom and pan at the same time, which might be a preferable mapping, for instance when searching for a particular object. An alternative mapping could use the mouse-wheel for zooming, which would enable simultaneous zooming with the mouse and panning with the touchpad. In general, this motivates a more systematic analysis of how the presented input primitives can be mapped to different subtasks. It is also interesting to consider, switching of mappings during usage and how the user could actively chose bimanual mappings that are most suitable for their current task.
EarthPad
Earthpad is a plug-in for Google Earth that uses the touchpad as direct handle for exploring the globe with flick&spin and zoom&rotate gestures. This applet demonstrates how application-specific mappings can be implemented on a touchpad to provide intuitive interaction styles to existing applications. ThumbScroll
ThumbScroll was implemented as an applet that enables touchpad scrolling for text editors. Similar to Virtual Desk, this technique can make selection of text across several pages easier, by performing scrolling with the nondominant hand while simultaneously selecting text with the dominant hand. Thumb-scrolling can also be used to navigate the document without leaving the home position for text input. The applet demonstrates customised use of the touchpad in the context of text editing, taking advantage of its fixed location with respect to the keyboard.
The implementation of concrete applications also brought out issues that we had not seen covered in prior work on two-handed input. Specifically, viewport adjustment with the non-dominant hand during a freehand selection with the right hand (as shown in Figure 7) affects the selection directly. The effect can be likened to moving a piece of paper while drawing on it, and in our application we found that this sometimes led to the selection of unwanted objects, One solution would be to move the mouse pointer during panning, so that it would retain its absolute location on the virtual canvas but this would have the disadvantage that the mouse pointer can get lost out of view. This example demonstrates that there are potentially unresolved issues when applying two-handed interaction to concrete tasks in practise.
TranscribePad
For transcribing it is necessary to listen and control recorded audio while typing textual content into a word processor. These sub-tasks are closely entwined, since the user often has to interrupt typing and pause or rewind the audio-stream. Traditionally, the function keys are used to provide access to audio playback, but this requires the fingers to leave their typing position. External devices, e.g. foot pedals, are common to allow users to control audio
An interesting general insight from this work was that the touchpad, while found to be only second best for its original purpose (i.e., pointing/dragging), exhibits many beneficial
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aspects when it is customised for tasks it has not originally been designed for (i.e., gestures, absolute input, mode control). The techniques we have demonstrated are effective in leveraging distinctive properties of touchpads. This includes the responsiveness of the transducer to gestures, the flat physical layout enabling certain styles such as flicking, and the comprehensive set of input primitives, such as absolute input.
we have shown how the touchpad, in such a configuration, can be ‘activated’ for alternative input, complementary to pointing. We have contributed techniques that facilitate two-handed touchpad+mouse techniques on a ready platform of notebooks routinely used with external mouse, and in addition introduced distinctly novel uses of the touchpad for thumb interactions, absolute input, and parametrised hotkeys. The utility of the contributed techniques has been demonstrated through concrete applications.
Our survey had brought out qualitative issues concerning the use of touchpad’s as primary pointing device. However concerns related to accuracy and efficiency become less pronounced in the context of tasks performed with the nondominant hand, such as context setting and toolglass positioning. Ergonomic issues would also be expected to be factor in less, as interactions with the non-dominant hand would be less demanding in asymmetric tasks. Furthermore, while the touchpad’s fixed position has been highlighted as negative aspect for pointer input, some of our applications demonstrate that this can be advantageous for other forms of interaction. In this context, we see particular potential in thumb interaction since it provides access to the touchpad while the hand is in the common posture of resting on the keyboard. The thumb has the touchpad in immediate reach and can realistically perform a wide array of tasks. This is interesting, considering that both thumbs commonly serve the sole purpose of pressing the space bar.
REFERENCES
1. Balakrishnan, R. and Patel, P. 1998. The PadMouse: facilitating selection and spatial positioning for the nondominant hand. Proc. CHI’98, 9-16. 2. Balakrishnan, R. and Hinckley, K. 1999. The role of kinesthetic reference frames in two-handed input performance. Proc. UIST '99, 171-178. 3. Bier, E. A., Stone, M. C., Pier, K., Buxton, W., & DeRose, T.D. (1993). Toolglass and magic lenses: The see-through interface. Computer Graphics Proceedings, Annual Conference Series, 73-80, New York: ACM SIGGRAPH. 4. Buxton, W., Hill, R. & Rowley, P. (1985). Issues and techniques in touch-sensitive tablet input, Computer Graphics, 19(3), Proc. SIGGRAPH’85, 215-223. 5. Buxton, W., Myers, B., A Study in Two-Handed Input, Proceedings of CHI’86: ACM Conference on Human Factors in Computing Systems, 1986, 321-326. 6. Card, S. K., Mackinlay, J. D., and Robertson, G. G. 1991. A morphological analysis of the design space of input devices. ACM Trans. Inf. Syst. 9, 2 (Apr. 1991), 99-122. 7. Fallot-Burghardt, W., Fjeld, M., Speirs, C., Ziegenspeck, S., Krueger, H., and Läubli, T. 2006. Touch&Type: a novel pointing device for notebook computers. In Proc. NordiCHI’06: 4th Nordic Conference on Human-Computer interaction (NordiCHI’06), 465-468. 8. Guiard, Y. (1987). Asymmetric division of labour in human skilled bimanual action: The kinematic chain as a model. Journal of Motor Behaviour, 19, 486-517. 9. Grossman, T., Dragicevic, P., Balakrishnan, R. Strategies for accelerating on-line learning of hotkeys. In Proc. CHI 2007. 10. Harris, C. and Straker, L. Survey of physical ergonomics issues associated with school childrens’ use of laptop computers. Industrial Ergonomics, Vol. 26, Issue 3, September 2000, 337-346 11. Hinckley, K., Pausch, R., Proffitt, D., Patten, J., & Kassell, N. (1997). Cooperative Bimanual Action. Proceedings of the CHI’97, 27-34, New York: ACM. 12. Hinckley, K., Czerwinski, M., Sinclair, M., Interaction and Modeling Techniques for Desktop Two-Handed
We have focused on interactions with the touchpad, since it was found to be the most common built-in input device in our sample of N+M users. However, other input devices, such as pointing sticks or trackballs can also accommodate new interaction styles. Trackballs, for instance, have unique affordances that could be applied for instance to rotating objects (such as the globe). Also, our survey found notebook configurations that comprise both a touchpad and a pointing stick. This can give rise to new interaction styles that combine both devices (e.g., thumb on touchpad and finger on the pointing stick for rotate and scale gestures); or that allow switching between navigation modes (absolute navigation with the touchpad, and relative navigation with the pointing stick). Also, emerging multi-touch pads have the potential to support further interaction styles. CONCLUSION
Two-handed input and touch-based interaction techniques have been the subject of HCI research for a long time. The significance of this work is that it considers two-handed input in the context of a concrete interface configuration of notebook with external mouse and built-in touchpad. As foundation for our work, we have contributed quantitative and qualitative data collected through an online survey of notebook use. Through this survey we have evidence for the widespread use of notebooks in the above configuration. The touchpad is a highly expressive input device in terms of the input primitives it provides. Intriguingly though, the touchpad is left completely unused in configurations where an external mouse is attached to a notebook. In this paper
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Input, Proc. UIST’98 Symposium on User Interface Software & Technology, 49-58. 13. Kabbash, P., MacKenzie, I.S. & Buxton, W. (1993). Human performance using computer input devices in the preferred and non-preferred hands. Proc. InterCHI ‘93, 474-481. 14. Kabbash, P., Buxton, W.& Sellen, A. (1994). TwoHanded Input in a Compound Task. Proc. of CHI '94, 417-423. 15. Kurtenbach, G., Fitzmaurice, G., Baudel, T., and Buxton, W. (1997). The design of a GUI paradigm based on tablets, two-hands, and transparency. Proc. CHI’97 Conference on Human Factors in Computing Systems, 35-42. 16. McLoone, H., Hinckley, K. and Cutrell, E. Binamual Interaction on the Microsoft Office Keyboard. In Proc. Interact, 2003. 17. Odell, D.L., Davis, R.C., Smith, A. and Wright, P.K. Toolglasses, marking menus, and hotkeys: A comparison of one and two-handed command selection techniques. In Proc. Graphics Interface 2004, 17–24 18. Rekimoto, J. 2002. SmartSkin: an infrastructure for freehand manipulation on interactive surfaces. In Proc.
of CHI’02 Conference on Human Factors in Computing Systems, 113-120. 19. Rekimoto. ThumbSense: Automatic Input Mode Sensing for Touchpad-based Interactions. In Proc. CHI’03 Conference on Human Factors in Computing Systems, 852-853. 20. Sawin, D. A., Stewart, A.M. and Calcaterra, J. A. (2002): Pointing Stick versus Touch Pad: Working Together. Proc. HFES 2002 Annual Meeting, CSTG Bulletin, Vol. 29-1 21. Sommerich, C. A Survey of Desktop and Notebook Computer Use by Professionals. Proc. HFES 2007 Annual Meeting, Industrial Ergonomics, pp. 1124-1128 22. SpacePilot. 3Dconnexion. http://www.3dconnexion.com/3dmouse/spacepilot.php 23. Woodruff, A., Anderson, K., Mainwaring, S. and Aipperspach, R. Portable, But Not Mobile: A Study of Wireless Laptops in the Home, Proc. Pervasive 2007, Toronto, Ontario, May 2007, 216-233. 24. Zeleznik, R. C., Forsberg, A. S., & Strauss, P. S. (1997). Two pointer input for 3D interaction. Proceedings of 1997 Symposium on Interactive 3D Graphics, 115-120.
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Tenori-on Stage: YouTube As Performance Space Mark Blythe School of Design Northumbria University, UK
[email protected]
Paul Cairns Department of Computer Science University of York, UK
[email protected]
ABSTRACT
created in different modes and users can play the device by flipping between blocks or performing other manipulations such as key transpositions.
This paper reports findings from four related studies of the “Tenori-on” as it appears on YouTube in order to consider Web 2.0 as a performance space. A quantitative analysis of returns for “Tenori-on” attempts to model how posts achieve and maintain popularity. This analysis suggests sustained posting and engagement amongst users rather than initial product launch enthusiasm. A content analysis of the videos returned demonstrates a very different response to the launch of other technologies like the iPhone 3G. A grounded theory explores comments to the most viewed video returned which was a post by the artist Little Boots. A range of comments indicate virtual applause and suggest that YouTube has been appropriated here as a space for performance. Finally perspectives from critical theory are drawn on to consider the meanings of the Tenori-on in this user generated context and the ways users creatively resist the most obvious affordances of the device.
Figure 1: Tenori-on. Photo by Gabriel “Gab” Pinto. Creative Commons
The designers were particularly concerned with the beauty of the light and sound, the ease of performance and the quality of the product as a whole [29]. There was an explicit aim to unite form and function in a digital instrument:
Author Keywords
Tenori-on. YouTube. User Criticism, Critical Theory
Experience,
Interaction
“In days gone by, a musical instrument had to have a beauty, of shape as well as of sound, and had to fit the player almost organically. Modern electronic instruments don't have this inevitable relationship between the shape, the sound, and the player. What I have done is to try to bring back these [...] elements and build them in to a true musical instrument for the digital age.” [29]
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
The Tenori-on is a musical instrument designed by Toshio Iwai and Yamaha. It is part sequencer and part synthesizer with an interface made up of a grid of LED buttons which the user activates to make loops of sound (see figure 1). A line of lights pulses across the grid indicating bars of musical time. When one of the buttons on the grid is pressed it lights up and a note plays as the pulse passes over it. The user can create patterns of recurring notes to make loops that form single blocks. Up to sixteen blocks can be
The Tenori-on was first made commercially available in Britain in 2008 to test the market before a wider global launch [36]. This study began as an attempt gauge responses to the instrument through the videos returned for a search on the term “Tenori-on” on YouTube. Although the returns offered numerous insights on the user experience of the device they also indicated how YouTube is being used as a performance space. When this study began the most viewed return was a video of Iwai himself demonstrating the device at a launch event. During the study it became a video posted by Little Boots. The returns for “Tenori-on” remain relatively dynamic as the next section will indicate.
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Modeling the Data
Results for the search term “Tenori-on” on 7th July, 2009 produced a typical outcome. The results page suggests that there are over 1,100 hits for this search term. However,
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when the results pages are trawled for the view counts, it becomes clear also that the results are no longer sorted by view count with view counts in the 360th to 380th videos varying wildly from several tens of thousand to zero. Thus we only model hits retrieved up to the 360 th video.
or secondly, an existing video is viewed in proportion to how much it has already been viewed. This latter behavior leads to the power law demonstrating a “rich get richer” process. In many ways, this process makes a lot of sense in the YouTube context. People may search for videos across a wide range of criteria but generally they will view the more popular ones. Thus the rich videos do get richer. But also, popular topics are also likely to get more videos on that topic and hence there is a steady growth in the number of videos to be viewed.
When sorted by view count, it is clear that whilst the top few videos have view counts of several hundreds of thousands, this rapidly tails off but in such a way that there is still a “long tail” of viewed videos. There are several well understood long tail distributions that produce this shape, the two simplest and most common being the exponential distribution and the power law distribution.
Why then is there not a proper power law distribution for view counts? One possibility is that though topics do grow, there is also a “shelf-life” to the topics and interest in adding videos to a topic falls away. Whilst popular videos continue to be viewed, there are diminishing returns in putting up a new video as the likelihood of getting viewed under the Yule-Simon process becomes vanishingly small. There is some evidence that YouTube viewing behavior follows a Yule-Simon process where the richer get richer but the uploaders get bored.
The log-log plot of view count against the rank when ordered by view count is shown in Figure 5. Whilst the initial part of the plot is linear, it is clear that there is a tailing off from a straight line with a particular down turn just as the search results run out. This suggests that a power law distribution is a good starting point to consider view counts. Very similar results have been seen in searches over other terms such as “Shadow of the Colossus” [12] and “iPhone 3G” [8] where a rapid drop off or knee is more readily apparent.
Evidence against this comes from what might be termed the degree of churn in YouTube videos. With a Yule-Simon process, there is little churn – once a video hits the top, it stays at the top. However, in many other power law situations there is a lot of churn [5] where the top 10 or top 100 ranked items vary enormously and that is exactly what is seen in YouTube. In a rich gets richer process, how do the richest ever get supplanted? Although many topics such as iPhone 3G or Shadow of the Colossus could be expected to have a shelf life strictly related to the release date, the Tenori-on is an instrument which might have appeal beyond the initial novelty. Sorting returns by the date of the upload in the week beginning 14 th September, 2009, there were 15 new videos. Sorting returns by the previous month showed that there had been 52 new uploads. This is comparable to the overall monthly average of 1,200 Tenori-on hits in the two years since its launch in Britain. This indicates a community of users continuing to keep a topic active and dynamic long after an initial launch. What then is this community doing?
Figure 2. A log-log plot of view count against rank for the hits from search “Tenori-on” with best fit line for a power law.
This shape of distribution in YouTube returns has been noted before by Cheng, Dale and Liu [14] also with a much more distinctive knee. The videos considered there were not the results of a particular search but rather obtained from a substantial trawl of all YouTube content. They propose, as others have, that the tail better fits a Weibull or Gamma distribution, each of which have a distinctive knee shape. Whilst this may be the case, this does not provide much insight into what processes drive viewing behavior. However starting with the power law distribution it is possible to consider possible processes that might lead to the observed view count distributions.
CONTENT ANALYSIS OF THE FIVE HUNDRED MOST VIEWED RETURNS
A content analysis [28] was performed on the first five hundred returns for the search “Tenori-on” sorted by most views on the 11th June 2009. Content analysis involves categorizing each video against pre-existing codes and counts the number of videos in each category. Figure 2 shows percentage returns for each of the categories.
The power law distribution was first accounted for by Yule [41] and then simplified by Simon [33]. It corresponds to a steady state situation where the rate of increase in view counts is proportional to the number of view counts each video has already achieved. This can be generated by a step by step process where at each step two things can happen. First, there is a small probability that a new video is added
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Coulter then attempts to play it and a long silence follows ended by audience laughter. In a post of the British singer Little Boots playing Glastonbury there is a similarly awkward silence as she picks up the device “hang on…” she says to laughter. After a technician arrives and fails to fix the connection she decides to play something else and turns to her synthesizer [23]. When Little Boots plays a keyboard the Tenori-on is sometimes placed on top of it and remains in shot as she sings. In band settings however it is raised up on a stand like a music stand. Its lights are lost in the stage lighting and it is not an integral part of the performance [26]. Similarly, a Bjork performance featuring the device begins with a close up of one of the backing musician holding it but it is mostly not visible in the wider stage shots [7].
Figure 3: Content analysis on first 500 returns for “Tenori-on”. Composition
Songs
The vast majority of returns featured people playing the device but there are distinctions to be made in terms of how they use it. Almost forty percent of the returns featured an original composition. Here users had composed pieces of music on the device and either set it to play a sequence of loops and blocks or directly manipulated the instrument to change blocks manually. Occasionally these Tenori-on compositions were accompanied by video effects or lightshows created with movie making software like iMovie. These were entirely instrumental pieces but often featured more than one instrument e.g. drum machines, synthesisers, compressors, effects units and other electronic instruments. Interestingly there was only one video featuring the Tenori-on and a non-electronic device; “Tenori-on meets sax” [27].
Although there are a great many videos featuring original compositions on the Tenori-on, they vary dramatically in quality as the comments below them readily illustrate. “Com4jai” like many others posted a video called “my first tenori-on song”. “Fewasdr” comments: “I could play that better by randomly slapping my penis on it” [18]. More kindly “utlewis” notes “you suck at this, no offence”. “Lionomega” asks “yes but where is the song?” (Ibid). The sub category of songs represents a wide variety of material and quality. Little Boots is a singer and song writer who came to prominence partly through the popularity of her videos on YouTube and MySpace. Unlike the majority of posts featuring instrumental compositions Little Boots is among the minority of Tenori-on users on YouTube to post songs. Just 4% of the returns featured anyone singing a song with the device. However these posts were amongst the most popular returns of all. Of these the most popular, and indeed the most popular “Tenori-on” returns of any kind at the time of this analysis were the posts by Little Boots. The Little Boots songs featured innovative cover versions as well as original compositions. The videos are usually static shots of the singer sitting in a bedroom and playing either the Tenori-on alone or a combination of Tenori-on with other instruments e.g. piano and stylophone. These will be returned to in later sections.
Performance
The performance category often also featured original compositions but these were performed in public rather than filmed in a bedroom or studio. Some of these performances featured well known performers like Bjork using the device, these were a small minority however. Most of the perfornances were by DJs or musicians in small venues. Many of these videos were shot at launch events or conferences and some feature Toshio Iwai himself playing the device before an audience of academics. It is interesting to note that the reception of such videos changed over time. The early comments on Iwai‟s performance are largely positive but later posts declare that he “sucks” and people should go and listen to “Little Boots”.
Words and Pictures
A small number of posts used the device primarily to create graphic displays of words like “Truth” or “Happy New Year”. Others used it to create simple pictures like an apple or animations of Eygptian hieroglyphic people dancing. A small percentage of the videos were demos of rival products such as iPhone apps with similar grid like interfaces and functionality (e.g. PakSound, Soundgrid, EasyBeats or Sequence). These offer similar grid-based interfaces but cost one or two dollars rather than sevaral hundred. Other minority posts were videos on a possible recall of the device because of an electrical fault, there were also two interviews with Iwai.
A small number of videos feature the device in a concert setting where it was not the primary focus. Musicians were playing a set and produced the instrument for one or two songs. Typically the performers apologized and joked about it. “I have to activate the doomsday device, hold on one second… You’re all going to feel a stinging sensation and then you’re going to be blind” [16]. At another concert the same artist tells the crowd “You may have noticed a flashing device, it’s a Tenori-on, it’s a …well, it’s a flashing device, I’m going to flash you with my device”.
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Review and demos
pizza box. The only graphic on it is a very simple line drawing of the device on the front. It is certainly not going to win the sort of awards that Apple‟s packaging designers are accustomed to receiving. But perhaps the reason for the lack of unboxing videos is that the users were thinking of it primarily as an instrument rather than a new gadget.
Although the device was played in demonstrations the focus was in showcasing different modes rather than composing music. Some of these featured musicians who had been given the device to play something on it for the purpose of promotion. One series of videos made by Yamaha specifically demos each mode of the device in a step by step guide.
The overall shape of the data then is quite different to that of returns on searches like iPhone. There are very few reviews, there are almost no unboxing moments. The vast majority of posts are musical performances of one kind or another.
There were remarkably few reviews, indeed only one in the first five hundred returns. This is extraordinary considering that returns for searches on other new devices like the Apple iPhone return such large quantities of reviews [8]. Devices like the iPhone and even individual apps like twitter clients receive detailed reviews which often focus on aspects of usability (ibid). Only one such review was returned for the Tenori-on and it was posted by a specialist technology webzine publication. It is possible then that the YouTubers who are posting are reading the device more as an expressive instrument rather than a piece of functional technology. Don Norman famously notes that nobody would expect a violin to be usable [30] perhaps this is also the case for electronic instruments like the Tenori-on.
The next section will consider in more detail the most popular return at the time of writing: the Little Boots video “ready for the fun” [24]. ANALYSING YOUTUBE’S NUMBERS
YouTube now provides audience demographics based on the information gathered from users with YouTube accounts who have logged on. According to the site statistics at the time of writing the “Ready for the fun” video was most popular with males from 35 to 44, followed by males aged between 45-54 and males aged between 2534. It was viewed most often from Britain, where Little Boots is from and where the Tenori-on was first made commercially available. That the video should be most popular in Britain is perhaps no surprise, that the video should be so much more popular with men than women is perhaps less predictable. Other Little Boots videos, such as some of her performances at Glastonbury are most popular with 13-17 year old girls.
Satire
There were also remarkably few humorous or satirical posts. Of the few that were returned some might be considered fairly unsophisticated forms of humour, one simply features a Tenori-on spelling out in lights the word “cock”. But others were more subtle, one, for instance, was a clip from the IT crowd where IT support worker Roy is shown wearing headphones and enthusiastically nodding along to the Tenori-on he is playing. When another character walks in he puts it away without comment and the audience laughs at this clear demonstration of Roy‟s essential geekiness. An even more direct satirical attack on the device comes in a demonstration of an “unplugged” Tenori-on. Kentaro Fukuchi‟s video begins with a sign noting that the Tenori-on is very cool but also rather expensive [21]. It goes on to show him making an “unplugged” version consisting of four vinyl pipes and a piece of bubble wrap. Fukuchi then plays the instrument for our listening pleasure by popping the bubbles on the bubble wrap attacking not only the price of the device but the sound quality.
The timeline in Figure 4 also supplied in “statistics and data” section goes some way to explaining what is happening:
Unboxing
Of the first five hundred videos only one featured a Tenorion unboxing. Unboxing videos accounted for over twenty percent of the first hundred most viewed videos for a search on the iPhone [8]. Unboxing videos are a very interesting YouTube phenomenon, it has been claimed that they provide an empirical justification for theoretical constructs of user experience which emphasise the importance of anticipation (Ibid). Why then should there be so few unboxing videos for the Tenori-on? Were the users not excited about opening it? The Tenori-on packaging consists of a fairly rough cardboard box something like a take away
Figure 4: YouTube “Statistics and Data” for little boots READY FOR THE FUN!!!. The letters in Figure 4 show the dates at which the video was embedded in sites like MySpace or referred from Google searches. It is likely that after being embedded in
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the MySpace site other demographics than the middle aged males searching for “Tenori-on” would have viewed the video on YouTube although they may not have logged in as users.
clearly been removed although traces of flames wars about them still remained. Figure 5 shows the percentages of comments assigned to each code.
YouTube claims that there are more or less equal numbers of males and females on their site [40]. There are several Tenori-on groups on Facebook and the most popular one has four hundred and ninety one members. Of these only around fifty are female. New technologies are often marketed specifically at males so it is possible that this explains the overwhelming gender bias in the audience for the most popular “Tenori-on” return. GROUNDED THEORY
On 28th July 2009, the most viewed return for the search “Tenori-on” was “little boots READY FOR THE FUN hotchip Tenori-on cover” with 399,627 views, 1,520 ratings with an average of five stars and 808 text comments [24]. The video is a single take performance of a song shot from a fixed camera. An attractive young woman in a black vest is sitting in a darkened room next to a keyboard with some cluttered shelves just visible behind her. She is lit by a strong light from screen left creating a chiaroscuro effect and also providing a strong visual platform for the white lights of the Tenori-on. In real time we see the artist setting a bass line in one block. She then creates another block with a synth pulse and another with a minimal drum pattern. Further blocks are added with synth pad sounds making up a chord sequence. Finally she adds a single voice triplet of lead notes. It is a virtuosic and clearly carefully rehearsed performance. There are almost no mistakes or mis-steps. Rather than begin the video with the Tenori-on part already created she performs its creation from scratch.
Figure 5: Comments on Little Boots video The praise was most often a textual form of applause “Bravooo” “A-MAZE-ING!!” “wow”. These comments often contained onomatapeic attempts to represent the sound of cheering “yay!”, “Whoo!”. These brief sound based responses indicate the ways in which the YouTube audience respond to the post as a performance. Just as they would clap at a live event they use text to applaud. These types of praise occasionally became direct address “whoop whoop herd u on radio 4 womans hour !” some followed praise with a question for the artist “What do you call the sound effect at 4:31 ? Bare foot slapping on bedroom oak effect wood floors?”. Although there are no responses from Little Boots there is a sense of direct communication with the artist in these posts. Some included requests for her to play their home town or recommendations of music or other technologies she might like. Many of theses posts were genral forms of approabation “you rock!” but others focussed on specifics such as her skill using the device, her voice, or her hair. Her hair was mentioned specifically in 12 posts, many more commented on her general beauty.
When the Tenori-on part is complete she begins singing and uses the transpose function to shift the entire sequence to create a different progression. By transposing the blocks and moving between them she creates a very complex and dynamic backing for her vocal which is showcased at one point by dropping the Tenori-on out altogether while she sings acapella. She ends the track by clearing each of the blocks until only one two note pattern remains. Finally she swirls her hand over the Tenori-on making a pattern and a random fall of notes.
Beauty
Many of the comments regarding her beauty simply noted that she was a “hot babe” . Others commented on the combination of looks and talent “what a babe. what a electronicmusician...”. Two of the comments were explictly sexual “oh shit i snapped my boner!!”. Many more were more emotional responses. “Simplely....I in love” Some of these declarations of love were followed by optimistic requests like “be my girlfriend”. Or “can you be my internet girlfriend”. Other emotional responses included more direct accounts of how the video made them feel, for example “sweet. made me feel good” or “goosebumps all over”. Often comments related to “sweetness” and cuteness “aww”.
A grounded theory analysis was performed on the comments for this video. Grounded theory begins with data, rather than pre-existing categories. Open codes are developed to summarise the data, these are then grouped together and linked in axial coding, the final stage of selective coding involves the selection of typical quotes to illustrate the “theory”. Theory here may refer merely to a broad description or set of categories rather than a fully worked predictive schema [13].
Technology
Praise
The comments that were not some form of praise for the artist‟s looks or talent were often praise of the Tenori-on.
The vast majority of comments on the video were in praise of Little Boots, indeed, some negative comments had
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“intimate” peformance then funcioned very well as a marketing device for the more fully produced commodity in production.
Seventeen percent of the comments specifically referenced the technology. Some of these were questions about what the device was often followed by explanations from other viewers. Some were comments about the innovative way in which Little Boots was using the Tenori-on by people apparently familiar with the device “It must be in the choice of Tenori-On functions; key changes most important, the beepy-boopy Bounce mode probably least important.” This comment is interesting because it picks up on the innovative use of key change in the performance. Of the five hundred videos sampled very few make use of the key change button in this way and Little Boots is the only performer to use it to structure verse / chorus changes.
Intimacy on YouTube: the limits of ratings
The seeming intimacy of the close up performance allows the users to feel engaged in an emotional dialogue with the artist. The intimacy of the setting was occasionally contrasted to other media “Amazing. These solo versions on YouTube actually sound better than the mega-overproduced tracks on your EP. Your minimalist instrumentation lets us hear your great tunes and voice better, I think. Rock on girl” The video appears somehow more authentic, it is described in another comment as “acoustic”, another writes “Good on you for releasing wee home recorded vids like this, theres something very intimate about it, and that is never a bad thing”. The setting and the performance are taken as modest and somehow genuine.
A number of comments specifically reference the other Tenori-on performances on the site “You're the only one I have found so far who knows how to use the thing a write music with it. Everybody else seems like random noise.” One viewer noted that this was the best piece of advertising so far for the Tenori-on. Two viewers, however, posted jokes about it “cool...pong is back!!!” similarly “I like how she sings and can play space invaders at the same time :)” The slightly dismissive tone of these posts indicate a pleasure in “geeky” technology being used in this way “it's nice to see a girl so into synth-pop geekery doing so well.” Part of the orgininality being enjoyed here is the innovative use of the instrument which is in marked contrast to the way it is usually used, even by its inventor.
The star rating system offers a strictly numerical form of expression. It is interesting that the text boxes are used to emulate sound, noise and more intimate forms of expression such as the fan letter. The responses indicate that automated features such as rating are important but perhaps limited as forms of expression. FINDINGS SO FAR
Even if models could offer a compelling account of patterns of popularity (rich get richer plus decay over time) this would not tell us why one video rather than another is more popular. If it were simply the case that the rich got richer this still does not explain how they get rich in the first place. Clearly “Ready for the Fun” is returned for other searches, e.g. “Little Boots” and picks up more views and achieves a most viewed ranking, But this does not entirely explain how an artist and a technology can capture the public imagination in the way that Little Boots did. The next sections draw on critical theory to consider the meanings of the Tenori-on in the Little Boots video.
Criticism
Although abusive comments had been removed their traces remained in the flames sent by fans defending Little Boots against her detractors. “I think we all feel sorry for you” [the person who had been criticising Little Boots] because you are obviously unhappy with life. Don't you know what pop music is about? Its about trends and styles and the latest thing so do yourself a favour an chill.” It seems that the removed comment had slated Little Boots as trivial or trendy. Some direct criticism remained however. Some of this criticism, like much of the comments on YouTube in general is homophobic and mysoginistic “she is actually like all other chicks, she went on x factor and didn't get through.” Other posts dismissed the video as a “gimic” or expressed resistance to coverage in other media announcing her as “the next big thing.” Three of the posts expressed fears that the authenticity on display in the video would be swallowed by the music industry “I will still like your art after you've been over exploited by the music Industry!” Others contrasted this “amateur” performance with the artificiality of music industry products: “I really like it. Is it now the trend to go against what the industry says.” One viewer on the other hand felt that she could be great with some help “from the pros.”
CRITICAL THEORY
Critical theory is a field which encompasses many perspectives. It draws on literary studies, psychoanalysis, linguistics, cultural and media studies as well as philosophy [20]. As computing technology penetrates still deeper into everyday culture, perspectives from critical theory are increasingly relevant to studies of HCI [e.g. e.g. 1, 6, 19, 31, 32, 3, 8]. Critical theory is primarily concerned with interpretation and meaning. But critical “readings” are always open. There could never be a final reading of a poem, play, or any other cultural artifact. Nobody could plausibly claim to have finally discovered what Hamlet means. The meanings of cultural artefacts are never singular, they are always multiple. For this reason critical theory includes perspectives which are not only different from one another but sometimes completely opposed. Readings such as those by the cultural critic and philosopher Slavoj Zizek are “imagined hermeneutic
The references to other media were primarliy discussions of appearances by the artist either in concert or on television. A large number also referenced her debut CD “Hands” with promises that they would buy it. The “acoustic” and
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understandings” [44] or provocative interpretations and make no empirical claim. For example Zizek claims that British toilets combine both inspection (water) and fast disposal (flush) indicating inclinations towards empiricism and pragmatism. This is not to claim that this is what their toilet designers were aiming at nor is to claim that this is what most Britons think while they are on the loo. The following sections then are likewise interpretations which make no empirical claim but rather, supplement the more empirical studies which precede it.
is skillfully composed. The sound quality is particularly good and the mix of sound levels between voice and instrument has clearly been given serious attention. Although the bedroom setting suggests an artless or naïve performance Little Boots is clearly very conscious of the way she is presenting herself.
Tenori-on as Commodity Fetish
Perhaps the most obvious interpretation of the Tenori-on on YouTube is that it exemplifies perfectly commodity fetishism. When Marx first formulated the notion of commodity fetishism he was concerned to indicate the ways in which commodities are figured as mysterious or magical objects “endowed with special powers” [44 p. 300]. This can be seen in the YouTube responses where delight and wonder are mixed equally with speculation about how much the device costs. This wonder explains perhaps the impulse to post videos of the first composition: look at this magical and mysterious object which I own.
Figure 6: Still from Little Boots MEDDLE bedroom version
That our technologies are now as much about fashion as our clothes is such a commonplace that it is increasingly challenged, for example Charlie Brooker, “anyone who thinks their phone is an expression of their personality hasn‟t got one” [11]. Indeed the adoption of a fetish is not about simple identification. Stonewashed jeans are supposedly associated with a working class lifestyle but they have always also been worn by the upper class. For Zizek it is in the gap between what something is supposed to represent and how it is actually appropriated where meaning is made; for this reason it is appropriate then that today‟s most popular clothing stores are called “the gap” [42]. In order for us to adopt a technology there must also be a gap. As previously noted many of the videos featuring the Tenori-on in performance show the performers joking about the device and their own geekiness: “I know very well that this is ridiculous, nevertheless…”
It is possible that she usually sits around in her bedroom wearing hot pants like the ones in Figure 6 but it is more likely that the performance is very thoughtfully staged. It is also clear that these performances are far from spontaneous. They are not the improvised patterns submitted by the majority of Tenori-on users posting to YouTube. Rather they are carefully planned and rehearsed performances. In other words the Tenori-on is far from the only reason this video is popular. In Lacanian terms the Tenori-on might be thought of as “object small a” [42]. This is a difficult Lacanian concept that Zizek illustrates with reference to the films of Alfred Hitchcock. Every Hitchcock film features a “MacGuffin” some plot element that motivates the characters. What the MacGuffin is does not matter, it serves merely to drive the characters forward, it might be a stolen microfilm, a plot by enemy spies, a lost love, a murderer – it could also be ambiguous [38].
However there were almost no unboxing videos in marked contrast to most other technology releases. This indicates perhaps that the device is either something more or something less than a commodity fetish.
The Tenori-on in Little Boots videos also functions in this way. It literally drives the video forward signalling both beginning and end, it provides a motivation for making and watching the video. Here is Little Boots playing this strange new instrument. The MacGuffin is a surplus of meaning, an excuse for self presentation.
Tenori-on as MacGuffin
The comments on the Little Boots video indicate that the technology is not the only thing being admired and desired. Of equal if not much more interest is Little Boots herself. It is likely that the Little Boots videos are not as artless as they may appear. John Bowers has remarked that “unplugged” performances are in fact always plugged. If an acoustic performance is to be recorded and broadcast it must be miked up and amplified just as carefully as an electronic instrument would have to be (Bowers, personal communication). In each of the Little Boots posts the shot
The Little Boots videos are far from typical of most of the Tenori-on returns. They are not the improvised patterns submitted by the majority of Tenori-on users posting to YouTube. They are quite unlike the compositions where users create spontaneous, solely instrumental patterns by exploiting the most obvious affordances of the device. What then can be said about the particular use of the device
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in the music rather than the video? The next section turns to another perspective suggested by critical theory: technological determinism.
instrumental compositions and perhaps explains some of its power and popularity. TENORI-ON STAGE
As with previous studies drawing on YouTube, the medium is as important as the context of the posts [8] The majority of posts featured users making music of one kind or another with the device. In this sense, these users appropriate YouTube as a venue for performance. While Iwai may have partially achieved his goal of making an instrument for the digital age, challenges remain in terms of providing a space for performance. As previously noted, when the device is used in a concert setting (e.g. 7, 26) it is lost in the space and stage lights. It is at its most arresting and beautiful in a small setting like a bedroom, or indeed a TV studio, with a close focus on the device.
Tenori-on and Technological Determinism
The ease with which a complete beginner can create a pleasing sound with a Tenori-on was one of the features that were heavily promoted when the device was launched [36]. The affordances of the Tenori-on are towards patterns which even first time users create unwittingly as soon as they light up one of the buttons. The resulting patterns of music that might appear intrinsically modern or at least twentieth century. The music of Philip Glass is intensely patterned and repetitive. Minor variations in patterns lead to very complex pieces but for the uninitiated listener they can sound unbearably repetitive if not mechanically looped. Similarly dance music is a form which in the last twenty years has made an art out of manipulating loops of sound. Again, to those who are not familiar with the genre much of it can sound alike: “Call that a beat, they had proper bass in my day.” Likewise, the music which accompanies video games is often deeply patterned. Of course the current generation of video games can play any form of music but early games had to generate their themes “in house” and with very limited computational resources. Early video games like Sonic the Hedgehog featured soundtracks composed and played entirely on computers. They were as patterned and repetitive as any avante garde piece or dance track.
In some ways YouTube is a better performance space for the Tenori-on than a concert hall. In the bedroom videos both device and performers can be seen and appreciated. Beyond texting crude substitutes for applause the audience can, to a degree interact. There are several Facebook groups for the Tenori-on, and its members exchange tips about the device. It is not difficult to imagine a dedicated Tenori-on social networking site which would facilitate not only sharing recordings and videos but also perhaps collaborations. The ongoing uploads suggest a community of users who are interested in each others‟ work as well as their own. Such a Tenori-onTube might also provide more imaginative ways for viewers to applaud than the basic YouTube textbox, e.g. sound or graphic presets. As jazz clubs provided a space to develop new forms of music for new instruments like the saxophone perhaps a dedicated site might help the development of a Charlie Parker for the Tenori-on.
Wikipedia offers a range of definitions of technological determinism, here is one; „The idea that technological development determines social change' [39]. Although it is an extreme position it is hard to deny in every respect. The act of turning to Wikipedia for a definition rather than a book is evidence of the almost immediate impact of new technologies. But in a sense the Tenori-on provides a counter-example to technological determinism. The patterned music it produces existed long before it did. The patterns of music in Bach which could theoretically repeat ad infinitum were the dominant form signaling religious concerns with eternity. It was not until the Enlightenment that composers like Beethoven began to write linear music with identifiable beginnings and endings. Patterned music then is nothing new. In this sense the message preceded the medium.
Such a site might rank uploaded performances by views as with YouTube but it might also be interesting to allow users to categorise the submissions themselves. User-based categorization might be constructed as a content analysis where users could assign pre-existing categories (e.g. genre). More radically an open coding such as that practiced in grounded theory might allow for more creative and surprising patterns of user categorization to emerge. DISCUSSION: ALL THE WEB’S A STAGE
Many musicians are beginning to use YouTube as an intimate performance space with a range of instruments. In Reggie Watts‟ video “I just want to” the artist uses only a microphone with a sampler and mixer to produce an entire song on the fly. He begins by recording samples of “beat box” vocal percussion and sung bass lines which he then loops and mixes with instantaneous recordings of backing vocals and live lead vocals. Watts creates every part of the song in a single take and performs the whole piece in real time [37]. The virtuosity is astonishing and would be lost outside this intimate YouTube “bedroom” staging. But YouTube is a stage for other kinds of digital performance.
And as Little Boots demonstrates, there is more than one way to adopt a new technology. Part of the pleasure of the “ready for the fun” video is the virtuosity of Little Boots‟ performance and her mastery of the instrument. Little Boots‟ use of the device to produce a recognizable song “ready for the fun” by the electro-pop band Hot Chip. Little Boots‟ careful, controlled and skilful use of features like the transposition function illustrates the ways in which the most obvious affordances of the device can be creatively resisted. It is this creative resistance which, amongst other things, sets the video apart from the more general slew of patterned
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Players of games like Shadow of the Colossus archive particular performances of game play [12]. And there is increasing attention to amateur multi-media such as machinima and mash ups [2] where YouTube and other host domains are performance spaces.
demonstrated models of popularity based on the rich getting richer within a limited shelf life did not hold. Further regular uploads demonstrated a community of users that continue to be engaged with the device. The qualitative content analysis demonstrated that responses to the Tenorion were quite different to those to gadgets like the iPhone indicating perhaps that the device is being taken seriously as a musical instrument. The grounded theory of the most popular return also indicated that the community found the device almost as compelling and beautiful as Iwai hoped. Finally perspectives from critical theory helped articulate the multiple meanings of the device as well as the notion of YouTube as performance space. YouTube offers unprecedented glimpses into the lives of users and the ways in which they adopt and adapt technology. Observation and description of these data are not enough, there must also be interpretation. Of course, in HCI there will always be base level questions of functionality, usability and acceptability but increasingly there is the further problem of meaning.
The British theatre director Peter Hall argued that all that is necessary for an act of theatre to occur is for someone to walk across an empty stage while someone else is watching [10]. It is clear that many, if not all, of the postings to YouTube are performances but the interface is seldom considered as a stage. The posts are also films yet film theory is seldom referenced in HCI. Zizek is perhaps the best known cultural critic and theorist of film alive today and yet his appearance in an article on YouTube may seem bewildering. As HCI begins to concern itself with issues like aesthetics it is essential that the field engage with the arts and humanities [15]. As Jeffrey Bardzell has argued it is simply not the case that there are no definitions of what we mean by “aesthetics” as is sometimes claimed, there are standard textbooks on it. As Web 2.0 technologies are appropriated for creativity and performance, traditions of thought more readily associated with literary and cultural studies become increasingly relevant. There is then a growing recognition that researchers who ignore relevant work in the humanities and social science risk repeating previous work or revisiting previous philosophical dead ends [15, 9]
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1. Agre P. Toward a Critical Technical Practice: Lessons Learned in Trying to Reform AI. In Bowker G., Star S., Turner W., and Gasser L., eds, Social Science, Technical Systems and Cooperative Work, Erlbaum, 1997. 2. Bardzell J. (2007) Creativity in Amateur Multi-Media: Popular Culture, Critical Theory and HCI. Human Technology Volume 3 (1), February 2007, 12–33
This paper combines very different forms of analysis from social science and the humanities. Of the various forms of analysis directed at the Tenori-on on YouTube in this paper the critical theory will appear most alien and disreputable to a traditional HCI audience. George Sokal famously hoaxed a journal of cultural studies into publishing errant pretentious nonsense [34]. Since then it has been easy to sneer at the humanities. But scientists should not forget how often their own journals are duped by charlatans [22]. There is a lot of bad critical theory which is easy to laugh at but then there is also a fair amount of bad science which can be equally amusing [22].
3. Bardzell, J. Interaction criticism and aesthetics. In Proc. CHI 2009. ACM Press (2009), 2463-2472 4. Bardzell, S. 2010. Feminist HCI: taking stock and outlining an agenda for design. CHI '10. ACM, New York, NY, 1301-131 5. Batty, M. Rank clocks. Nature, 444 (2006), 592-596 6. Bertelsen, O., Pold, S. Criticism as an Approach to Interface Aesthetics. In Proc. NordiCHI 04, ACM Press (2004), 23-32 7. Bjork. Bjork ~ Who Is It? (Live in Paris ~ from Voltaic) (feat. Tenori-On). http://www.YouTube.com/watch?v=dFsHuu0ah_g
Critical theory is an umbrella term for a collection of sometimes mutually exclusive approaches to interpretation. The perspectives available within it are not methods but styles of thinking. The interpretations of the Tenori-on on YouTube here are examples of one perspective – psychoanalysis. They not suggested as definitive readings, there could be no such thing. There are a range of other perspectives (feminism, dramatism, performance theory) that would also be relevant. As interactive technology penetrates further into every aspect of our lives and culture the value of these different styles of thinking is becoming clear e.g. [4].
8. Blythe, M. and Cairns, P. Critical methods and user generated content: the iPhone on YouTube. In Proc. CHI '09. ACM, New York, NY, 1467-1476 9. Blythe, M., McCarthy, J., Light, A., Bardzell, S., Wright, P., Bardzell, J., and Blackwell, A. 2010. Critical dialogue: interaction, experience and cultural theory. In CHI EA '10. ACM, New York, NY, 4521-4524 10. Brook P. (1984) The Empty Space. Atheneum. New York 11. Brooker C., (2007) Dawn of the Dumb: Dispatches from the Idiotic Front Line. Faber and Faber. London
CONCLUSION
12. Cairns, P., Blythe, M. Research Methods 2.0: doing research using virtual communities. In Zaphiris, P., Ang,
This paper has reported findings from four related studies of the Tenori-on on YouTube. The quantitative analysis
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J. (eds) Social Computing and Virtual Communities, Chapman & Hall, 2009.
28. Mayring P. Qualitative Content Analysis in Flickr. In Kardorff, U., Steinke, E. eds. A Companion to Qualitative Research. Sage, London, 2004.
13. Charmaz K. Constructing Grounded Theory. Sage, London, 2006.
29. Nishibori, Y. and Iwai, T. TENORI-ON. In Proc. SIGGRAPH 2005, ACM Press, 2005.
14. Cheng, X., Dale, C., Liu, J. Statistics and social network of YouTube videos. 16th Int. Workshop on Quality of Service, IEEE London (2008), 229-238.
30. Norman, D. A. Human-centered design considered harmful. interactions 12, 4 (2005), 14-19
15. Cockton, G., Bardzell, S., Blythe, M., and Bardzell, J. 2010. Can we all stand under our umbrella: the arts and design research in HCI. CHI EA '10. ACM, New York, NY, 3163-3166
31. Satchell C. Cultural Theory and Real World Design: Dystopian and Utopian Outcomes. In Proc. CHI 2008, ACM Press, 2009, 1593-1602 32. Sengers P., Boehner K., Shay D., Kaye J., Reflective Design (2005) Critical Computing Aarhus Denmark pp 49-58
16. Coulton, J. My Monkey w Tenori-on Pt 8. http://www.YouTube.com/watch?v=diu875wE8Ls 17. Coulton, J Jonathan Coulton plays Code Monkey live at Dingwalls London. http://www.YouTube.com/watch?v=hCZeb83i2DE
33. Simon, H. (1955) On a class of skew distribution functions. Biometrika, 42(3-4), 425-440
18. com4jai My First tenori-On song. http://www.YouTube.com/watch?v=eWV46e8Z4Wk
34. Sokal, G. (1996), Transgressing the Boundaries: Towards a Transformative Hermeneutics of Quantum Gravity. Social Text 46/47 217-252.
19. De Souza C. The Semiotic Engineering of HumanComputer Interaction. MIT Press, Cambridge, MA, 2005.
35. Strauss A. and Corbin J. (1998) Basics of Qualitative Research: techniques and procedures for developing grounded theory. Sage Publications, London.
20. Easthope, A., McGowan K., eds. A Critical and Cultural Theory Reader, OU Press, Milton Keynes, 1992.
36. Walker, T. (2008) This gadget rocks! The world's newest musical instrument. The Independent 5 March, 2008
21. Fukuchi, K. Tenori Off http://www.YouTube.com/watch?v=ZNrV8LjRcRU
37. Watts R. (2009) I just want to. YouTube http://www.youtube.com/watch?v=344OpaQCAQI
22. Goldacre, B. Bad Science, 4th Estate, London, 2008.
38. Wikipedia, MacGuffin http://en.wikipedia.org/wiki/MacGuffin
23. Little Boots Little Boots at Glastonbury Festival Pt 1. http://www.YouTube.com/watch?v=YCdQriYrXA8
39. Wikipedia Technological Determinism http://en.wikipedia.org/wiki/Technological_determinism
24. Little Boots little boots READY FOR THE FUN!!! hot chip tenorion cover. http://www.YouTube.com/watch?v=N6tLRCDqJ2c
40. YouTube YouTube Fact Sheet http://www.YouTube.com/t/fact_sheet
25. Little Boots little boots MEDDLE bedroom version acoustic on piano, tenorion and stylophone oo la la. http://www.YouTube.com/watch?v=Zcc8gE54Md8
41. Yule, G. U. A mathematical theory of evolution, based on the conclusions of Dr. JC Willis, FRS . Phil. Trans. of the Royal Society, Ser. B, 213 (1925), 21-87.
26. Little Boots Little Boots performs 'Remedy' at the John Peel Stage Glastonbury Festival 2009 http://www.YouTube.com/watch?v=drFeVGVJ3Zs
42. Zizek S. Looking Awry: An Introduction to Jacques Lacan through Popular Culture. MIT Press Cambridge MA, 1992.
27. LustigAkustik Tenori-On Meets Sax On A Friday Night http://www.YouTube.com/watch?v=kff9b4x921I
43. Zizek S. The Fragile Absolute – or Why is the Christian Legacy Worth Fighting For? Verso London, 2000. 44. Zizek S. In Defence of Lost Causes. Verso London, 2008.
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Training Software Developers in Usability Engineering: A Literature Review Anders Bruun Aalborg University, Department of Computer Science Selma Lagerlöfs Vej 300, DK-9220, Aalborg Oest, Denmark
[email protected] ABSTRACT
However, small companies do not even have the privilege of staffing usability specialists and these have to cope with issues such as the constraint of low budgets. In practice this means that small software companies do not have the funds to pay for comprehensive consultancy or staffing of usability specialists [13, 18, 28] as they are expensive to hire [23]. A survey conducted by Gulliksen et al. acknowledges this by showing that usability specialists are primarily employed by medium-sized or large companies [12]. In their study 70 % of the 194 respondents, are employed usability specialists in companies with at least 50 employees, which are categorized as medium-sized [9]. This is also supported by Rosenbaum et al. that shows that most usability specialists are employed in large companies consisting of 250 or more employees [25].
Software companies focusing on Usability Engineering face two major challenges, the first being the sheer lack of usability specialists leading to missing competences in the industry and the second, which regards small companies suffering from the constraint of low budgets, thus not being able to fund usability specialists or comprehensive consultancy. Training of non-usability personnel in critical usability engineering methods has the potential of easing these challenges. It is, however, unknown how much and what kind of research that has been committed to novice training in UE methods. This paper presents a comprehensive literature study of research conducted in this area, where 129 papers are analyzed in terms of research focus, empirical basis, types of training participants and training costs. Findings show a need for further empirical research regarding long term effects of training, training costs and training in user based evaluation methods.
The fact that small companies usually do not have staff with usability competences is expressed as one of the main barriers for incorporating UE in the development process [22]. This is also supported in the survey presented in [25] that shows that 17.3 % of 134 respondents mentioned missing competences as one of the main obstacles.
Author Keywords
Training, developers, usability engineering, literature review.
One way of solving the problems of incorporating UE in software companies is to increase knowledge of the subject across the set of stakeholders [12]. Thus, training nonusability personnel in critical usability engineering methods has the potential of easing problems regarding the lack of usability specialists in the industry, which is experienced in large companies. Training also provides an opportunity for small companies to apply UE methods as the developers themselves are driving the UE process, thus lessening the need to staff usability specialists, which cannot be funded.
ACM Classification Keywords
H5.2 Information interfaces and presentation (e.g.,HCI): User Interfaces -- User-centered design, Training, help and documentation. INTRODUCTION
During the last decade large software companies have increased their focus on introducing usability engineering (UE) methods into the development processes. One challenge for these companies is the sheer lack of usability specialists in the industry, which leads to missing competences across the board and hence, problems with incorporating UE in the development processes [16, 24].
Some studies provide promising insights regarding training of usability novices in UE methods. Metzker and Offergeld describe a software project in which developers participated in contextual task analysis, which motivated the participants to produce components with a high level of usability [22]. Another study presented in [17] describes how a nonusability specialist learned to apply a usability evaluation method. The participant stated that only little experience with cognitive psychology was needed in order to apply the method. Seffah et al. describes the opposite case in which usability specialists having sufficient technical knowhow eased integration of UE methods in the development process and gained wide acceptance from developers [29].
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A reason for this could be that their perspectives are more closely aligned with that of the developers.
Papers were not selected if they had a purely pedagogical focus and did not describe training in particular UE methods or rendered too few details to uncover whether the training regarded analysis, design or evaluation methods. This was also the case if papers provided descriptions of particular methods aimed at novices or focused on skills needed by novices but no training was mentioned or given, for instance if novices were used as participants in experiments but details of their training was left unmentioned. Another constraint was if usability experts acted as participants or the methods used were dependent on expert knowledge, in which case the papers were excluded. The same goes for papers describing surveys of current use in software companies and papers focusing on description of courses aimed at UE lecturers. The final constraint regarded cases in which the same study by the same authors was described in different papers. In this case only one of these was chosen where journal versions were prioritized over conference papers, otherwise the latest version would be selected for inclusion.
Although seeming to be a promising approach for solving the above mentioned problems, it is still unknown how much and what kind of research that has been committed to novice training in UE methods. This paper presents a comprehensive literature study focusing on what research has been conducted in the area of training novices in UE methods. The following section describes the method used for identifying relevant research papers. Then an overview of the identified papers will be presented and analyzed in terms of research focus, empirical basis, types of training participants and cost. After this the findings are discussed according to future research needs and the final section presents conclusions. METHOD
This section describes the strategy undertaken to cover the body of knowledge regarding training of novices in UE methods. The overall strategy was based on the iterative process of identifying and reading papers, then identifying and reading potentially relevant papers from references or citations.
Identification process
In order to identify the first set of relevant papers a preliminary screening was performed. This was done using Google Scholar, as this search engine covers scientific papers from a broad set of publishers and proceedings. The search criteria were based on a full-text search in which all the words “training”, “developers” and “usability” were required and resulted in 33,800 records (search conducted December 1st 2009). As it would be too tedious a task to read abstracts from all these papers the first 200 abstracts were read of which 23 potentially relevant papers were selected and read in full. Eight papers were selected as relevant and defined the result of the screening process.
Selection of papers - criteria
Papers were selected as relevant if they described or focused on training of novices in UE methods. Here “novices” are defined according to Bonnardel et al.’s definition: “Lay-designers are people with little or no formal training in either web design specifically or its attendant skills (e.g., database design, graphic design, user interface design, etc.)” [5].
Papers referenced in the selected 8 papers from the screening were marked as potentially relevant. In addition the relevant 8 papers were looked up on Google Scholar which provides a utility to identify which papers are citing these. All citations were also marked as potentially relevant. Subsequently abstracts from all referenced and cited papers were read and papers fitting the selection criteria were read in full. This process continued until closure was reached after 8 iterations.
This definition does not, however, define what “little training” means exactly. For this the definition of Howarth et al. is used: “Additionally, all the evaluators selected for the study had less than one year of job experience related to usability engineering, thereby qualifying them as novices” [15]. Thus, this paper defines novices as persons with less than one year of job experience and no formal training in Usability Engineering methods.
Table 1 presents the statistics from the overall reading process and shows that 4155 abstracts were read and that 286 papers were read in full ending up with 129 actually relevant papers. Note that because of the length of the references these 129 papers are listed on a website [1] and are cited using parentheses and not square brackets, e.g. “(46)”.
Conference and journal papers were selected as relevant sources as these have gone through scientific peer reviews in order to be accepted at conference proceedings or journals. Ph.D. and master thesis’s were also included as they have been reviewed at higher exams. Books were not considered relevant in this study since it is uncertain whether or not these have gone through the same level of review. Table 2 shows how the selected papers are distributed according to publication type.
Table 2 presents an overview of the 129 papers distributed according to publication type. From the table it can be seen that the level of quality of the majority of papers adhere to conference proceedings and journal standards.
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Potentially relevant
Read in full
Actually relevant
Screening
200
23
8
References / Citations
3955
263
121
Total
4155
286
129
Table 1: Statistics from the overall reading process.
Conference proceeding
73
Journal
42
Workshop
7
Thesis
7
Total
129
Table 2: Distribution of papers according to publication type.
Figure 1: Number of papers distributed according to research focus and empirical basis (n = 129).
OVERVIEW OF CURRENT RESEARCH
This section provides an overview of the body of research focusing on training of novices in UE methods.
Practice – Field studies
The remaining categories of research focus consist of 59 papers with the purpose of describing, developing or evaluating UE methods for use in industrial practice. These are labeled as “Practice” in Figure 1 and are divided in 2 categories. Thirteen papers (10 %) have a field focus in which institutionalization of UE methods is done through practitioner training while considering the organizational context. These papers consider company size, staffing and development process and 3 are empirical studies where papers (1) and (36) present studies of integrating UE methods into small-sized companies through developer training and (66) uses a large company as their case. The remaining 10 papers describe non-empirical research by presenting theoretical frameworks for integration of various UE methods into development processes and present suggestions for industry training programs (12, 26, 27, 28, 52, 54, 67, 81, 86, 104).
Research focus
By reading the research questions of the individual papers 3 categories of research focus were identified and are described in further detail below. Figure 1 provides an overview of the 129 relevant papers categorized according to their research focus and empirical basis. University Focus
Seventy papers (54 %) have a university focus in which the main purpose is description, development or evaluation of UE contents for university curricula or pedagogical approaches applied in teaching UE methods to university students. The identified pedagogical papers do not focus on the curriculum contents, but on the way contents are taught, which differentiates this set of papers from those considering contents. Twenty-four are empirical studies of which 14 describe and evaluate courses with respect to student performance and perceived usefulness (6, 8, 9, 14, 24, 25, 55, 65, 90, 91, 93, 94, 120, 123). Ten are pedagogical papers evaluating the comprehensibility or effectiveness of the approach (15, 31, 35, 57, 58, 60, 83, 92, 98, 100), of which 2 are comparative studies of training materials comparing the effect of varying training conditions (15, 31). The remaining 46 papers are nonempirical of which 39 describe development of new curricula contents and course outlines (10, 11, 13, 17, 18, 20, 23, 29, 32, 33, 39, 41, 72, 74, 76, 78, 79, 80, 82, 84, 87, 89, 95, 96, 97, 99, 101, 102, 103, 105, 108, 113, 117, 118, 119, 121, 122, 125, 126, 128). Seven are studies describing new or previously applied pedagogical methods and brief descriptions of lessons learned (7, 34, 37, 38, 56, 69, 71).
Practice – Laboratory studies
Forty-six papers (36 %) focus on description, development or evaluation of UE methods or tools isolated from the organizational context and is thus labeled as “laboratory”. Six of these papers conduct empirical studies of novice performance when applying UE methods of which 5 present comparative studies of differences between usability specialists and novices (3, 85, 109, 111, 129). The sixth paper (46) evaluates the comprehensibility of a novel UE method when used by novices without comparing novices and specialists. Nine of the 46 “laboratory” papers focus on development or descriptions of software tools to support novices in applying UE heuristics or methods. Four of these are empirical studies that describe development of tools and evaluation of these using novices (50, 70, 106, 115) and 5
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Non-empirical
are non-empirical describing the development of specific software applications to support novices (4, 42, 59, 75, 114). Seventeen of the 46 “laboratory” papers have the main purpose of comparing two or more UE methods empirically using novices (2, 19, 21, 22, 30, 43, 44, 48, 49, 53, 61, 62, 63, 64, 68, 77, 107), while 14 papers are empirical evaluations of single methods applied by novices (5, 16, 40, 45, 47, 51, 73, 88, 110, 112, 113, 116, 124, 127).
The table shows that 12 papers of the 59 (20 %) describe non-empirical research targeted at practitioners. The majority of these discuss field issues of institutionalizing UE into software companies and the remaining describes development of tools to support novices. Students
Thirty-two papers (54 %) are empirically based using students for observations on training in methods targeted for use by practitioners in isolation from the organizational context, i.e. laboratory experiments. Most of these papers concern evaluation of a single or multiple UE methods and a few regard studies of pedagogical approaches and tool support.
Summary – Research focus
The above observations show that the majority of papers focus on development, description and evaluation of university curricula content or pedagogical approaches (54 %) and UE methods in isolation from organizational context (36 %). Few of the identified papers (10 %) focus on institutionalization issues in the field by considering the organizational context and that only 3 of these (2 %) are empirical studies on the subject. As this paper seeks to identify the body of research regarding training of novices in UE methods targeted for use in industrial practice, the remaining sections focus on the papers doing so, i.e. the 59 papers in the “Practice” categories shown in Figure 1.
Practitioners
Thirteen papers (22 %) describe empirical studies based on observations of novice practitioners trained in UE methods, which are also aimed for use by practitioners. The papers described in this set have a field focus on institutionalization via training of practitioners and others evaluate UE methods and supporting tools in laboratory conditions isolated from organizational contexts.
Participant types
Table 3 presents an overview of the 59 papers distributed according to their empirical basis and training participants. The matrix is divided in columns representing the empirical basis of the relevant papers, i.e. non-empirical and empirical, where empirical studies may base findings on experiments using either students, practitioners or both as subjects. Note that it was not possible to determine whether the subjects in the empirical studies of papers (15, 73) were students or practitioners, thus an additional category labeled “unclear” was necessary.
Both
A single paper (2 %) uses students and practitioners as the empirical basis. That paper describes a comparative laboratory study where the purpose is to evaluate a UE method using 4 different experimental conditions, of which 1 includes practitioners and the others include students. Summary – Participant types
Summarizing on the above it is shown that most of the current empirical research focusing on training in UE methods, for use by practitioners, is actually done using students as the empirical basis. Additionally, few of the identified empirical studies report of training novice practitioners in UE methods targeted for use in industry practice. Another observation is the fact that only 1 paper includes students and practitioners in the same study.
Empirical basis Nonempirical
Empirical Students
Practitioners
4, 12, 26, 27, 28, 42, 52, 59, 67, 81, 104, 114
2, 5, 16, 19, 21, 30, 31, 35, 40, 43, 44, 45, 46, 49, 50, 51, 61, 62, 63, 64, 68, 77, 85, 106, 107, 109, 110, 111, 112, 113, 127, 129
1, 3, 22, 36, 47, 48, 53, 54, 66, 70, 86, 115, 124
n = 12
n = 32
n = 13
Both 88
Unclear 15, 73
Training contents
n=1
Figure 2 provides an overview of the UE methods which are described and taught in the 59 papers targeting practitioners. For simplicity the methods are categorized according to the usability engineering activities in which they are to be applied [26]. The first activity category is “analysis”, which covers survey or task analysis methods used for needs analysis or user profiling. The second category is “design”, which regards design principles, patterns or prototyping methods applied during creation of the user interface. The third activity category is “evaluation”, which covers usability evaluation methods such as heuristic inspection or usability testing with users.
n=1
Table 3: Papers distributed according to empirical basis and participant type (n = 59).
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Figure 2: Number of papers targeted at practitioners distributed according to training contents (n = 59).
Figure 2 shows that 4 papers report on training in analysis methods exclusively, where 2 are empirical studies (1, 51) and 2 are non-empirical (52, 104 ). It can also be seen that 16 papers focus on training in design methods only, of which 4 are non-empirical (4, 42, 59, 114) and 13 are empirical (3, 16, 19, 31, 35, 61, 62, 66, 70, 86, 106, 115). The majority of papers focus on training novices in evaluation methods solely where a single paper is nonempirical (67) and 29 are based on empirical observations (2, 5, 21, 22, 30, 40, 43, 44, 45, 47, 48, 49, 50, 53, 63, 64, 68, 77, 85, 88, 107, 109, 110, 111, 112, 113, 124, 127, 129).
Figure 3: Number of papers focusing on training cost distributed according to research focus (n = 21). Training costs and laboratory studies
Fifteen of the papers considering training costs have description, development or evaluation of UE methods or supporting tools as a focal point. None of these consider organizational contexts, thus being categorized as laboratory studies. One of the 15 papers is a non-empirical study and describes the development of a tool to support novice practitioners in design tasks (42). The last 14 are empirically based of which 5 use practitioners as participants and 1 uses students and practitioners. The papers evaluate novice use of UE methods and supporting tools, where training contents regard either evaluation or design methods exclusively (47, 48, 53, 70, 88, 115). The remaining 8 papers use students as the empirical basis of which 1 describe development and evaluation of a tool to support practitioners in design activities (106) and the final 7 compare evaluation methods (21, 45, 68, 77, 85, 109, 127).
The remaining 8 papers describe training in several categories of methods where 3 are empirical (46, 54, 36) and 5 are non-empirical (26, 27, 28, 81, 12). Summarizing Figure 2 it can be seen that 11 papers describe training in analysis methods, 24 in design methods and 35 in evaluation methods targeted for use by practitioners. Training costs
This section provides an overview of the reported training costs in the 59 papers targeting practitioners of which 21 papers (36 %) mention training costs as a focal point. Training costs and field studies
Differences in training hours
Figure 3 provides an overview showing that 6 of these 21 papers consider the organizational context, thus having a field focus on institutionalization. The 2 empirical studies are using practitioners as the empirical basis. One of these 2 papers train participants in analysis methods (1) while the other describes training in analysis, design and evaluation methods (36). The remaining 4 papers having this research focus are non-empirical and present theoretical frameworks for integration of various UE methods into development processes. Two of these recommend training in several methods (27, 28) while the final 2 suggest training in design or evaluation methods exclusively (67, 86).
Fifteen of the 59 papers mention training costs in number of hours as the measuring unit of which 7 focus on cost (21, 36, 45, 47, 48, 53, 109) and 8 do not (2, 5, 30, 40, 49, 62, 107, 111). Figure 4 shows a box plot of these 15 papers distributed according to their focus on cost and training duration in hours.
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cost focus. Another, less apparent, indicator is the medians, which are 7.5 for papers with a non-cost focus and 5 for those considering cost. However, these indications are inconclusive due to the few papers describing training costs in hours and due to the overlaps in training hours between papers focusing on cost and those that do not, especially in the first and second quartiles. The fact that there are considerable variations in the number of hours, even if training contents are similar, is also adding to the inconclusiveness. Thus, the needed amount of training in, e.g. evaluation methods is still an open question. Summary – Training costs
In sum only 2 empirical studies focus on institutionalization and organizational contexts in conjunction with training costs. Figure 4 also indicate disagreements on what constitutes a necessary amount of training to educate novices in UE methods, even in the first 3 quartiles, in which all papers describe similar training contents (evaluation methods exclusively). Variations in the fourth quartiles may be explained through differences in training contents, i.e. one paper covers analysis, design and evaluation where others consider evaluation or design methods only.
Figure 4: Box plot of empirical based papers targeted at practitioners (n = 15 papers mention training cost in hours).
The first quartiles (0 – 25 %) show a lower bound of 1 – 3.5 hours for papers not focusing on training cost where the 2 papers contained herein focus on training students in usability evaluation methods exclusively (2, 40). In case of cost focus the lower bound is between 1 – 2.5 hours and includes 2 papers describing training novice students (45) and practitioners in evaluation methods solely (53).
Evaluation Methods
This section focuses on papers reporting of training in usability evaluation methods. Methods related to analysis and design activities are of course also important training areas, however, results from usability evaluation methods have proven to be effective in creating the wake-up calls necessary for companies to start focusing on UE or to increase the awareness of developers [14, 27], which is why this section is dedicated to evaluation methods. From Figure 2 it can be extracted that 30 of the 59 papers (51 %) describe empirical studies of evaluation methods.
The second quartile (25 – 50 %) shows that the number of training hours is between 3.5 – 7.5 and 2.5 – 5 hours for non-cost and cost focus respectively. Papers (5, 107) do not focus on training costs and report on training students in evaluation methods exclusively, which is also the case for paper (21) focusing on cost. The third quartiles show larger differences spanning from 7.5 – 20.9 hours for papers not having training costs as a focal point and 5 – 7.5 for papers that do. These 2 sets contain 4 papers which describe training of novice practitioners focusing on cost (47, 48) and training of students with no cost focus (30, 49). The 4 papers all describe training in evaluation methods solely. The fourth quartiles span from 20.9 – 40 hours in the case of papers without a training cost focus and 7.5 – 40 for the papers mentioning low training costs. The 2 papers not mentioning costs describe educating students in design or evaluation methods solely (62, 111). One of the 2 papers considering low training costs educate novice students in evaluation methods exclusively (109) and the other train novice practitioners in all aspects of UE, i.e. analysis, design and evaluation methods (36).
Figure 5: Number of empirical studies targeted for use in practice distributed according to participant type (n = 30).
Thus, from Figure 4 it can be seen that papers focusing on cost overall spend less hours training participants in UE methods. This is in part indicated by the upper bounds of quartiles 1, 2 and 3, which are lower for papers having a
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Figure 5 provides an overview of the specific evaluation methods taught in the 30 papers distributed according to the participant types. Paper (88) is represented as “both” as the empirical base consists of students and practitioners.
considering the context, in which the UE methods are to be used. This, however, is a crucial area of research, as methods isolated from the real world context potentially are of little practical relevance [31]. In software companies there exist several constraints such as team buy-in, resources, change management, political environments, technology and personnel [19, 29, 31], all of which pose challenges not experienced in studies using university students as participants or evaluation of methods in isolation. Three of the papers focusing on institutionalization (2 %) present empirical studies of integrating UE methods into companies through developer training (1, 36, 66). Results from all 3 studies acknowledge the potential of training novice practitioners in UE methods. Post-project interviews conducted in (1) revealed that participants perceived the training as being satisfying and important to future usability work, an observation similar to the findings described in (36), where the 13 participants graded the training course as 4.25 on a 1 – 5 scale (5 = very good). (66) report of lessons learned statements which indicates that 80 % liked the training course and 20 % did not and (1) and (36) indicate similar reactions where the practitioners wanted more training in UE. (36) reveals more detailed results by showing that the novice practitioners, on the other hand, experienced problems in categorizing the severity of identified usability problems when asked to conduct a heuristic inspection. A design exercise conducted before the training is also compared to one conducted after and shows some minor improvements in proposed designs. Thus, these studies have shown promising short term results, however, there is still a need for empirical research of long term effects on institutionalizing UE via training of novice practitioners. This is important because we need to include and cater for various organizational constraints.
Usability testing
Ten of the 30 papers report of training participants in user based methods and are mentioned as either think-aloud, usability test or user testing in the various studies. Taken together these are labeled as usability testing. Figure 5 shows that a single paper report on training in usability testing using novice practitioners as the empirical base (36) and 9 papers report on student training in usability testing (2, 30, 45, 50, 64, 109, 110, 111, 127). Non-user based evaluation methods
A total of 26 papers describe training in non-user based methods. Ten of these consider training in Cognitive Walkthrough (CW) where 4 are based on observations of novice practitioners (22, 47, 48, 124) and 6 on students (30, 40, 43, 49, 64, 107). The majority of papers report using the Heuristic Inspection (HI) method of which 4 are based on training of practitioners (22, 36, 53, 88) and 10 on students (21, 30, 44, 63, 68, 77, 85, 88, 112, 113). Seven papers describe various non-user based methods such as Metaphors of Human Thinking, Barrier Walkthrough, Abstract Tasks or Programmable User Model, which are categorized collectively as “other non-user based” evaluation methods in Figure 5. This figure shows a single paper describing training of practitioners in a method from the “other non-user based” category method (66) while the 6 papers are student based (2, 5, 21, 43, 44, 129). Summary – Evaluation methods
As mentioned in the introduction of this paper resource demands is one of the main obstacles companies face when wanting to incorporate UE into the development process. For this reason it is not only important to focus on training costs but also the costs of using the particular methods. Considering the 30 papers describing training of usability evaluation methods, 26 (87 %) report of training in the Cognitive Walkthrough, Heuristic Inspection and other non-user based methods, all of which are considered lowcost as no laboratory or end-users are required. There also exist varieties of user based usability testing methods focusing on low-cost, i.e. Instant Data Analysis or Rapid Iterative Testing and Evaluation [20, 21]. However, none of the above 30 papers focus on training participants in a resource saving user based evaluation method.
As mentioned above, it is important to focus on practitioners in industry. Research in UE methods targeted for use by practitioners is reported in 59 of the identified papers (46 %), of which 12 are non-empirical studies and 32 and 13 papers apply novice students and practitioners respectively, while a single paper uses both. Thus, current empirical research mainly focus on using students as participants, which in turn indicates a future need for empirical studies using practitioners employed in the software industry. In total 10 % of the 129 identified papers consider this type of participants. One of the reasons for the focus on using students as the empirical basis is that this approach is less demanding in terms of planning and external involvement. Nevertheless it is still important to get more focus on using practitioners as the empirical basis in order to include constraints such as team buy-in, political environments etc.
DISCUSSION
The above observations show that the current body of literature primarily focuses on development, description or evaluation of curricula contents or pedagogical approaches aimed at university students (54 %). Another large research area is description, development or evaluation of UE methods isolated from organizational contexts (36 %). Less focus (10 %) is devoted to institutionalization issues
As argued in the introduction high resource demands is one of the largest obstacles of introducing UE into software companies, which especially is the case for small software companies that have insufficient funds to pay for comprehensive consultancy or staffing of usability
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specialists [4, 13, 18, 25, 28]. According to Seffah et al. practitioners want to produce software with a high level of usability, but as they work under time and budget restrictions they do not want UE to consume too much of their time [29]. For this reason a considerable amount of research has been committed to developing resource saving methods, mainly in the area of usability testing [20, 21, 23]. Resource saving methods are especially relevant for small companies that do not have the funding to incorporate UE. It also implies that not only should the taught UE methods be resource saving, but this must also apply to the training itself as there is no point in teaching resource saving methods if small companies cannot afford the training. This is also supported in [16] and [30], where the latter shows that most organizations tend to view training as a cost rather than an investment. Although cheap training is important, this review shows that 21 (36 %) of the 59 papers describing methods for practitioner use, focus on training costs. Additionally, 2 of these 21 papers are empirical studies of institutionalization issues in which the organizational context and training of practitioners are considered. Results show that although papers focusing on training costs report a lower number of training hours compared to papers without cost as a focal point, there are still disagreements on what constitutes a necessary amount of training to educate novices in UE methods. In this regard there is a need for obtaining knowledge of how much training is actually needed in order to apply UE methods satisfactorily. There is also a need for further empirical research considering cost and institutionalization issues.
ease the institutionalization of UE, a notion supported in [7]. This study shows that 10 papers describe training in user based evaluation methods, of which 1 uses practitioners as the empirical base. Thus, there is a need for empirical studies of training novice practitioners in user based evaluation methods. Considering the importance of user based methods and previous discussions on training costs, focus on organizational contexts and practitioners, this paper shows that a single empirical based paper is focusing on these crucial issues (36). That paper shows promising first results in integrating UE into a small software company through training in user based evaluations. The training provided positive attitudes towards UE from the developers who afterwards were further motivated in learning about usability aspects in software development. The user based method taught was, however, not reported as being resource saving, thus in part conflicting with the needed aim of introducing resource saving methods via cheap training to small companies. This also constitutes a future research need. CONCLUSIONS AND FUTURE RESEARCH NEEDS
This paper has presented a comprehensive literature study of the research conducted in the area of training novices in Usability Engineering (UE) methods. The 129 identified papers have been analyzed in terms of research focus, empirical basis, types of training participants and training costs. Five key areas for future research needs are identified and listed below.
Usability evaluation methods have proven to be valuable in generating the wake-up calls needed to make companies focus on UE and in increasing the awareness of developers [14, 27]. Thus, evaluation methods could be the potential best way to start a series of UE training sessions. Fonseca et al. [10] and Edwards et al. [8] also describe university curricula in which they begin the courses with letting students evaluate user interfaces, as this increases their awareness of interface problems. The survey described in [25] also states that usability testing in and without a lab are the most preferred methods by software companies. Furthermore several studies indicate that user based testing is superior to inspection or walkthrough methods in this regard. User based tests provide valuable first hand observations of the problems experienced by real users, which in turn increases motivation for making adjustments to the user interface [14]. The reason for this may be located in the fact the user testing provides empirical evidence of the problems at hand compared to theoretical inspections [6]. Additionally, the study presented in [11] indicates that a majority of evaluators prefer user based methods over the inspection methods Metaphors of HumanThinking and Cognitive Walkthrough. A similar study described in [2] shows that user based methods was rated above inspection methods regarding pleasantness of use. Thus, several studies indicate that user based testing potentially increases practitioner buy-in, which in turn may
Firstly 13 papers (10 %) focus on institutionalization issues by considering the organizational contexts, of which 3 are empirical based studies. The 3 empirical studies in this area have focused on measurements of short term effects of introducing UE into the organizations, thus indicating a need for further empirical research of long term effects. Secondly there is also a future need for focus on empirical studies using practitioners as few of the identified papers (10 %) consider this type of training participants. Third, due to disagreements in the current body of literature, this review also shows a need for further empirical research focusing on training costs and the amount of training necessary to obtain a satisfactory level of method usage. Fourth, in addition to training costs, few (2) of the identified papers are empirical studies in which institutionalization and cost issues are considered at the same time, hereby indicating another need. Fifth, as discussed previously, user based evaluation methods seem to provide the best wake-up call for software companies, and this review shows that a single empirical based paper is focusing on training novice practitioners in such a method. This leaves room for future research in this area.
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Design and Evaluation of Player Experience of a Location-Based Mobile Game Tara Carrigy, Katsiaryna Naliuka, Natasa Paterson, Mads Haahr Trinity College Dublin College Green, Dublin 2, Ireland
{carrigyt, naliukak, patersn, mads.haahr}@tcd.ie ABSTRACT
Augmented Reality (AR) Games and Location-Based Mobile Games (LBMGs) continue to evolve, game designers creating immersive gaming experiences will face unique and unprecedented challenges.
This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players’ experience of engagement and immersion, which was evaluated through a qualitative user study undertaken over a three-day period with the participation of 19 subjects. We first discuss the concept of immersion in gaming and then review related work before presenting the design and implementation of our prototype and the results of our user study. The results show that the experience succeeds in creating a high level of immersion at several stages in the game and that this immersion can be influenced by several factors including usability, control, modes of interaction, aesthetics, flow and, perhaps most significantly, choice of location.
Engagement, Immersion, Location-Based Mobile Gaming
In this paper, we report on a study of player experience of a working prototype of a LBMG. Our primary goal was to test our assumptions about factors that contribute to the creation of engaging, compelling and immersive gameplay. Another motivation was to expand our understanding of players’ engagement and to develop strategies for future development of this game. We begin by exploring established notions of engagement and immersion in gaming. Next we survey related work, focusing on research projects that evaluate player engagement, most specifically in the context of LBMG and more broadly in the context of Pervasive and AR Gaming. We then describe the design and implementation of the prototype and present our set-up and methodology for the qualitative evaluation study. Finally, we present the results of our study and discuss our findings with some strategies for further development.
ACM Classification Keywords
ENGAGEMENT AND IMMERSION
Author Keywords
In the general context of gaming, gamers, developers and researchers describe the players’ experience of engagement or involvement in the game as immersion [3]. The term immersion is often used to describe the experience of losing track of the outside world and the boundaries of the magic circle, the imaginative space in which the game is played [1]. As we have already alluded to, initial understanding of the term immersion in gaming referred to the context of video and computer gaming and is therefore inevitably associated with VR technologies where the player enters or plunges into the virtual game world [5,19]. By stating that immersion is ‘the sensation of being surrounded by a completely other reality’ and ‘the experience of being transported to an elaborate simulated place’, Janet Murray’s definition of immersion reflects this association [19]. In the VR and Virtual Environments (VE) research community immersion is commonly accepted as the qualities of a media that create sensory impact by surrounding the user [9, 29] and for decades this community has defined a set of ‘immersive factors’ almost exclusively in relation to the technology. For example, Slater proposes that ‘immersion can be objectively assessed as the characteristics of a
H5.m. Information interfaces and presentation: User Interfaces—User-centred design; Evaluation INTRODUCTION
Evaluation of players’ experience in any form of digitally mediated gaming almost always refers to engagement, and specifically immersion, as desirable aspects of gameplay. In the general context of gaming, the term immersion is used to loosely describe the degree to which the player becomes involved or engaged in the game. Until recently understanding of immersion in computer gaming has mainly been developed in relation to PC and Console Gaming. As the new contexts of Pervasive Gaming, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant’ [29]. In contrast, however, Witmer suggests that immersion is a psychological state that can be influenced by the immersive tendencies of the individual participant [34]. In VE research, immersion is often measured by presence, ‘the subjective experience of being in one place or environment, even when one is physically situated in another’ [34]. In this context it is common to assume that presence can only be experienced through immersion in the VE [29,34] and that greater presence leads to greater engagement.
Players expect to be rewarded for the time, effort and attention spent learning, what Lindley refers to as, the ‘gameplay gestalt’ [17], the pattern of player interaction with the game system. Cairns and Brown’s grounded theory of immersion suggests that as players pass through the barriers associated with the preliminary stages of psychological engagement, they are rewarded by a more imaginative experience that Cairns and Brown describe as total immersion [3,28]. Engagement and immersion therefore are part of a continuum of player experience, where initial engagement is associated with learning the game mechanics and is a prerequisite for deeper total immersion, which is the performance of the game mechanics in order to experience the gameplay. In this sense immersion is similar to flow, ‘the state in which individuals are so involved in an activity that nothing else seems to matter’ [6] and where attention becomes so focused that ‘sense of time is altered and sense of self is lost’ [3]. Flow is the ‘state at the boundary between engagement and immersion, of being totally absorbed in meeting the constantly unfolding challenge’, which Lindley also refers to as immersion in performance [17]. For the purposes of this paper, we take the essential difference between experiences at either end of this continuum as follows: engagement is more active than immersion, and total immersion is closer to flow, the immersive state achieved when this activity is balanced by the players’ skills and becomes so transparent that the player can experience deep but effortless involvement in the game [3,25].
Game theorists Salen and Zimmermann offer another perspective on immersion and presence when they observe that equating the experience of immersion with being ‘sensually’ transported to another separate, simulated reality so convincing that ‘the player truly believes that he or she is part of an imaginary world’ [27] is a fallacy that assumes the technologically mediated experience can become so sophisticated that it will be capable of ‘fully illusionistic experiences indistinguishable from the real world’ [27]. They propose that, in the context of gaming, the immersive fallacy of engagement through simulation is a one-dimensional approach to player engagement that ‘misrepresents how play functions’. In contrast Salen and Zimmermann suggest that engagement ‘occurs through play itself ’ in a process of double consciousness [27], whereby the players become engrossed in the game while simultaneously aware of the medium and the ‘artificiality of the play situation’ and thus perceiving play as something separate from, but nevertheless connected to the real world. This understanding of immersion does not disregard the power of simulation and the potential for engagement as a result of presence but it does present player engagement as a more complex and active process and this approach is especially relevant in the context of LBMG where the player is constantly shifting focus between the media and the physical environment and where gameplay moves fluidly between mediated and directly felt experience.
Immersion in gaming is considered to be more than the objective characteristics of the technology but also the subjective experience of the player as s/he plays the game. Recognising the different levels and stages of engagement and immersion in gaming, many researchers have emphasised that the experience of immersion is a transient and often fleeting state [3,10,23]. Part of the focus of this paper is to establish the factors that influence the players’ experience of engagement and immersion as they move through the game, and in particular highlight those specific to the context of LBMG.
Player engagement and immersion in games is essentially performative and participatory and occurs as a direct result of active involvement, attention and interaction. In games, players are actively rather than passively engaged in the gameplay experience and therefore the quality of the players’ interaction with the game system, through the game mechanics, is a key factor influencing immersion. Players enter the game through the game controls [3] and mastery of the game mechanics (the interface between the player and the game world) is the ‘price of admission’ [25] to the gameplay; as players learn how to use the game controls to play the game, their focus switches from conscious attention to internalised or tacit knowledge. This state of deep involvement shortens the distance between player and environment and results in immersion [4].
RELATED WORK
Researchers evaluating player experience in LBMGs have explored several factors that impact on player engagement and immersion, the most common focus being on the significance of location. Some LBMG blur the boundary between fact and fiction and leverage a combination of local legend and history to engage players, heighten their awareness and change their perception of the everyday places, where the games are located [2,22,34]. By evaluating REXplorer, a LBMG set in the Medieval city of Regensburg, researchers found that interweaving real world landmarks into the game’s narrative, which they based on a mixture of local folklore and medieval history, added an authenticity to the gameplay that increased players’ immersion [2]. Similarly, Visby Under and Frequency
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1550, are both LBMGs that use the immersive qualities of location to bring history to life and enhance player engagement [30]. Likewise Nisi et al, in their evaluation of Media Portrait of the Liberties, also report achieving deeper story immersion and an enhanced sense of place by overlapping and connecting narrative with location [20]. Riot! 1831, a locative interactive play, used audio to recreate the riots of 1831 and GPS technology to situate this media at the exact location in Bristol where the riots occurred [24]. Participants reported empathy with the people involved in the riots and a sense of ‘walking in their footsteps’. Research revealed a high level of immersion as direct result of mapping historic narrative onto relevant locations but also exposed that immersion is a transient state that can be affected by environmental factors associated with that location. Evaluation of LBMGs created using the Mediascapes toolkit highlights how making use of aspects in the physical environment can make the games more engaging. In recognising the difficulty but nevertheless high potential for immersion associated with a tight coupling of game content and environment, the Mediascapes researchers propose a strategy for ‘designing for coincidence’ whereby environment features or the behaviour of other people become aligned with the content of the game and are perceived by the player as highly engaging ‘magic moments’ [24]. Finally in relation to choice of location, researchers evaluating LOCUNET found that locating LBMGs in public spaces could have a negative impact on immersion if players felt inhibited or threatened by the presence of passers-by [7].
may increase immersion in Locative Games [5]. In Songs of the North, researchers used an audio interface to create an engaging location-aware mobile game because they felt that audio was a more appropriate medium for creating an immersive hybrid gameworld [15]. Related work has also shown that the mode of interaction in LBMG can affect player engagement. For example, REXplorer [2] uses gestural based interaction to physically engage players, while the iPerg [32] researchers recommend that the use of authentic or real world interaction models, such as walking around to discover elements of the game, can increase player immersion. In addition to evaluations of LBMGs that focus on immersion and engagement, other related work includes research that has focused on methodology and models for evaluating player experience in the context of Pervasive Gaming. In the Pervasive GameFlow (PGF) model [13,14], Jegers develops a model of player enjoyment of Pervasive Gaming based on the GameFlow model originally developed by Sweetser and Wyeth [31] and following Csikszentmihalyi’s concept of flow as described in the previous section. With regard to immersion the PGF model recommends that pervasive games should enable players to shift focus from virtual and physical parts of the game and seamlessly transition between the gameworld and everyday contexts [13]. Ermi and Mäyrä’s SCI model of immersion [10] is also useful for evaluation in the context of LBMG because it opens up the possibility of measuring player immersion from the perspective of the player. The SCI model of immersion considers player immersion from three perspectives: Sensory, Challenge-Based and Imaginative and in doing so encompasses key elements of gaming and is closely aligned to game models proposed by the gaming and game theory community, for example Lindley’s Simulation, Gameplay and Narrative taxonomy [16,17].
As well as transforming the players’ perception of space with story, some researchers in the field of LBMG have explored techniques for augmenting space with visuals and sounds, which players will perceive as part of the hybrid gameworld, and have evaluated how this impacts on player engagement and immersion. For example, researchers compared player engagement in AR Façade to the previous PC version of the interactive narrative game Façade, and found that while the players of the AR version felt an increased sense of presence this did not necessarily result in increased player engagement [9]. Early user evaluation of TimeWarp, an outdoor augmented reality game played in the city of Cologne using a HMD, revealed that GPS tracking issues combined with the graphical realism of the AR objects, limited players’ sense of presence because the objects floated around too much or did not appear to be real [28]. Evaluation of Interference, a LBMG using AR technology to superimpose 3D models on the mobile’s live video stream, revealed that the aesthetics, which helped to blend the physical world into the game world, were the most significant factor contributing to player immersion in the game [33]. In relation to acoustic augmentation, research in VE has shown that accurately synthesized spatialised sound can increase presence [11] and researchers have shown how these techniques can be used to create realistic localised sound and a 3D audio soundscape that can be easily navigated by players and thus
DESIGN AND IMPLEMENTATION
Viking Ghost Hunt (VGH) is a location-aware adventure game, based on a Gothic ghost story set in Viking Dublin (800-1169). In this game the player assumes the role of a paranormal investigator and moves around the city hunting for ghosts, collecting evidence and solving the mysteries of haunted Viking Dublin. The game is designed as a singleplayer, immersive gameplay experience, in which the player is an active character in an unfolding drama. In order to progress the game, the player must unlock a sequence of location-specific narrative fragments, by completing a series of challenges and missions. Throughout the VGH game design, we focused on two design goals: to give meaning to play by maintaining the aesthetics of role-play and to exploit the characteristics of the locations by integrating them into the game to create an engaging gameworld.
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Role-Play
the gameworld using a combination of sound, sight and touch. Collecting evidence by photographing ghosts using the camera function is also an intuitive and familiar mode of interaction.
In order to preserve the illusion or magic circle the players’ assumed role as a paranormal investigator must persist at all times. We set this up by presenting all of the aspects of gameplay, including the aesthetics, challenges and modes of interaction, in the context of paranormal investigation. Equipped with a paranormal investigation device and an audio headset, the players’ goal is to conduct investigations by hunting down ghosts and gathering evidence, by making audio recordings or taking photographs of ghostly apparitions. Players use Google maps to search for the location of an alleged haunting in Viking Dublin. Players begin their investigation by using the Radar (see Figure 1) to locate paranormal activity in the region. This Radar also includes an Electromagnetic Frequency (EMF) meter, which informs players of the levels of paranormal activity and the strength of the manifestations. A dowsing meter (based on the metaphor of dowsing rods used to divine water or paranormal activity) helps to guide the player in the direction of the haunting. Once the player has located the paranormal activity, s/he can begin to collect evidence that will substantiate the alleged haunting. Players use the Frequency Scanner (see Figure 1) to tune in and decode the static, in order to reveal the ghostly voices in the white noise, in a process reminiscent of Electronic Voice Phenomenon. Ghost View can be used to photograph visual manifestations. Players’ can review their progress in Casebook, a database that stores players’ evidence and contains extra narrative about the ghosts.
Figure 1. Radar (left) and Frequency Scanner (right). Use of Location
We set the game around St. Audeon’s, a Medieval church and public parkland situated within the Old Viking City Walls of Dublin because of its historical and thematic relevance and potential for a varied player experience. With the intention of blurring the distinction between fact and fiction, we based the game’s narrative on a mixture of local ghost stories and urban myths as well as factual history. We included contrasting locations in the mission design in order to test the impact of location on gameplay. The main location was ideal for the theme and atmosphere of the game and we were able to integrate features such as the Medieval style church, windy ramparts, high stone walls, dark archways and damp and eerie laneways; all classic motifs of the Gothic ghost story genre. Narrative was used to draw player’s attention to physical features in the environment and integrate them as part of the gameworld. Dialogue, in combination with sound effects, helped players imagine a scene from the past. For example, in the Viking era, the River Liffey was much broader than it is today and hence the grassy area outside the old city walls was once a beach; we recreated this scene using sound effects and descriptive narrative. Similarly, the narrow laneway and medieval staircase at the side of the church was transformed into the ‘Lane of Hell’ by a dense interplay of atmospheric dialogue enhanced by realistic sound effects. Exploiting the characteristics of the locations is depends on presenting relevant content to the player in relation to their position in the gameworld. We set this up by specifying regions where the assets would be triggered and then used GPS to detect when players had entered these regions. Since GPS technology is prone to lagging and errors, efforts were made to minimize inaccuracies by creating large regions
User Interface Design
The User Interface (UI) design was guided by the aesthetics of role-play, as described above, and the intention of facilitating embodied interaction [8] with the game as is appropriate for situated and location-based gaming. To these ends, we designed the UI to look and feel like a tool for paranormal investigation and to evoke a similar cognitive process as someone investigating a radioactive area with a Geiger counter. By employing a visual style of presentation reminiscent of mechanical devices of the past, we established a set of affordances that suggested the appropriate mode of interaction to the user while simultaneously reinforcing the aesthetics of role-play and atmosphere of the game. By way of engaging the player in the processes of searching for and collecting evidence, we applied the principles of direct manipulation by enabling phenomenological interaction via touch screen gestures and multimodal feedback in response to players’ actions and movements. As much as possible, the intention was to reference real world actions as interaction metaphors so that players’ could easily master the gameplay gestalt by leveraging their existing tacit knowledge [4,17]. For example, navigating the gameworld is achieved through the activity of searching for ghosts by walking around the location and using the Radar to detect paranormal activity. The players’ proximity to the ghost is indicated using a combination of visual representation and a fluctuation in audio and tactile feedback, hence the players can navigate
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and positioning them at locations with good GPS reception (e.g. open areas not shadowed by trees and buildings). In situations where we needed to place content close to buildings, for example in the ‘Lane of Hell’ scenario, we used the physical properties of the space to compensate for the lack of GPS updates in this region. In this example, the assets were triggered by regions at either end of the lane thus limiting the experience of this content to the confines of the lane. Despite this approach, the resolution remained fairly low in precision and therefore the assets could only be loosely mapped to specific physical features.
enough apart to give the device time to re-load each of the individual assets as required. EVALUATION
We evaluated the VGH game by running a series of field trials over a three-day period. The 19 participants who took part had varying degrees of prior experience of gaming and ranged in age from 18-48. We evaluated the participants’ response to the game using a post-game qualitative questionnaire loosely based on a combination of established models of player engagement and immersion [10,14,31,34]. The questionnaire included both open ended and bounded questions designed to obtain feedback on engagement, control, usability, presence and impact of location. While an in-game evaluation technique such as ‘think-aloud’ may have captured a more immediate and visceral response to the game, this was not practical due to resource limitations. We also captured data during the game using the system logs. While this data did support the information gathered by the retrospective questionnaires it did not offer anymore insight into the player experience and therefore we will not present this data as part of our evaluation.
Figure 2. Using Radar’s touch screen zoom (left) and Ghost View (right). Augmented Reality
RESULTS AND OBSERVATIONS
Various Augmented Reality (AR) techniques were used to transform and augment the players’ visual and auditory perceptions of the location. With the aim of creating the illusion that the ghost is actually present in the player's surroundings, the players’ view of the scene is augmented by animations displayed on top of the live video stream in the viewfinder of the camera. The effect is perceived as more realistic when the ghost is anchored to a point in the scene and therefore appears to remain stationary in the physical surroundings even when the player moves the camera. Due to the impracticalities of placing optical markers into a public space and the expensive overhead of performing real-time image analysis, it was not possible to employ computer vision techniques to anchor the ghost overlay within the scene. Instead we tracked the direction of the viewfinder using the device’s orientation sensors and although (due to the unreliable nature of the sensor data) the ghost representation was not completely fixed within the scene, we speculated that the visual floating effect would be credible in the context of ghostly apparitions. Acoustic augmentation of the location was achieved by using spatialisation and reverberation techniques [19] to realistically match the game’s sound effects to those naturally occurring in the environment and as a way of deliberately creating ambiguity between the game and the real world. In addition a localised soundscape was created by varying the volume of the sound effects in response to the players’ movements around the hybrid gameworld. Audio and visual augmentations were constrained by the resource limitations of the Android development platform which requires the assets to be loaded into memory on demand. The implication of this constraint is that the file size needed to be very small thus hampering the creation of realistic effects and also the assets had to be positioned far
General Overview
Evaluation of the user study results reveals that overall participants were engaged in the game. Feedback from three of the bounded questions illustrate that the majority of participants (79%), agreed or strongly agreed, that it was a fun experience, time passed quickly and they felt engaged by the game. All participants reported varying levels of engagement at different stages of the game. In general, the findings support previous research that indicates immersion is a variable and transient state, which progressively deepens as players became more skillfully engaged in the gameplay [3,4,17,23]. Many players describe becoming more immersed as the game progressed and as they became more comfortable using the UI or accomplishing the challenges and as the story began to unfold. “It was more immersive once I got used to the UI and the story started to link one sighting to the next” “I didn’t feel immersed until near the end, the beginning isn’t so engaging, as I was trying to get used to how to control the game and find the evidence at the same time” Interaction and immersion in gameplay
The user study findings show that by far the most engaging aspects of gameplay were connected to the mastery of the game mechanics. For the most part, players found the search mechanic satisfying and enjoyed the process of physically moving around the environment hunting for evidence of paranormal activity and the sense of achievement when they accomplished the challenge. “The gameplay was lovely, the different modes and the physical moving around to track things down.”
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Overall players used the multimodal features of the Radar interface as a guide when searching for ghosts; 79% of participants mainly used the graphical interface but also used audio and tactile feedback to support the visual feedback. Since information about the position of the ghost was presented in different ways, players could choose their preferred method or tools to help them find the ghosts. For example, testers might focus on visual, tactile or audio feedback or a combination all features.
“The most difficult part of the game was the device reliability: sometimes the GPS ‘ghost’ would point me in the wrong direction.” Usability issues occurred due to latency and unresponsiveness of the touch screen and sensors as a result of resource limitations while new assets were being loaded. For example sometimes the zoom function of the Radar became slow to react and therefore participants found it awkward to use and often “required moving slowly and stopping regularly for re-calibration”
“I used the proximity meter (i.e. number readout) to determine my distance.”
Impact of location
“The sound effects and the pulsing of the handset helped point me in the right direction.”
A significant finding of the user study was the impact that the location had on player engagement and immersion. Almost all the participants agree (84%) that the location contributed to the overall game experience because the historical significance of the main site gave context to the narrative, while the atmosphere of the place enhanced the players’ perception of the supernatural theme of the game.
Many players described collecting evidence as the most immersive part of the game because they were simultaneously engaged in the activity of recording evidence while also receiving a reward for progressing in the game in the form of a story fragment.
“The historical significance of the place influenced my perception of the game” Most participants had not previously visited this site and commented that this added a sense of intrigue to the location. “The church had walls, nooks and crannies; also, the alleyway by the side of the church, the high walls, the archway all added to a kind of ‘mysterious’ atmosphere.” Participants confirmed that their experience of the game varied in relation to the ambience of the locations; the aesthetics of the main site were much more conducive to the atmosphere of the game than the commercial streets and housing estates at the periphery of the historic site. The relative remoteness of the church grounds also enhanced player immersion because the location was quiet and less populated than the urban streets and therefore afforded uninterrupted engagement.
Figure 3. Player interacting with ghosts in St.Audeons.
“It felt satisfying. The ability to find audio and images was a good mix. I never got bored searching. The most immersive part was after I’d located a ghost or artifact, and am trying to record it”
“The isolated lane around the side of the church was more atmospheric and hence I felt more immersed”
“Felt most immersed with dialogue and with use of camera, felt engaged when I caught the floating apparitions. Dialogue gave more direction and hence more interactive.” Impact of control
The study shows that GPS and usability issues negatively impacted on the player experience with the result that only 63% of players said they felt in control of the game. In the main, efforts to reduce the negative impact of GPS errors were successful. In particular the strategy implemented in the ‘Lane of Hell’ region, as described in the design section, resulted in the delivery of relevant content at appropriate locations despite lack of GPS coverage. Nevertheless some players did experience bad GPS service and this caused a high degree of distraction and frustration.
Figure 4. Players at St. Audeon’s Arch and the ‘Lane of Hell’.
Players’ noted that the use of headphones helped to engage them in the game by reducing distractions without completely disconnecting them from the ambient sounds of
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the location, which were still hear audible with the headphones on.
this helped to engage the player in the game because it communicated the players’ progress.
“The only thing that distracted me was a passing ambulance as I caught a sound ghost”.
“Felt kind of like a personal experience – like it was tailormade for me and the ghost was egging me on to the next clue”
Players found the locations on the busy urban streets outside of the church afforded a less immersion experience due to distractions such as noise levels, passersby and traffic safety issues. It was difficult to hear the audio at the points located near to the roadside due to the traffic noise and some felt that safety was an issue in this scenario. While a few players felt self-conscious playing the game in public, especially if they were in the way of other pedestrians when they stopped in the middle of the pathway to listen to the narrative, for the most part players took less notice of other people in areas such as the park as they felt these areas were already designated for play and one participant commented: “I was fully immersed and didn’t take notice of tourists and workmen around me”.
79% participants felt the game audio sounded natural in the environment and some testers refer to incidences when the game sound blended with the ambient sounds of the environment in a manner that created ambiguity as to which was virtual and which was real. “The natural sounds of the city were kind of a nice extra layer of atmosphere rather than a distraction, there were children playing and a church bell ringing and a little bit of wind.” Players also felt rewarded and satisfied when they encountered and photographed visual assets and their remarks reveal the cumulative success of this game mechanic.
Role-play and aesthetics
“Increasing use of visual (rather than auditory) clues heightened the experience as the game unfolded.”
In general, participants agreed (84%) that the visual appearance and sounds of the UI made the device feel more like a tool for paranormal investigation than a phone. In comparison less participants (68%) reported feeling like a paranormal investigator when they were playing the game and therefore we can conclude that while the audio and visual aesthetics supported the impression that the device was real, the game mechanics did not support role-play to the same extent. Nevertheless, participants described several features of the UI that they associated with paranormal investigation and felt that the headset helped make the role-play feel genuine.
Many participants reported feeling ‘engaged’, ‘entertained’, ‘excited’, ‘surprised’ or ‘satisfied’ when they encountered a visual manifestation of a ghost, others described the visual ghosts as ‘scary’, ‘realistic’, ‘cool’ and ‘good fun’ and one player remarked ‘the effect of it floating there was good, especially the first time when I wasn’t expecting it’. In general, the visual assets, were not as convincing as the audio ghosts. It seems that the limited animation sequence negatively impacted on the user experience and some participants’ remarks reveal that the animations were barely perceptible.
“I did feel like a paranormal investigator, hunting things down was great and twiddling with the knobs to tune in”
“Didn’t seem real. Could have made the ghost appear like it was more than just a picture and part of the scenery.”
“I had the device to find the object and I felt like the ghost hunters from the film”
Narrative Immersion
In addition, and reflecting the cumulative nature of immersion, many participants reported feeling more engaged in the role-play as the game progressed.
The most diverse feedback we received was in relation to narrative; while some players remained highly engaged with the game mechanics and less involved by the content of the story, others found that performing these mechanics gave players access to immersion in the narrative and “when clues began, the game was more exciting”
“After a few discoveries it was easy to get into the game and to feel more like an investigator.” Overall the findings show that participants perceived the game assets, and in particular the audio assets, as realistic and this contributed to player engagement. Participants reacted emotively to the dialogue spoken by the audio ghosts and many described the experience of listening to these ghosts as ‘scary’, ‘spooky’, ‘haunting’, ‘atmospheric’, ‘realistic’, ‘believable’ and as a result ‘engaging’, ‘immersive’ and ‘entertaining’.
“I wanted to figure out how to get the evidence… but I was not really interested in what the evidence was” “Story interests me most. I just like the ‘adventure’ idea of tracking down the information.”
“I found it [the ghost speaking] one of the most immersive features of the game – really enjoyed it.”
Some players noted that gameplay was a more essential aspect to the game but had they had more time they would have explored the narrative elements in more depth, while others stated that they were not that interested in using the casebook because they were more interested in gameplay.
Many players commented that when the ghosts spoke to them, the experience felt very personal and rewarding and
“The interaction with the game was more about achievement ….I would like to play the game again and
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focus more on the story and not be distracted figuring out the equipment.”
focus on the feedback which they found most intuitive. Comparing user response to our two modes of collecting evidence (recording audio and taking photographs) also supports the argument that more familiar, ‘everyday’ interactions are easier to perform in this context because they are more immediately intuitive and serve as more expedient modes of interaction because they rely on players’ existing tacit knowledge [4,17]. These findings compliment the evaluation of REXplorer where players faced difficulties performing gestural interactions due to their novelty and associated learning curve [2]. As with previous research [7] our study reveals that players were less likely to experience immersion when they felt conspicuous playing the game in a public space however we also found that players were less inhibited when performing more ‘everyday’ interactions in public spaces designated for leisure activities. This confirms Jegers recommendation that LBMG should support a ‘seamless transition between the gameworld and everyday contexts’ in a manner that does not break the social norms associated with these contexts [13].
Most players felt they did not have time to use the casebook to find out more about ghosts but some players remarked that if they were playing under normal circumstances they would have used casebook more. Many players admitted to skimming the game and only did what they had to do to get to the end. “I skipped this bit [reading casebook] as I was lagging behind and felt I needed to move on to the next find.” The players who did use casebook reported that the backstories were interesting and increased their empathy with the characters. As with the other game features, immersion in the story increased as the game progressed. “As the game progressed, I certainly did get more immersed. As you find the different clues and items and realise you are following a particular ghost character it becomes more engaging” DISCUSSION
Control
Challenge-based Immersion
Since players enter the game through the game controls, usability issues can have a negative effect on immersion. At times GPS errors disrupted players’ enjoyment of the game and this well documented issue remains for anyone designing a LBMG. However in our user study, despite the fact that many participants did not always feel fully in control of the game many reported high levels of engagement and immersion and this seems to confirm Norman’s theory [3,17] that if the overall experience is interesting enough then users will be prepared to put up with minor usability issues. While some participants experienced difficulties at the beginning of the game, the findings of the study show that as players progressed, for the most part control ceased to be an issue. Having said that our recommendation for UI design for a LBMG is that the interface be made as simple and easy to control as possible because players have less tolerance for learning new interactions in this scenario and the inevitable GPS issues already create a difficulty level that need not be further extended by a complicated interface. Our study confirms Jegers’ recommendation that in relation to control, players in the context of LBMG need to be able to easily pick up the game and begin playing [13].
The results of the study show that engagement in play itself and immersion in performance were experienced by the players as the most immersive aspects of the VGH game. Furthermore the study shows that engagement in the game mechanics is cumulative, not only because as players’ skills increase they become absorbed in a state of flow, but also because by engaging in these mechanics, players become exposed to other gameplay elements such as reward and narrative. We found that players entered the game through the game mechanics and in this sense our study of immersion supports the research we reviewed at the beginning of this paper [3,10,25,27]. Reflecting Ermi and Mäyrä’s evaluation of PC games, we found that when we applied their SCI model of immersion [27] in the context of LBMGs, challenge-based immersion was also the type of immersion most frequently experienced by the players. For many players, recording audio or photographing ghosts was the most immersive part of the game because as well as creating atmosphere and communicated elements of the narrative, collecting evidence helped the players advance in the game. The study also indicates that this form of immersion is more easily achieved in the context of LBMGs when challenges are presented to the player in the form of easily controlled real world interactions.
Augmented Reality
The results of the user study show that choice of location can impact dramatically on sensory immersion in the context of LBMGs and by enhancing and transforming the players’ perception of their surroundings, atmosphere can become a unifying and highly engaging aspect of the game. The findings reveal that the aesthetics of the assets most effectively contribute to the players’ sensory immersion when they become subtly blended with the real world; for example, when the ambient sounds of the game merged with the environmental sounds of the location. The results
Real World Interaction
The results of the study confirm previous research indicating that in the context of LBMGs the most successful game mechanics are those that combine real world activities as part of the core interaction [2, 32]. For example, the search mechanic involves players walking around hunting for ghosts and the game supports a phenomenological approach to this challenge by providing multimodal feedback to players’ movements thus enabling players to
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also reveal that if this juxtaposition is not smooth enough, as was the case with the AR visuals, then the players will perceive it as jarring and unconvincing and hence a disruptive rather than engaging factor. This supports the findings of the evaluation of TimeWarp [28] as reviewed in the related work section. While to some degree the floating effect of the AR visuals was perceived as acceptable within the ghostly theme and context of the VGH game, it is clear that the visuals need to be more integrated into the surroundings in order to achieve a credible visual effect. Stabilising the visual overlays within the scene would also enable designers to employ the cinematic technique of ‘mise-en-scene’ whereby explicit visual attention could be drawn to specific landmarks as the player views them through the lens of the device. This could also address the fact that some players felt the game did not facilitate enough engagement in the surrounding environment.
participants to achieve imaginative immersion to the extent that they almost had to close their eyes in order to block out their physical surroundings [23]. Our study reveals that while many aspects of the gameplay contributed to imaginative immersion, for example roleplay and the atmosphere of the location, the story itself was not a hugely engaging aspect of the game. While players enjoyed the activities associated with discovering the evidence and piecing together the clues in order to proceed to the next find, very few participants spent time exploring the stories behind the evidence, which together made up the over-arching narrative of the game. There are a number of reasons for this outcome, the first being that, as described above, players needed to master the game controls in order to gain access to the unfolding narrative. However the main reason was that this mode of interaction, reading text on a small screen, is inconvenient in an outdoor location-based context. In future developments of the VGH game we intend to focus on conveying all of the narrative through short audio and visual assets and in doing so take advantage of the more accessible descriptive potential of these mediums.
“Paradoxically the game encourages looking at the screen more than the surroundings.” These findings highlight one of the unique challenges of creating presence in the context of LBMGs using the processing power of a mobile phone. Given the limited technical resources of the device and the significant potential of leveraging the location, it seems that at the moment the greatest potential for creating presence and sensory immersion in this context lies in the power to subtly transform the existing characteristics of the location into a sensually engaging gameworld by enabling players to simultaneously focus on virtual and physical parts of the game.
CONCLUSION
In this paper we have observed that player experiences are cumulative. As players learned to gain control of the game mechanics they achieved deeper immersion in the narrative and imaginative aspects of gameplay. Supporting engagement and immersion in LBMGs is also dependent on utilising appropriate real world interactions and carefully selecting locations in relation to thematic relevance, atmosphere, aesthetics, safety issues, lack of potential distractions and social context. By leveraging the existing characteristics of the location, Augmented Reality techniques can be used to transform the surroundings in order to create a hybrid gameworld where the player can become immersed in the flow of play while simultaneously remaining connected to the real world.
Imaginative Immersion
Overall we found that players needed to achieve a degree of effortless engagement before they could fully experience imaginative immersion and therefore this type of immersion is not dissimilar to immersion in the general gaming context [3,10]. The choice of location can influence the level of imaginative immersion not only by supporting the atmosphere and narrative but by also ensuring safety and lack of distraction. In some instances the narrative and audio completely transformed the players perception of the landscape, for example, one participant referred to the ‘wistful description of the River Liffey’ and the soundscape that described the original course of the river.
ACKNOWLEDGMENTS
We wish to thank the rest of the VGH team (Roisin Cotton, Daniel Crowley, Alan Duggan, Tina Hedayet, Soren Kristian Jensen and Sean O’Reilly), the NDRC and all those who participated in the user study. REFERENCES
“The church and surroundings were smashing, really wonderful moment standing outside it and being told about the shores of the Liffey once being underfoot.”
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We speculate that part of the reason it was easy for players to imagine this alternate scene was the fact that the location where the game was situated was not that dissimilar to the one being described and was conducive to imaginative immersion due to the aesthetics of the location and lack of distractions. These findings contrasts with the evaluation of Riot! 1831 where researchers found that lack of visible structures that related to the experience made it difficult for
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Understanding the Everyday Use of Images on the Web Boon Chew*, Jennifer A. Rode+, Abigail Sellen^ *University College London, +Drexel University, Microsoft Research Cambridge UCL Interaction Centre, 8th floor Malet Place Engineering Building, London WC1E 7JE
[email protected] ABSTRACT
aspect of our personal lives.
This paper presents a qualitative study of domestic Webbased image use, and specifically asks why users access images online. This work is not limited to image search per se, but instead aims to understand holistically the circumstances in which images are accessed through Webbased tools. As such, we move beyond the existing information seeking literature, and instead provide contextual examples of image use as well as an analysis of both how and why images are used. The paper concludes with design recommendations that take into account this wider range of activities.
For some time now, researchers in Information Retrieval (IR) have argued that we need to look beyond simple models of search to support what people really do on the Web. They have argued that a model which assumes that users formulate goals, specify queries, and then look for results to satisfy those goals oversimplifies what people do with the Web [9, 15]. This is sometimes called “directed search” or “look-up”. A more recent emphasis on “exploratory search” stresses the ways in which users are often opportunistic when they use the Web, and that their strategies can be heavily reliant on browsing and serendipity [9, 15]. Others have gone one step further pointing out that “searching” or even the broader term “information seeking” assumes that Web use is purposeful, even though research shows that Web users may sometimes have no explicit goals at all [23].
Author Keywords
Image search, domestic, photowork, Web use, field study, diary study ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
Despite this, the simple look-up model continues to dominate in terms of driving the underlying design not only in text search, but also in specialized image search tools: users enter a set of keywords, and a rank ordered array of images is returned. Of course there are many specialized sites which focus on images (such as Flickr and Facebook) and also innovations in the way images are searched for (including searching by color [26, 10], or other visual features [10, 19]), but the fact remains that mainstream image search, at least in terms of the user experience, is not significantly different from any other kind of keyword search on the Web.
INTRODUCTION
Despite widespread use of images on the Internet [1, 7, 20], little is known about people’s behavior or motivations when accessing images via the Web and in the course of everyday life. There are studies on image search, but these tend to focus on innovations in the technology itself [e.g. 8, 19] or the performance of different techniques as assessed by various kinds of objective measures such as the relevance and ranking of returned images given a set of keywords [e.g. 2, 20]. Further, in characterizing the behavior in question as image “search”, this, in itself, makes implicit assumptions about what users are doing. In this paper, we want to show how a deeper exploration of what people do with images, and why they access them from the Web, goes beyond simple notions of search. We want, instead, to put on-line image use in the broader context of users’ activities and intentions. We choose a domestic context here to reflect the fact that Web use, including image use, is now firmly entwined in every
This study asks whether, like general Web search, this view of what users do with images on the Web is, in fact, too narrow, and thus whether we are missing opportunities to deliver more compelling kinds of Web-based tools. It does this by looking at the range of behaviors and motivations for engaging with images online from a user’s perspective. We limit the scope of this study in the following ways: First, we focus on the everyday ways in which people search for images on the Web from home, as opposed to purely professional use. We also constrain our enquiry to images which are not within people’s own personal collections, such as home photo and video collections. Largely this is because this topic has been covered extensively elsewhere [e.g. 12, 22] and the issues raised are likely to be quite different from searching for images for which one has little familiarity. Finally, there is no doubt that one of the main uses of images in the domestic sphere
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is pornographic [3, 24]. Because of the highly personal and sensitive nature of this aspect of image use, we chose not to include this in our work.
in-depth interviews with users to delve into the strategies, motivations, and contexts where individuals engage with images on the Web. Our approach was to conduct in-depth interviews, but also to ground these using a careful record of participants’ activities over an extended period of time— a method used previously to investigate more general Web use behavior [23]. This way, one can capture a realistic “slice” of image search activities in the context of everyday life, along with the rich descriptions and stories that accompany them. This approach generally means using a relatively small sample of participants, but gathering a detailed set of data about each person in question.
Our contribution is to provide deeper insight into the ways in which people engage with images on-line. We will refer to this behavior as image “access” or “use”, to reflect the fact that, as we will show, these behaviors go beyond searching and browsing. In addition to providing this deeper understanding through contextual examples, a second contribution is to use this to show how the design of Web-based tools might better support the ways in which people want to use images from the Web. Accordingly, we develop a framework for classifying the various motivations for image use, and reflect on the implications of the range and diversity of these activities.
METHOD Participants
With this aim we undertook a study of nine individuals’ domestic image use practices, who were recruited through snowball sampling. Our participants included five men and four women ranging in age from 24 to 59: one participant was under 25, four were aged between 26-35, three between 36 and 45, and one over 46. With the exception of one person (a graphic designer), we recruited participants with professions that were not image-intensive. This included: a bookshop assistant, an accountant, a civil servant, an eco-blogger, a recruitment agent, a student, a homemaker, and a retiree who actively volunteered for charities. Our main criterion for selection was also that they reported using images from the Web at least 5 times a week. All participants used the internet for at least 30 minutes a day and were familiar with general Internet activities such as searching for content on the Web, browsing image galleries, and manipulating images on the Web (e.g. downloading, enlarging, and viewing).
RELATED WORK
Much of the literature on image search is technical in nature, focusing on new ways in which to increase the relevance of retrieved images through, for example, better matching of queries to images [5], better tagging of images with meta-data [27], or ways to do content-based image retrieval [13, 29]. New features and interfaces too, form a considerable body of work, exploring concepts such as new ways to cluster and present results, [see 1 for a review]. New and specialized image search tools are also appearing [19] but most are specialized to particular communities. In terms of understanding users’ intentions or behaviors when using images on the Web, there is much less pertinent research, and most of this concerns image search behavior in organizations and professional contexts [1, 2, 6, 16, 30]. Here, though, there are some interesting findings, pointing to the fact that, in contrast to general Web use, image professionals [16, 30] are more heavily reliant on browsing. More general analyses of image search logs [1, 10] also reveal that, in comparison to general Web search, image search relies on rapid browsing of many more pages of search results per query, involves the exploration of many more paths per query, and much more iterative modification of queries per session. One might reasonably conclude from this that image search is either more reliant on flexible navigation and exploration than mainstream Web searching, or that the tools are less successful for helping users find what they need.
Procedure
The study employed a diary study method [21] similar to the one used previously in Sellen et al. [23]. A diary study was chosen over an ethnographic approach given the likelihood of the experimenter’s presence influencing the environmental validity of findings combined with the impracticality gaining access for 24/7 ethnography. On a simple diary form, participants were asked to log a short description of each Internet activity involving images. Participants were told to log all Web-based activities in which images (such as illustrations, photos, and graphics) were deemed to be important in the accomplishment of their tasks. This could include using images in order to accomplish a goal, finding an image as an end goal in itself, or engaging with images in other ways that might not involve explicit goals. When in doubt, participants were encouraged to include rather than exclude an activity. They were also asked to exclude activities which involved images from their own personal photo collections. In addition to a short description of each activity, they were also asked to log the activity start time. They were told that these entries only needed to be sufficient to trigger a longer discussion of each activity in the ensuing interview. When necessary, participants’ browser histories were used to fill in gaps in the data and to validate the diary entries.
In terms of more in-depth studies of users’ behaviors and intentions, most studies of the everyday use of images outside the workplace focus on people’s use of their own personal photo collections. For example, Kirk et al. [12] provided an overview of “photowork”, or activities people perform with their digital photos after capture but prior to end use such as sharing, focusing on practices in the home. Other studies have addressed other aspects of personal photo use in the home, such as browsing [11], archiving [22] and sharing [17], particularly in the use of photo sharing Websites such as Flickr [14, 18]. Taken together, whether in professional contexts or otherwise, there are very few studies which have conducted
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Participants recorded an average of approximately 3 activities per day (see Table 1).
understanding of the value of images and the activities surrounding it.
Initial interviews introduced participants to the purpose of the study and the diary study method, and were used to gather demographic information about the participants and their households. After initial interviews, participants were contacted via phone or in-person for follow-up interviews approximately twice a week, each interview lasting between 30 to 60 minutes. The frequency of interviews depended on how many activities had been logged in a day. If fewer than 4, then the interview would be delayed until more activities were recorded. However, the interval between interviews was never less than 3 days, or more than 9 days.
Participant Pseudonym Elle Sue Florence Gracia Colin Elizabeth Andy Tom William
Overall Total 18 17 18 22 20 21 17 16 30
No. of days per person 3 9 12 8 10 8 9 9 8
Average No. of Imagebased Activities per day 6 2 1.5 3 2 2.5 2 2 4
Table 1. Overview of number of image-based activities logged per participant. (Participants’ names have been changed to protect their identities.)
During these interviews, participants were asked questions to explore both the “why” and the “how” of each activity logged, including why they were looking for specific images, how often the activities occurred, the process of the activity, internal or external influences on that activity (e.g. an email reminder or a high-level goal), and other contextual aspects (e.g. the environment or situation as the activity was taking place). Interviews were audio-recorded. All participants were given a shopping voucher for their participation on completion of the study. .
Table 1 provides a summary of the number of activities collected for each participant over the course of the study. The total number of image use activities in our corpus was 179, ranging from 16 to 30 activities per person over the course of the study. The average number of image use activities across different participants ranged from 1.5 to 6 per day. Strategies and Tools for Image Access
The data show that participants used one of four main ways to access and engage with images on the Web: they either used image-specific search tools, used social networking sites, visited domain-focused Websites, used Websites featuring maps, or used some combination of the four. The most frequent method was the use of domain-specific Websites that contained images (e.g. news, blogs, ecommerce Websites). Image-specific search tools (in this case exclusively Google Image Search) were used less than 10% of the time, despite its straightforward interface and relative popularity.
FINDINGS
We begin by providing an overview of the activities we examined, including the operational definition of image use we adopted for the purpose of the analysis. Next we look at the “how” of the activities we explored, highlighting the technologies and strategies used by participants in accessing images, and summarizing key observations regarding commonly used Internet sites. Third, and most importantly, we examine the “why” of these image use activities, and present an analytical framework (a taxonomy) for understanding users’ motivations for domestic image use.
Image-Specific Search Tools
Google Images is a general image search tool that retrieves images based on keyword queries, and the only such tool we saw used in the course of the study. Only five participants reported use of Google Images. They used it infrequently (less than 10% of the time) and mostly to support quick searches for specific images that were easily identifiable via a keyword (e.g. “fitflops”, “Van Gogh”). One participant, Gracia, used Google Images more frequently compared to other participants. She spoke English as her second language, and sometimes used Google Images to learn new English words. In one example, she used several keyword combinations to physically describe an outdoor cooking stove in order to find recognizable images and subsequently “guess” the correct term. Another participant, William, attempted several keyword combinations on Google Images to discover humorous pig photos. While this is a small sample, this suggests that tools such as Google Images are appropriate for goal-directed searches where users have ideas for a specific keyword and expected search result, occasionally supporting exploratory searching involving
Overview of Image Use Activities
In our instructions to the participants, and in our analysis, we sought to gather information on any activities in which the Web was used to obtain image-based content of significant importance or value to the participants during the activity. For example, if an image was present on a Website but was ignored, we did not count this as an activity of interest. Obviously, these judgments are subjective. However, we relied on participants to make those judgments, taking at face value the explanations for each activity that they offered up. This means that the analysis that follows includes activities where finding an image may not necessarily be the end goal. It also means that many of the activities considered here may not necessarily be “searching” or “browsing” tasks--images may be accessed for other purposes. This broader definition of image use rather than search, per se, aims to embrace a larger spectrum of image-related activities in order to get a more grounded and realistic
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keyword variations. However, the fact that this is done infrequently either means that there are other effective ways of answering such queries, or that the need to do keyword search on images happens relatively infrequently.
engaged in more focused search. For example, William routinely used eBay’s advanced search feature to routinely locate new listings of items to bid on, followed by scanning thumbnails that matched his specific requirements.
Social Networking Sites
The examples above show how domain-specific Websites can be more effective than general image search tools (e.g. Google Images) due to features that are designed to support search strategies that are relevant to users of that site and the tasks that they engage in (e.g. searching for new items to bid on eBay).
Facebook, while primarily designed for social networking, provides a comprehensive photo gallery feature that members can use to upload images. Some participants made use of Facebook photo galleries to see what their friends were up to and posted comments on certain photos as a means of informing them that they had seen the photos or to amuse them. There were elements of serendipitous discovery as participants often visited photo galleries by clicking on a thumbnail of that gallery located on their Facebook home page. The activities involving Facebook showed how behavior is motivated by participants’ goals to connect with friends [28], and how the thumbnails and photo galleries catered to this need.
Maps
Maps are a unique type of image use, as they are visual in nature and afford various visual tasks such as exploration and recognition. The study observed the use of interactive maps (e.g. Google Maps) as well as illustrated (static) maps. They are distinguished from domain-specific Websites because they were used to provide confirmation and assistance for geographical and spatial navigation. For example, maps were used to confirm the location of a particular landmark (e.g. the location of a real estate property) or to obtaining the general direction to walk from a specific venue.
Only two participants used Flickr during their image related activities. One participant visited Flickr to view photos from her friends and sister about once a week to find out news about them, while another participant browsed Flickr mainly for amusement or inspiration.
Summary
Domain-specific Websites Containing Images
In summary, we can see that there were many different ways in which the participants in the study obtained images they were interested in, or otherwise used them in the context of larger activities. More than half of these were interwoven with routine Web use, often leading to serendipitous browsing and exploration. Others involved specific kinds of search strategies tailored to particular tasks, and thus making use of specific Websites designed for those tasks. Interestingly, fewer than 10% of the activities we examined actually involved the use of specially designed tools for image search. In order to understand this more deeply, we turn now to examining users’ motivations behind these activities.
The majority of image use activities involved domainspecific Websites such as news sites, company Websites and e-commerce sites (on average 42% of the time). Most of these were routine activities, such as reading the news or checking the weather, sometimes leading to other activities through serendipitous discovery of images. Some activities were occasional, but focused around a topic of interest such as property hunting, whereby participants were searching for specific types of images such as property floor plans. In all cases, images were important or even critical parts of the activities in question. It became clear that one reason that many of the image use examples were linked to domain-specific Websites was that they were interwoven into participants’ normal routines when using the Web. For instance one participant routinely visited the BBC Website for news and the weather. Another looked at Glastonbury event photos which led to deeper exploration of articles and more images relating to artists and bands.
Motivations behind Image use
The primary focus of this research was to understand the underlying motivations when people engage with images on the Internet. An analytical framework consisting of thirteen search motivation themes subsumed under four higher-level categories was constructed using grounded theory. These themes are concepts that were based on codes we assigned to each activity based on the various motivations behind how images were used. Some activities fall under multiple themes, and thus are not mutually exclusive. Table 2 summarises these categories and shows the overall number of examples in the corpus falling into each high level category. We now describe each of these categories, along with their sub-categories, in more detail.
Other times, participants were observed making routine visits to certain Websites in the course of more directed search. Elizabeth’s use of a property agent’s Website to examine properties for purchase, which was characterized by her search for floorplans and photos of the property, is an example of this. In this case, she commented on the importance of images: “The photos I usually look for are to get a better feel for the house, and the floor plans are very important as well–especially for knowing how to decorate the place”.
Learning and Research
The most frequent motivation for image use can be summarized as for the purpose of “learning and research”. Here we found a whole range of activities involving images that were undertaken in order to gain new insight and ideas on particular themes, topics or concepts. However, within
Some participants also performed routine tasks involving ecommerce sites (e.g. Amazon, eBay) and, once there,
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Frequency of Corpus Overall
Learning and Research
123
Image Access as Secondary goals
52
Recreating or Connecting to Remote Experiences
77
Images as the Objects of Communication
20
The key to these activities was that they were specific and specialized to the participants’ particular interests, and could be gleaned from sites which provided additional contextual details along with the images. This tended to happen as a matter of routine, where sites that were considered both trusted and familiar were visited regularly to check for new content.
Subcategories Images to support ongoing interests or research Images to satisfy curiosity Images for visual discovery Images as ideas Images as alternative answers Images as aids for geographical orientation Images as indexes Images for connecting to remote places Images for re-living past experiences Images for connecting to people and their lives Images to connect to personalities Images to do the work of communication Images for social interaction
Images to Satisfy Curiosity
Participants occasionally engaged in more focused and directed search for images to satisfy their curiosity about a particular issue or question, which can be considered another way in which images were part of learning. Fieldnotes for Tom: Tom was reading that people were claiming that TV presenter Christine Bleakley was older than her reported age. He did a search for her photos out of curiosity on various Websites through Google text search, but he couldn't find anything conclusive. He said in response that he often engages in random browsing on a daily basis–“it’s quite a nice thing to do before you go to sleep”. Fieldnotes for Andy: There was a picture of Nick Grinthorpe on the rotating banner at the top of the BBC Website, and Victoria Hesketh was next to him (of whom he was a fan). He clicked on the image which led to an article, and there were about 7 to 8 photos of her playing for a show, and he looked at them all.
Table 2. Framework for motivation for image use including the total number of instances of the corpus falling into each high level category. (Note that any one activity can fall into more than one category). this larger category, we found four main reasons why this occurred, as we shall describe. Images to Support Ongoing Interests or Research
Both Andy and Tom explained that their curiosity led them to look for images, confirming previous work which found that image search queries were often motivated by “curiosity or pursuit of entertainment” [7].
Similar to Marchionini’s concept of “searching to learn” [15] or Sellen et al’s “information gathering” [23], many image-based activities were in support of deepening or updating one’s knowledge with respect to existing interests, hobbies or research topics. These activities were characterized by regular, repeated activity around specific topics or domains which represented a significant part of the overall corpus (40% overall). Whether it be about parenting, modeling, sports, family history or politics, the use of images to support ongoing interests formed anywhere from half to three quarters of the examples of image use for learning and research.
Unlike the previous category, where images were entwined with regular visits to familiar sites, this kind of image use tended to be more focused around particular queries. This was reflected in the way this was accomplished, namely, mostly through visiting various Websites found through regular text search, or by exploring further on the site where the object of curiosity was found. Images for Visual Discovery
Moving on from supporting particular themes or topics, sometimes learning derived from the viewing of large collections of images where similarities and differences in visual features played an important role. This kind of learning was characterized by novelty for participants, where they specifically commented that they learned something new.
For example, some participants who were looking to purchase property consistently examined thumbnails for details such as the condition of an apartment and the external area of the location from apartment specialty sites. Elle, who was a part-time model, regularly followed the work of models and designers, and Gracia often searched illustrators’ portfolio Websites.
Fieldnotes for Sue: Sue was searching on Amazon for "meat mincers" but was unsure of what meat mincer she needed to get. As she was browsing the search results, she realised that there were two types of meat mincing devices – a clamp-type and a table-top type. In the scenario above, it was obvious from the images that there were two types of meat mincers from the product photos returned, as they were visually distinguishable.
Fieldnotes for Elle: Elle received an email from [model A], so she went to modelmayhem.com to see [model A’s] photos - she wanted to see the new work she had been doing since the last time she chatted with her. Later, on Facebook, she viewed photos of another model, [model B], after posting a comment on her wall. She looked at her photos because "she's gorgeous and a very nice person" and that she looked like a celebrity. Fieldnotes for Gracia: Gracia explained how she was looking for new work from [photographer A] on his Website. She found some new art there, then started searching for more of his work on Google Images, which she said was easier as it catches her attention.
In another example, as mentioned earlier, William used Google Images to search for humorous images of pigs by attempting different keyword combinations. Here, he used the phrase “weird pig”, and discovered an image of a pig with tusks:
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the customer, who was in front of him. The whole process took about 5 minutes.
Fieldnotes for William: He went to Google image search, tried to think of a variation of pigs that he hadn't used before, and entered "weird pig" and got a lot of results… He selected these photos because he'd never seen anything like them before - one was of a pig with tusks – a very striking image, "a very exciting pig".
These activities show how images can sometimes be more efficient than text in delivering answers or offering up information. Having the choice of text or image in both of the cases described allowed for greater flexibility and efficiency.
The element of discovery in both scenarios depended on the visual similarity or dissimilarity of the images (meat mincers and pigs) within the search results. Keyword queries also allowed participants to experiment with different search outcomes in order to explore these features along various dimensions such as shape, type, size, and so on.
Images as Aids for Geographical Orientation
Images can act as navigational aids, especially in combination with maps, to confirm the location of a particular landmark or for orientating oneself within a map. Although participants were already familiar with the location, they used images to obtain visual cues (e.g. landmarks, directions) to aid the physical navigation of a place.
Images as Ideas
A final way in which images were used for learning and research was in a more inspirational capacity. Rather than looking for information updates, or accruing additional knowledge about familiar topics, on the contrary, a few participants browsed images to be inspired and get new ideas for creative projects:
Fieldnotes for Florence: Florence thought she would drop by the Japan Centre to buy things on the way home. On her Web browser, she searched for "google maps japan centre london", which led her to the Japan Centre Website. On the “location” page of the Japan Centre site, there was an embedded Google Maps widget, which she used to find out where the Piccadilly Tube station was to get her bearings right. She also checked the address of Japan Centre, and noted the photo of the front entrance of Japan Centre at the top of the page because “it [was] easier to recognize the place”. As she closed the browser window, she made a mental note of the address, the photo of the entrance, and that it was on Piccadilly Street.
Fieldnotes for Gracia: Gracia likes to look at other illustrators’ work to learn from them or to see how far she's grown as a graphic designer. She called this constant ogling at other people’s work a "fixation". Fieldnotes for Sue: There were a lot of beautiful images on this blog — she would look at the images before reading the content, as the images were very important to her. She visits the blog regularly because she wants to update herself about DIY, recycling and design.
The above illustrates Florence’s use of the shop’s entrance as a way to identify the correct place. She also visually used the map to identify direction, match the address with the geographical space, and presumably the distance of travel as well. It is also interesting to note despite amount of information, she felt confident not to write it all down for future reference, as though she was depending solely on her mental model of the journey, made up of visual parts such as the shop’s entrance and pre-existing knowledge of the area. This shows how images can be useful placeholders for things that are useful for judging geographical placement, orientation, distance and meaning.
Here, the important aspect of these activities was finding large collections of images which would surprise and be stimulating. Key here was the ability to browse quickly through many different high quality images around very high level topics, rather than particular kinds of objects. Image Access as Secondary Goals
Images are sometimes used to facilitate other activities. This is characterized by an activity where a participant has a primary goal, but performs sub-tasks where images are used. There were three distinct types of scenarios where this pattern was observed, as we shall describe.
Images as Indexes
Because images are often easier to visually scan, participants made use of images as indexes to locate an item on lists or grids, such as in search results, product listings and catalogues. For example, Elizabeth’s search for a radio program on the BBC iPlayer Website returned search results with illustrations or artwork representing each program. Because she recognized the artwork belonging to the radio program she wanted, it was relatively easy for her to locate that program.
Images as Alternative Answers
In some activities, images were used as alternative ways of quickly finding an answer to a query. For example, Gracia’s recipe search for an authentic Mexican dish returned American versions of the recipe, which she didn’t want: Fieldnotes for Gracia: Gracia first looked for recipes for “arroz a la mexicana” via the main Google search but the results returned inauthentic versions of the dish. She then used Google Images and looked for images of the dish that looked authentic, and clicked on the image that led to the correct recipe.
A similar pattern was observed with Tom and Colin who identified specific DVDs they wanted on sites like play.com and find-dvd.co.uk just by looking at the cover art. This activity of visual browsing was essential as each cover art is unique, and subtle differences in the cover art can make a difference in actual product features such as whether it is a special edition DVD or a boxed set. Again, this represents an economical alternative to scanning
Another example was William’s search for a specific book for a customer waiting directly in front of him: Fieldnotes for William: He was searching for a specific bible for a customer, and the book supplier had a catalog online. He went to the Website and searched for "pocket bible". He clicked on a few options, and the picture was there, so he showed it to
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headline and descriptive text for entries in a sequence, especially when it involves visually scanning for a known image or visual pattern.
These examples show how the images can provide a sense of nostalgia. It seemed that seeing details such as “bits of grass” were critical to the experience.
Recreating or Connecting to Remote Experiences
Images for Connecting to People and their Lives
Participants also used images to understand, connect to or imagine experiences that were otherwise remote, either spatially or temporally. Here, the rich visual nature of images allowed participants to experience Web-based information in ways that text-based content could not. Here, quality and fidelity of the images was important as we will discuss.
Images also represented a way for participants to get to know their friends better, or keep abreast of their whereabouts and activities. These activities often occurred regularly, repeating on a daily to weekly basis. An example of this was Florence’s regular visits to her sister’s photos on Flickr. Fieldnotes for Florence: Once a week, Florence checks her Flickr account to check on new photos from friends. She decided to visit Flickr because her sister was involved in a fashion show recently and so might have uploaded some photos… [However], she didn't see anything new… and left. She uses Flickr as a way of checking up with her sister.
Images for Connecting to Remote Places
Images were sometimes used by participants to “get a feel for a place”, referring to the sense of wanting to experience a specific physical location not previously visited. In one activity, a participant was looking at his friend’s photos of Wembley Stadium on Facebook:
The scenario above illustrates the habitual process participants often went through to get news. In this case, the images represented events or activities pertaining to the participant’s friends or family members. This was a common observation with participants using Facebook as well, which was often accompanied by social interactions such as comments or tagging [4].
Fieldnotes for Colin: Colin found it interesting how his friend managed to capture Michael Owen taking a goal at Wembley Stadium, as well as photos of players celebrating the goal. He had never been to the stadium before so it was nice to see inside. There were very close shots of the player and other players celebrating. He didn’t think you could get so close to the station. It made it feel very exciting.
Images for Connecting to Personalities
This involved multiple photos of a given location showing various perspectives of the space, particularly from a perspective seen from someone else (his friend). Details like the seat numbers, close-up photos of the players, and scoreboard helped Colin to visualize the experience of being at the stadium.
Some participants used images in order to connect to people they didn’t know personally, such as celebrities— not as gossip, but to somehow feel closer to them, or understand them. For instance, during our study Michael Jackson passed away, and several participants used viewing photos as a way of understanding his personality and the stories or situations surrounding his life.
Images for Re-living Past Experiences
We also found that images helped as a way of reconnecting people to a past experiences for familiar places from their past. This was the case even though they were not personal photos as most work on reminiscing assumes [25]. For example, Florence was informed of a snowstorm that hit the town of Dunedin, New Zealand, where she had previously lived:
Fieldnotes for Sue: She found that Michael Jackson died when everyone was talking about the news on Facebook… While she read the news, she looked at the pictures that accompanied the photos, all the while asking – “Did he really die? How did he die?”, reflecting that she was learning about this personality through the photos as well… So the photos helped her see his condition just before his death… Finally, she said she was satisfied from piecing together a believable story after browsing through all those photos.
Fieldnotes for Florence: Florence had heard from a friend that there was a snowstorm in Dunedin, New Zealand, where she used to live. She enlarged every thumbnail because it was a better experience, saying that it was more fun and satisfying and that she could see more details, such as bits of grass, and being able to identify which building that was. She missed Dunedin, and the photos helped her re-live the experience.
The above illustrates how some images have narrative qualities that are also valuable in helping users connect to the experiences of people. Here the participant was looking at the details of Jackson’s face to understand the discussions surrounding his plastic surgery and skin condition—fidelity was critical to the task at hand. As users sometimes hypothesize about personalities’ lives, these photos help users build believable stories surrounding these figures.
Another example showed how Elle was browsing through photos of a hotel she stayed in once: Fieldnotes for Elle: Elle loved looking at the photos of the hotel she stayed at one time, saying how it was “such a beautiful place”. She says she keeps looking at photos like these to remind herself of her goals in life.
Images as the Objects of Communication
The final way in which images were used was to facilitate communication and social interaction. This occurred in two ways—one where images did the work of communication, and the other where images facilitated social interaction.
Colin browsed through his friend’s photos of a concert he also attended to connect with that experience again: Fieldnotes for Colin: He was viewing other's people's Blur concert photos. He joyfully reminisced about being there as well, and the images helped him connect back with that experience.
Images to Do the Work of Communication
Images can sometimes be more effective than words in communicating. This example of a conversation between
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Florence and her flatmate involved learning that Van Gogh resembled someone they both knew:
to speculate on why this might be. The fact that image search tools are designed to direct users to unfamiliar sites via keyword queries may go some way to explaining why they were used so infrequently during our study. Most of the image-based activities we logged tended to involve routine and familiar activities (61% overall). When seeking out particular images, users may be more adept at finding them quickly through familiar sites. In addition, given that images were often used in the course of other activities, rather than as end goals in themselves, suggests that a model of “search” is simply not a good fit in most cases where images are used on the Web. This leads on to a second main finding, which is that domain-specific Websites seemed to be the most important way that the images were engaged with (42% overall). Here it was clear that what was important was the whole array of features that these Websites deliver, often specialized for the kinds of activities users want to carry out where images happen to play a role. The use of retail sites, property sites, social networking and map sites are all examples of where images most effectively accessed in the context of other kinds of activities.
Fieldnotes for Florence: Florence’s flatmate found out that Florence didn’t know who Van Gogh was, and said that Van Gogh bore a striking resemblance to someone they both knew and asked her to do a search for the artist. Florence did a quick scan at the Google Image search results and she pointed to a Van Gogh self-portrait and asked her flatmate, "is it that one?" and the flatmate said yes and they both laughed at it because it did remind her of someone that they both knew.
Here, the fact that no explanation was needed of who the image resembled points to the effectiveness of images for some kinds of communication. Of course, the goal was purely to amuse, but the example shows how images can sometimes speak differently than words. The example of William’s search for pigs (previously discussed) also illustrates this pattern, as his intent was to email the pig photos to his colleague to humor her. Fieldnotes for William: He found two images which he planned to send over the next few days... Another picture [he found] was one of a pig bikini - he knew this would make his friend laugh. It was very amusing because it fit "her sense of humor".
This, in turn, is why understanding specific needs, tasks, or motivations is so important if we want to understand image use, leading us to discover a whole diversity of reasons why people used Web-based images. Some of these did involve finding answers to specific questions via unfamiliar sites, but most did not. Rather than question-answering, we found it more useful to think about how images were used to build on ongoing learning or interests, how they could spark discovery or inspire, how they could connect people to remote experiences, or could be used for quick navigation or communication. While prior work has aimed to create better tools for searching [13] and browsing [5, 19, 29], these types of interactions reported in this study, we would argue, point to more diverse kinds of tools, and highlight other kinds of important criteria for assessing these tools beyond keyword relevance or ranking accuracy. We now briefly sketch out some other directions we might explore on the basis of our framework.
In these last examples, the funny images sent were intended as messages in and of themselves, because of their shared meaning between two friends. Images for Social Interaction
As a final sub-theme, images were seen to be used by participants in social games or social features online. Besides common examples like Facebook comments and wall posts, some scenarios showed social interactions taking place in online forums, such as this guessing game that involved locating interesting images of personalities and sharing them to encourage a response: Fieldnotes for Tom: The object of the game, played twice weekly, is to identify an obscure person based only on a photo. The person with the correct guess then uploads the next picture. While Tom was on the site, he clicked on other thumbnails of obscure people that looked interesting. There was one of Mae Busch, which looked interesting because you could barely recognize the person. In fact, he enlarged the photo so he could identify the person better.
Designing for Learning and Research
There were various ways in which we found that images were used to support learning and research. The main way was via familiar sites that were routinely visited, and often the goal was to see whether there was anything new to look at. Important here were not just new images, but the surrounding content, helping participants to keep abreast of any news, to be entertained, and to add to their already considerable knowledge around a topic. Such behavior suggests not necessarily the need for better keyword search, but the support of quick navigation to familiar sites, perhaps triggered by new content appearing on those sites. The analogy is almost like channel-surfing on TV, where interesting content can grab attention. It suggests that Web-based tools might be better at alerting users to changes in content (whether image-based or not) on sites that are frequently visited.
The social interaction here was indirect—the participant was entertained by other members’ interactions around images, with no direct communication between them. This shows how images can spark interest in unique ways beyond starting points for conversation. DISCUSSION
This study has shown that the term “image search” may hide the rich and interesting complexity of reasons why users engage with images on the Web, and how they go about these activities. The results of this study derive a number of interesting findings. First amongst these was the fact that image-specific search tools (e.g. Google Images) were not the main way that images were accessed and used (less than 10% of the time). While it is difficult to make too much of this on the basis of a small sample, it is interesting
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The desire to amass new knowledge on particular topics (such as new artists, or new work by a particular model) also suggests that more flexible tools for clipping and saving the results of Web browsing would be valuable. Tools that act as digital scrapbooks or repositories for information around a theme or topic could be effective ways of not just visiting sites, but collecting information from multiple sites, an issue which has been commented on before when looking at the predominance of the use of the Web for ongoing research activities [23]. A good example here would be the use of such “scrapbook” tools for putting together sources of ideas and inspiration, much like designers do when they keep notebooks.
Users also analyzed images in these scenarios from spatial and historical perspectives, thus we can speculate that the ability to position images in those dimensions can improve this experience. For example, geotagging images, allowing for panoramic views, rendering images in virtual 3D and being able to place images within a wider geographic context may be important. Likewise, re-connecting to the past might benefit from linking images to a timeline, for example, personal history. In both cases the ability to juxtapose multiple high fidelity views or perspectives is desirable, as participants often viewed all photos within a given set to get a better sense of the observed space.
Finally, learning and research sometimes did involve keyword search and the emergence of discovery through scanning large collection of images. Here, playing with different keywords, and analyzing images visually supported learning. Even though not a frequent activity, this suggests that tools that flexibly sort along different visual and semantic dimensions might be both fun and valuable to inspire and create new insights.
Images as understanding people or personalities both require related contextual information, such as timelines or links to more information. Activities involving image access to re-live past experiences would benefit from a feature that allows users to keep track of meaningful images for future reference (e.g. in Elle’s hotel scenario). Unlike traditional bookmarks, which facilitate information retrieval, here bookmarks are more akin to a digital keepsake box that allows the images to be re-experienced.
Designing for Image Access as Secondary Goals
Designing for Communication
When designing to support image access as a secondary goal, efficiency, accuracy and consistency are critical dimensions to consider. For example, one interesting finding was the way in which images could serve as an additional way of finding answers during keyword search. This suggests that, rather than having to always choose between a text search (with a ranked lists of text) or an image search (with a matrix of images), a mix of text and images in the returns might offer even more efficient ways of finding information or navigating to certain sites.
Images used in social interaction often occur over social platforms such as blogs, online forums, instant messaging, and social networking Websites. While some features exist (e.g. commenting, tagging) these could be extended, such as allowing users to be more creative with images in the course of interaction. For example, editing tools to modify images, create cartoons and storyboards, or simply to personalize an image for someone else are suggested. Further, general image search tools might more seamlessly connect with communication tools and social networking sites, recognizing that these are common follow-on activities.
Additionally, it is important to consider whether the image is part of the end goal. For instance, in the case of Gracia’s recipe search, the photo of the dish was a simply a step along the way to obtaining the real goal –the recipe. In other cases, images might be used more systematically as navigational indexes, such as the case of William locating a product by visually browsing thumbnails of DVD album covers on Play.com.
CONCLUSION & FUTURE WORK
Research going forward will include looking at the relative frequency of these new forms of image use, the context in which they are preformed, and the implications for search. However, this study has extended our understanding of the contextual and behavioral details of users’ interactions with Web-based images as they occur in the course of everyday life for a small but diverse sample of users. In doing so, we have shown how both the “how” and the “why” of these activities rarely conform to the model of user interaction which appears to inform most image search tools. Users do sometimes want to issue queries in terms of keywords and receive answers in terms of images, but of interest is both why this would be so, and the myriad of other ways in which images play into people’s experience of the Web. We have found that images are often intertwined with the ongoing process of learning about the world, that they provide a compelling source of entertainment and inspiration, that they help create connections to other people and remote places, that they help us reminisce about our personal past, and that they provide a way of navigating both the Web and the physical world.
Both cases suggest that rather than treating images as end goals, such as is implied in search tools, they might also be treated as steps toward better, more flexible forms of navigation. Not only could images be more integrated with text in the presentation of search results, but clicking on images might offer up new navigational pathways that help users to explore sites or products that they are connected to Designing for Recreating or Connecting to Remote Experiences
In this third category of image use, participants often remarked on how they valued the detail in photos they observed during tasks to recreate or connect to remote experiences. Thus, higher fidelity photos can be used to help users in the task of analyzing visual detail and contextual relevance; aiding recall, recognition and stimulating emotions.
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12.Kirk, D., Sellen, A., Rother, C., & Wood, K. Understanding photowork. In Proc. CHI 2006, ACM P. (2006), 761-770.
Our hope is that a small but in-depth study of this sort can serve to complement and deepen our understanding of larger scale, quantitative clickstream and query data analyses in bringing to bear an alternative set of findings more firmly from the user’s perspective. Integrating these approaches, we believe, would be a valuable next step. Meanwhile, by beginning to look at the rich array of human values expressed within these findings, we hope to have shown that we can open up new opportunities for design to encourage reflection, connection, socialization and play with images.
13.La Cascia, M., Sethi, S., & Sclaroff, S. (1998). Combining textual and visual cues for content-based image retrieval on the world wide Web. Tech. rep., Boston, MA, USA. 14.Lerman, K., & Jones, L. Social browsing on Flickr. (2006) URL http://arxiv.org/abs/cs.HC/0612047 15.Marchionini, G. Information Seeking in Electronic Environnments. (1995.) Cambridge, Cambridge UP. 16.Markkula, M. & Sormunen, E. (2000). End-User Searching challenges indexing practices in the digital newspaper photo archive,. Information retrieval, 1, 4, 259-285.
ACKNOWLEDGMENTS
We would like to thank Xiang Cao, Darren Smith and Richard Harper for their comments throughout this project, and the Socio-Digital Systems group at Microsoft Research Cambridge for funding this research. We also would like to thank George Buchanan and Xia Lin for comments on drafts.
17.Miller, A.D. & Edwards, W.K. Give and take: A study of consumer photo-sharing culture and practice. In Proc. CHI 2007, ACM P. (2007), 347-356. 18.Negoescu, R. A., & Perez, D. G. Analyzing Flickr groups. In Proc. CIVR 2008, ACM P. (2008), 417-426. 19.Porta, M. Browsing large collections of images through unconventional visualization techniques. In Proc. AVI 2006, ACM P. (2006), 440-444.
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HCI & Sustainable Food Culture: A Design Framework for Engagement Jaz Hee-jeong Choi Queensland University of Technology Brisbane QLD 4059, Australia
[email protected]
Eli Blevis Indiana University Bloomington, IN, USA
[email protected]
ABSTRACT
sustenance [17]. Humans simply cannot exist without food intake. Essentially, sustainability in this sense is based on ‘securing’ food: having access to stable availability and use of quality food [18]. However, the current food production and consumption practices do not ensure food security for the future but rather seriously threaten it [17]. One of the identified causes for this situation is the widening divide between the urban and rural environments. While people living in urban environments – including urban, suburban, and peri-urban (all of which are generally referred to as urban/metropolitan/city in this paper) regions – increasingly see food as objects of consumption or the ‘final products’ to be consumed. This situation deteriorates with the unprecedented scale of urban growth in recent years, broadening the segregation between the rural and urban environments, thereby further limiting knowledge about and access to fresh produce. Global urban population has been increasing rapidly, which suggests that availability of food resources in urban areas is also increasingly becoming scarce. The UN Population Fund [37] predicts that the urban population will grow further to reach 60% of the entire global population by 2030. Therefore, as seen in recent global economic and ecological turmoils, change is necessary in how we live our daily lives, in order to create a positive outlook for global food security. Now is a crucial time for HCI researchers to create actionable knowledge through identifying, testing, and building on technical opportunities that can be augmented and realised to cultivate urban food cultures that are environmentally, socially, and health-wise sustainable.
The current food practices around the world raises concerns for food insecurity in the future. Urban / suburban / and peri-urban environments are particularly problematic in their segregation from rural areas where the natural food sources are grown and harvested. Soaring urban population growth only deteriorates the lack of understanding in and access to fresh produce for the people who live, work, and play in the city. This paper explores the role of HumanComputer Interaction (HCI) design in encouraging individual users to participate in creating sustainable food cultures in urban environments. The paper takes a disciplinary perspective of urban informatics and presents five core constituents of the HCI design framework to encourage sustainable food culture in the city via ubiquitous technologies: the perspective of transdisciplinarity; the domains of interest of people, place, and technology; and the perspective of design. Author Keywords
Food, Sustainability, HCI, Urban Informatics, Design, Transdisciplinarity ACM Classification Keywords
H5.0. Information interfaces and presentation (e.g., HCI): General. K.4.2 Social Issues. INTRODUCTION
Assuring a sustainable future has become one of the main concerns for HCI researchers in recent years [14]. While sustainability as a term warrants multi-fold interpretations, recent years have seen a particular emphasis on environmental sustainability as the ‘climate change’ became part of the global political and social consciousness. One imminent consequences of the global warming is related to food, the vital foundation of human
In considering ‘how’ to design such HCI experience, we argue that the answer is ‘engagement’: engagement across disciplines, engagement with and amongst users (and nonusers), and engagement for sustainability, or rather, ‘sustained usability.’ In this paper, we will discuss each of these three main aspects of engagement: • Engagement across disciplines: The perspective of transdisciplinarity – transcending disciplinarity and values orientation
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• Engagement with and amongst users/non-users: The domain of urban informatics at the intersection of people, place, and technology [19] – participatory, context-aware, and interactive networks
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• Engagement for sustained usability: The perspective of design – design criticism and critical design
reductionism/holism, diversity/unity. This duality is transgressed by the open unity that encompasses both the universe and the human being [29].
More specifically, two perspectives and three domains of interest are introduced, which together constitute the main five sections of this paper: perspective of transdisciplinarity, domain of interest of people, domain of interest of places, domain of interest of technology, and perspective of design. While these five facets form a frame that is general and applicable to any inquiry about or practice within a values-oriented design space, we intend to use it specifically to serve as a theoretical underpinning for our exploration of HCI design for sustainable food culture. This frame is not intended to be complete. We hope to expand and refine this frame as a theoretical foundation and also apply it to our study of sustainable food culture (http://www.urbaninformatics.net/projects/food) as a matter of theoretically informed practice. Similarly, our practice will further inform this theoretical frame, making the development an iterative and incremental process. The goal of this paper is to initiate this process by defining the theoretical frame in the context of sustainable food cultures as a basis to apply to future study.
Transdisciplinarity differs from similar integrative research approaches such as multi- and interdisciplinarity. While multidisciplinary research refers to a study in which several partners representing various disciplinary perspectives share their respective methods and domains as outputs and inputs one-with-another, interdisciplinary research refers to a study in which several partners representing various disciplinary perspectives pool their methods and domain expertise. Both approaches ‘overflow’ the discipline and remain within the framework of disciplinary research; transdisciplinary research is ‘at once between the disciplines, across the different disciplines, and beyond all discipline’ [29]. Therefore, transdisciplinarity is an orthogonal concept to interdisciplinarity and multidisciplinarity, and helps transcend disciplinarity by focusing on goals that emerge from a focus on values, issues, as well as ontological and epistemological perspectives, appealing to disciplinary notions of method and domains of expertise as needed and in the service of these larger goals. Methodologically, transdisciplinarity allows the researcher to flexibly yet rigorously explore and integrate research methods from various disciplines to result in coherent knowledge rather than united knowledge across disciplines [33]. Emerging research fields such as urban informatics [19] reflect a need to create such holistic body of knowledge in order to understand and tackle challenging global issues such as the climate change, governance, and education. Given the diversity of role that food plays in everyday life and its impact that is also diverse in type and scale, designing HCI for urban food sustainability thus must seek ways to utilise ubiquitous technology’s flexibility in scale of application (for example, on the continuum of individual / collective, private / public, and local / global) to improve the health, social, and environmental bottom-lines of everyday human-food interaction at the intersection of people, place, and technology. Transdisciplinarity for food sustainability research is an essential perspective as it provides dialogic knowledge development that can tackle real life problems that are inherently multi-faceted.
TRANSDISCIPLINARITY: TRANSCENDING DISCIPLINARITY & VALUES ORIENTATION
As mentioned earlier, sustainable HCI has been growing as a unique—nevertheless broad—domain of study in recent years. However, despite the complexity of what constitutes the notion of sustainability, the majority of studies remain within specific disciplines – for example, environment [2, 11], health [10, 30, 31], and social [28]. As DiSalvo et al. [14] argue, there is an opportunity and necessity to add to these efforts through HCI design by recognising and embracing the innate interconnecting threads across various scholarly disciplines, domains of research and practices. Recently emerging movements such as Take a Bite Out of Climate Change (www.takeabite.cc) highlight the confluence of domains that are germane to sustainability, thereby reasserting the need for creating a broader, holistic understanding of current issues in food culture. From the scholarly perspective, engage the issue of food sustainability through HCI design therefore must extend beyond disciplinary compartmentalisation or didactic information dissemination.
THE DOMAIN OF INTEREST OF PEOPLE: PARTICIPATORY CULTURE
Since early 1970s when Jean Piaget coined the term, transdisciplinarity has evolved into a field or more pragmatically, a conceptual tool that help researchers create ‘innovative research strategies and methods tackling complex objects and contexts’ [25]. Transdisciplinarity is not a method, but a principle or approach that seeks to create new overarching knowledge through integrative research [25, 5]. Nicolescu maintains:
In many parts of the world, the means to engage in participatory culture are no longer limited to the technically versed or the civically inclined. Scholars such as Jenkins [21] and Hartley [20] have identified socio-technical trends towards participation in digital culture shaped by individual expressions of creativity. Participatory or DIY culture is fast becoming a core element of contemporary society (at least in developed nations) in which citizenship is construed through ‘practice’ of self identification by individuals rather than a ‘contract between state and subject’ [20]. As evident in many grassroots initiatives such as the Local Food
Transdisciplinarity transgresses the duality of opposing binary pairs: subject/object, subjectivity/objectivity, matter/consciousness, nature/divine, simplicity/complexity,
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Movement—a collaborative effort to build more locally based, self-reliant food economies [15] and Slow Food International—a non-profit group focusing on preservation of the cultural, culinary, and artistic local traditions [22], significant transformations arise from large-scale consensual participation of individuals identifying with the value of a sustainable lifestyle both conceptually and pragmatically. For such transformations to have sustainable impact, they need to be incremental and self-initiated as opposed to abrupt and externally enforced [8, 7].
too-familiar places—via mass media such as print and TV, or micro-communications such as sensor networks—does not necessarily trigger sufficient motivation for behavioural change towards an ongoing health- and earth-friendly lifestyle. Instead, it is necessary to develop a better understanding about how to go beyond just informing and into motivating and encouraging positive changes in action and perception. As such, innovations in understanding of what makes technology persuasive and motivational [13, 23, 16, 1] for each user at any one given moment are likely to bring about sustained behavioural changes amongst individuals, and further increase the ideological impetus to enhance societal values. However, maintaining a food practice that upholds health, environmental, and social ideals is a time- and energy-demanding task. It currently requires an advanced understanding of a variety of sometimes conflicting information sources and a determination to commit the necessary time and effort to always know where to buy health- and earth-friendly produce, according to seasonality as well as to one’s differing tastes and lifestyle needs. While existing media channels such as television shows, magazines, and blogs on the topic of eating, cooking, and growing food may offer educational information—including nutritional, cultural, aesthetic—that could assist in this regard [24, 12], we can find additional and perhaps more effective benefit in ubiquitous technology’s capacity to streamline the vigorous management process particularly through real-time context awareness.
Therefore, usable and efficient human-computer interaction (HCI) design to bring about changes needs to be innately supportive and persuasive in guiding user’s actions rather than exerting control and leverage. Such design must be scalable in context awareness (from micro to macro – from the individual to community context, for example) and adaptive to provide the optimal solution according to the given context. Many examples of how participatory culture is enabled by recent technological innovation rely on socalled Web 2.0 applications such as Wikipedia, YouTube, Flickr, and social networking sites, which are arguably more customisable and open (though in many cases they impose regulatory boundaries but nevertheless allow some ways for interaction and modification though external means). In this regard, Burgess [9] has introduced a useful notion of vernacular creativity, which refers to ‘a productive articulation of consumer practices and knowledges (of, say, television genre codes) with older popular traditions and communicative practices (storytelling, family photography, scrapbooking, collecting)’ reducing the cultural distance between production and everyday experiences. Can the features that give rise to participatory culture on the web and significant changes in economy, politics, and socio-cultural domains— as seen in crowd sourcing phenomenon as notably explained by Shirky [34]—be harnessed to encourage people to further their sustainability awareness and actions in the context of food practices? The question for HCI designers is to find efficient and engaging ways to utilise technical resources to allow for collaborative information sharing, knowledge production, and user-led innovation. Some current popular services such as Urbanspoon (www.urbanspoon.com), Beanhunter (www.beanhunter. com), and Foursquare (foursquare.com) function as repositories of crowd-sourced recommendations for places to eat, coffee shops, and general places of interest by urban location. The users transform the virtual ‘space’ into ‘places’ by embedding values and meanings through social interaction [36].
The contexts of food culture vary widely from one place to another. Just as each continent and country may have its own values and practices associated with food, each place however small it may be, has its own atmosphere and rules of engagement for each entity in order for it to be counted as a valid constituent of the place. A brief observation around eaters in streets of any metropolis such as London, Tokyo, and New York would effortlessly show how, for example, an Italian pizzeria differs from a Korean barbeque restaurant that may be located nearby. As Steel asserts [35], ‘[f]ood shapes cities, and through them, it moulds us’ and the city is thus ‘partly shaped by food.’ Therefore, the opportunities that network technology imparts for cultivating sustainable urban food culture is essentially twofold: first, assistance in understanding and navigating through the food-layer of the given place; and second, encouraging sustainable food practices, which in turn shapes the city. Building a food culture toward a more sustainable future is thus an iterative and evolutionary process involving interactions amongst people, place, and technology.
THE DOMAIN OF INTEREST OF PLACES: CONTEXT AWARENESS & CONTEXT SPECIALISATION
An example of such system is Bonanni et al.’s [6] SourceMap (http://www.sourcemap.org). Both as an issue of food safety and minimizing food miles as a matter of sustainability, SourceMap is an example of a system that promotes geospatial context awareness in the domain of food. The system is targeted at providing small business
Prior to the rise of network technologies, likely places for placing advertisements for healthy lifestyle were television, billboards, and on the back of the cereal box. However, as evident in food culture today, simply providing people with environmental data and educational information in now all-
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owners with the means to calculate the distances that the supplies they use need to travel and the means to make this information available to their clientele as a matter of demonstrating conscientious, socially responsible business practice. The system produces ‘receipts’ that denote the carbon footprint of a small business’s products, showing total carbon footprint and carbon footprints of various stages of transport of various constituent product elements.
There are a number of possible interactive systems that may play a positive role here. For example: (i) Food production and source tracking: As an issue of both sustainable supply and food safety, interactive systems can allow various groups of people to adapt to changing suitability of particular regions for growing particular crops and other forms of food production. (ii) Dashboard earth: As an issue of preparation and adaptation to changing climate, interactive systems can help ensure planning and preparation for how people in urban environments can respond to changes in food and water supplies and even to threats to the inhabitability of— particularly—coastal urban and other environments.
THE DOMAIN OF INTEREST OF TECHNOLOGY: NETWORKS & INTERACTIVITY
With respect to the domain of interest of technology, there are many forces in place, which create likelihood for changes with implications for food cultures that are yet to be understood. For each of these changes, there are opportunities for technologies—particularly in terms of networks and interactivity—to play a role with both positive and negative implications.
(iii) Orderly absorption: Urban environments are in some sense dynamically changing places—interactive systems can offer infrastructural support that allows urban policy makers to provide for the orderly immigration to or emigration from urban environments in the face of the effects of climate change.
The Intergovernmental Panel on Climate Change (IPCC) most recent complete report in 2007 predicts that climate change will have massive implications for global food production and conditions of production, as well as for water, coastal inhabitations, health, and ecosystems [32 as reported in 4]. For food production, ‘complex, localised negative impacts on small holders, subsistence farmers, and fishers’ is virtually certain, and the latitudes at which cereal production is viable will change depending on the amount of warming. Another salient effect is the likelihood of ‘increased damage from floods and storms’ and the possibility of coastal flooding and wetlands loss, depending on the amount of warming. These two factors and others in the IPCC report have implications for the many urban areas that are located in coastal environments, not just in terms of food, but also potentially in terms of habitability.
(iv) Living with fewer resources: Interactive systems can assist people in urban and other environments with understanding and practicing how to live with fewer resources, either as a matter of sustainable practices or as a matter of adapting to climate change or both. (v) Saving life: Social mechanisms—especially those that rely on interactive technologies—can play a role in fostering relationships between people at various levels of organization in order to ensure that as many people as possible have access to safe environments, with food and drinking water and that people are actively engaged in helping others. THE PERSPECTIVE OF DESIGN: DESIGN CRITICISM & CRITICAL DESIGN
Some respected scientists—such as James Lovelock—have made claims that the IPCC predictions are too conservative [27 as reported in 4]. Lovelock believes that we have already reached the point at which limiting anthropogenic production of green house gasses is no longer a viable mechanism for preventing climate change; and further, that positive feedback mechanisms are already in place which make dangerous global warming a certainty. Lovelock presents a catastrophic picture that the earth’s population— now approaching 7 billion—will be reduced to under 1 billion, before the end of the century.
This paper has outlined critical concepts and examples that are germane to conceptualizing HCI design for disciplinary and user engagement in sustainable food cultures in urban environments. The paper has also outlined the three core domains of interest for user-engagement: of people, place, and technology.
A changing climate and its associated implications per the two paragraphs above implies a need for the design of digital networking and interactive technologies that can help people at various levels—as individuals, small groups, governments, and global bodies—plan for the orderly adaptation to these effects. Such networks will need to make available data, visualizations, tracking, and predictive simulations about changing locations of food production and threats to particular urban environments.
Figure 1. Core domains of interest for user engagement
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REFERENCES
Perceptively, technologies provide useful ways to help cultivate sustainable food culture from the individual to the global level. However, we must at the same time remember that network technologies are part of the broader contemporary influences shaping the ecology. Environmental impact is one of the main such influences. Recently Alexander Wissner-Gross at the Harvard University Center for the Environment has made a statement that has provoked much discussion amongst general public as well as in academic and commercial sectors: that ‘performing two Google searches from a desktop computer can generate about the same amount of carbon dioxide as boiling a kettle" or about 7g of CO2 per search’ [26]. This ‘statistic’ may in fact be controversial at best – nonetheless, the point that not even Google searches are without environmental impact holds.
1. Aleahmad, T., Balakrishnan, A.D., Wong, J., Fussell, S.R. & Kiesler, S., Year. Fishing for Sustainability: The Effects of Indirect and Direct Persuasioned. CHI conference, Florence, Italy. 2. Bang, M., Torstensson, C. & Katzeff, C., 2006. The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption. Persuasive Technology. 123-132. 3. Blevis, E., 2007. Sustainable Interaction Design: Invention & Disposal, Renewal & Reuse. Proceedings of the SIGCHI conference on Human factors in computing systems. San Jose, California, USA: ACM. 4. Blevis, E. & Blevis, S., 2010. Hope for the Best and Prepare for the Worst: Interaction Design and the Tipping Point. Interactions, 17.
For the ‘sustainability of’ a HCI design for sustainable food culture, the design needs to ensure participation of users in perpetual recreation of the technology and must also incorporate anticipation for the technology’s socio-cultural, health, and environmental impact. To achieve this, a continual examination of the technology’s effective is an imperative part of the overall development of the technology. Design theory is a rich and varied art with an extensive literature too broad to list here. Within design theory, one idea in particular that has elsewhere been applied to the notion of how interaction design is implicated in sustainability is the notion of design criticism and critical design as complimentary activities that are necessary companions in design processes [3]:
5. Blevis, E. & Stolterman, E., Year. The Confluence of Interaction Design & Design: from Disciplinary to Transdisciplinary Perspectivesed. Design Research Society Biennial Conference, Sheffield, UK. 6. Bonanni, L., Hockenberry, M., Zwarg, D., Csikszentmihalyi, C. & Ishii, H., 2010. Small Business Applications of Sourcemap: A Web Tool for Sustainable Design and Supply Chain Transparency. Proceedings of the 28th international conference on Human factors in computing systems. Atlanta, Georgia, USA: ACM. 7. Brinol, P., Rucker, D.D., Tormala, Z.L. & Petty, R.E., 2004. Individual Differences in Resistance to Persuasion: The Role of Beliefs and Meta-Beliefs. In E.S. Knowles & J.A. Linn (eds.) Resistance and Persuasion. Mahwah, N.J.: Lawrence Erlbaum Associates, 83-105.
We may distinguish here between design criticism – what is needed to understand and interpret present ways of being, and critical design – what is needed to ensure that our actions lead to sustainable future ways of being.
8. Brock, T.C., 1967. Communication discrepancy and intent to persuade as determinants of counterargument production. Journal of Experimental Social Psychology, 3.
Time being what it is, critical design takes place in the absence of complete understandings of present ways of being. Thus, design criticism and critical design are mutually dependent, ongoing, and co-evolving acts. Design without design criticism is unlikely to create critical design and criticism without critical design is unlikely to create design criticism. Design criticism is strategic. Critical design is tactical.
9. Burgess, J., 2006. Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling. Continuum, 20, 201 - 214. 10. Consolvo, S., Everitt, K., Smith, I. & Landay, J.A., 2006. Design requirements for technologies that encourage physical activity. Proceedings of the SIGCHI conference on Human Factors in computing systems. Montreal, Qubec, Canada: ACM.
In applying our framework to our future work on our project (http://www.urbaninformatics.net/projects/food), we expect to take this bi-valent approach—that is we expect to equally (i) look for and apply design criticism to various forms of the design of ubiquitous technologies for sustainable food culture that we may uncover by observation or from secondary sources, and (ii) suggest the design of new forms of interactivity that inspire sustainable food practices—while still preserving the joy of urban experiences.
11. Cornelissen, G., Pandelaere, M. & Warlop, L., 2006. Cueing Common Ecological Behaviors to Increase Environmental Attitudes. Persuasive Technology. 39-44. 12. De Solier, I., 2005. TV Dinners: Culinary Television, Education and Distinction. Continuum: Journal of Media & Cultural Studies, 19, 465 - 481. 13. De Young, R., 2000. Expanding and Evaluating Motives for Environmentally Responsible Behavior. Journal of Social Issues, 56, 509-526.
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14. Disalvo, C., Sengers, P. & Brynjarsdottir, H., 2010. Mapping the landscape of sustainable HCI. Proceedings of the 28th international conference on Human factors in computing systems. Atlanta, Georgia, USA: ACM.
26. Leake, J. & Woods, R., 2009. Revealed: the environmental impact of Google searches. Times Online. 27. Lovelock, J., 2009. The vanishing face of gaia : a final warning New York: Basic Books.
15. Feenstra, G., 2002. Creating space for sustainable food systems: Lessons from the field. Agriculture and Human Values, 19, 99-106.
28. Marc, A.S., 2000. Some social implications of ubiquitous wireless networks. SIGMOBILE Mob. Comput. Commun. Rev., 4, 25-36.
16. Fogg, B.J., 2003. Persuasive Technology: Using Computers to Change What We Think and Do Amsterdam: Morgan Kaufmann Publishers.
29. Nicolescu, B., 2002. Manifesto of Transdisciplinarity New York: State University of New York Press.
17. Food and Agriculture Organizataion of the United Nations, 2008. Climate Change, Water and Food Security [online]. Food and Agriculture Organization of the United Nations. Available from: ftp://ftp.fao.org/docrep/fao/010/i0142e/i0142e07.pdf.
30. Papadaki, A. & Scott, J.A., 2006. Process Evaluation of an Innovative Healthy Eating Website Promoting the Mediterranean Diet. Health Education Research, 21, 206-18. 31. Parmar, V., Keyson, D. & Debont, C., 2008. Persuasive Technology for Shaping Social Beliefs of Rural Women in India: An Approach Based on the Theory of Planned Behaviour. Persuasive Technology. 104-115.
18. Food and Agriculture Organizataion of the United Nations, 2010. FAQ: What is Meant By Food Security [online]. Food and Agriculture Organizataion of the United Nations. Available from: http://www.fao.org/spfs/about-spfs/frequently-askedquestions-spfs/en/.
32. Parry, M.L., Intergovernmental Panel on Climate Change. & Intergovernmental Panel on Climate Change. Working Group Ii., 2007. Climate change 2007 : impacts, adaptation and vulnerability / Contribution of Working Group II to the Fourth Assessment Report of the IPCC Intergovernmental Panel on Climate Change [online]. IPCC Secretariat. Available from: http://www.ipcc.ch/publications_and_data/publications_ ipcc_fourth_assessment_report_wg2_report_impacts_ad aptation_and_vulnerability.htm
19. Foth, M., 2009. Handbook of Research on Urban Informatics: The Practice and Promise of the Real-time City Hershey, PA: Information Science Reference. 20. Hartley, J., 1999. Uses of television London ; New York: Routledge. 21. Jenkins, H., 2006. Fans, bloggers, and gamers : exploring participatory culture New York: New York University Press.
33. Ramadier, T., 2004. Transdisciplinarity and its challenges: the case of urban studies. Futures, 36, 423439.
22. Jones, P., Shears, P., Hillier, D., Comfort, D. & Lowell, J., 2003. Return to traditional values? A case study of Slow Food. British Food Journal, 105, 297-304.
34. Shirky, C., 2008. Here comes everybody : the power of organizing without organizations New York: Penguin Press.
23. Kaplan, S., 2000. Human Nature and Environmentally Responsible Behavior. Journal of Social Issues, 56, 491508.
35. Steel, C., 2008. Hungry City: How Food Shapes Our Lives London: Vintage.
24. Lappalainen, R., Kearney, J. & Gibney, M., 1998. A pan EU survey of consumer attitudes to food, nutrition and health: an overview. Food Quality and Preference, 9, 467-478.
36. Tuan, Y.-F., 2007. Space and Place: The Perspective of Experience Minneapolis: University of Minneapolis Press.
25. Lawrence, R.J. & Després, C., 2004. Futures of Transdisciplinarity. Futures, 36, 397-405.
37. Unfpa, 2007. State of World Population 2007: Unleashing the Potential of Urban Growth. New York: U.N.P. Fund.
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Distributed Usability Evaluation: Enabling Large-scale Usability Evaluation with User-controlled Instrumentation Lars Christensen & Erik Frøkjær Department of Computing, University of Copenhagen Njalsgade 128, building 24, 5th floor, DK-2300 Copenhagen S, Denmark {larsc,erikf}@diku.dk ABSTRACT
evaluations, and the communication and prioritization necessary for transforming redesign proposals into reality are complicated [20,23].
We present DUE (Distributed Usability Evaluation), a technique for collecting and evaluating usability data. The DUE infrastructure involves a client-server network. A client-based tool resides on the workstation of each user, providing a screen video recording, microphone input of voice commentary, and a window for a severity rating. The idea is for the user to work naturalistically, clicking a button when a usability problem or point of uncertainty is encountered, to describe it verbally along with illustrating it on screen, and to rate its severity. These incidents are accumulated on a server, providing access to an evaluator (usability expert) and to product developers or managers who want to review the incidents and analyse them. DUE supports evaluation in the development stages from running prototypes and onwards. A case study of the use of DUE in a corporate environment is presented. The study indicates that the DUE technique is effective in terms of low bias, high efficiency, and clear communication of usability issues among users, evaluators and developers. Further, DUE is supporting long-term evaluations making possible empirical studies of learnability.
We have tried to ease some of these difficulties by designing a technique called Distributed Usability Evaluation (DUE) with the following objectives: • Support the detection of usability problems covering aspects of effectiveness, efficiency and satisfaction. • Minimize the evaluation workload for users, evaluators and developers. • Enable evaluation of short- and long-term usage. • Strengthen the quality and validity of identified usability problems, for example by enabling realistic user-context and large-scale evaluation with many users. • Strengthen the communication of usability problems between users, evaluators and developers. To realize the objectives it was clear that an instrumentation tool was needed. We wanted automated screen video capture of user interaction and recording of voice commentary, while the user was using the evaluated application. Like in beta testing, this enabled us to have the user in charge of problem detection, without quite losing the information-rich context known from think-aloud evaluations.
Author Keywords
Usability evaluation, instrumentation, automation, remote, distributed, screen video, voice commentary, case study, software industry, evaluator effect, think-aloud, beta test, learnability.
To investigate the DUE technique we carried out an extensive case study. Here DUE was used to evaluate the usability of production software under active development in a business environment with 16 users during one month.
ACM Classification Keywords
H.5.2 Information Interfaces and Presentation (e.g., HCI): User Interfaces–Evaluation/Methodology; D.2.2 Software Engineering: Design Tools and Techniques–User Interfaces.
The next section summarizes the key challenges that served as background for our design. Then we present DUE with its Instrumentation Framework and how it can be used by users, evaluators and developers. Next follows a section describing the case study and the strategy for data analysis. Finally, we summarize and discuss the main results.
INTRODUCTION
Usability evaluations in industry are limited by a number of challenges, for instance: evaluations are very labor demanding, it can be difficult to establish clear goals for
BACKGROUND
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This section will summarize and briefly discuss some of the key challenges in usability evaluation, which we aim to address by DUE.
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Measuring Usability
Emerging services, like for instance www.usertesting.com [26], offer internet-based remote think-aloud testing of websites. These services make it fast and easy to set up think-aloud tests and find participants, but many of the limitations and labour demanding tasks related to thinkaloud testing still remains, e.g. to extract, analyse and consolidate information from the videos.
A definition of usability, as the one given by ISO [15], gives us the initial step towards analyzing usability in applications. The next step, identifying and implementing reliable measures of usability, remains a challenge. Hornbæk [10] points out that usability cannot be measured directly and as a result of this, we find aspects of usability to measure and draw conclusions upon. Frøkjær et al. [4] make it clear that measures used to identify usability problems often do not take into account all three aspects of usability, i.e. effectiveness, efficiency and satisfaction; and a strong correlation between these aspects are often wrongly assumed. Identifying reliable measures remain an open-ended and commonly discussed challenge. Really useful measures cannot be identified at a general level, but have to be based on an understanding of the use situations within the particular application domain [4]. Users often have this understanding.
Thus, in spite of the assistance from various tools, usability evaluation in general is still a tedious task for evaluators, and often also for the developers. It involves extensive work to identify measures, set up evaluations with or without instrumentation, collect large amounts of data, analyse data, detect problems among the often vague measures, and communicate the problems [20,23]. The Evaluator Effect and Insufficient Analysis
The evaluator effect denotes that usability evaluators identify substantially different sets of usability problems when applying the same evaluation technique on the same application [17]. Facing large amounts of usability data, some of them vaguely documented, can make evaluator assessments complicated and unclear, thus increasing the evaluator effect.
Instrumentation and Automation
Instrumentation and automation within software evaluation have received some attention as a means to collect measures and supplement software evaluation, but have according to Ivory & Hearst [16] been underexplored.
Poor or insufficient analysis of usability data in practice, as observed by Nørgaard & Hornbæk [22], is partly a result of the complexity of the evaluator’s work when handling large amounts of usability data.
Early work by Hartson et al. [2,8,9] indicated that many challenges in usability evaluation could be met by using semi-instrumented remote evaluation and critical incident identification by users. However, Hartson et al. did not demonstrate the effectiveness of their approach in field studies.
These difficulties might be eased by tool support and stronger involvement of the users.
Recently instrumentation has received renewed focus as a means of collecting measures. Kim et al. [19] shows us that instrumentation can be a powerful tool to help detection of usability problems, especially when users are more involved than typically seen. User initiated events are seen as useful measures. Unfortunately the type of instrumentation used by Kim et al. requires program intrusion of the evaluated application, which limits practical usage in many situations.
Communication
The large amount of complicated data raises a huge communication challenge between people with quite different backgrounds: users with domain knowledge, developers with their technical insight, and evaluators with usability insight. Actually, this challenge is so large that it is often avoided in practice by more or less leaving out some of the stakeholders. However, studies indicate that involving developers, managers as well as users in the evaluation process can improve results [5,6,11,12].
Evaluation Tools and Workload
One possibility of strengthening the communication among stakeholders is to support the identification and recording of critical usability data in order to better understand and establish relationships among usability data [14].
Bateman et al. [1] recognize that setting up application intrusive instrumentation is a time-consuming task requiring technical insight by the evaluators. They argue that benefits can be achieved by being less intrusive; and propose a more intuitive way of adding instrumentation to an application.
Validity
The large workload on primarily the evaluators is probably the main reason for carrying out usability evaluations with few users over short periods of time. This makes it difficult to ensure external validity. The few users can make it doubtful that results are representative for all of the user population [3,25]. Further, a short evaluation period will only give snapshot insight in usability problems leaving out the users’ learning curve [7].
Other tools for usability evaluation, which offer some degree of instrumentation and are fully non-intrusive to the application, such as TechSmith’s Morae software, also support the task of usability evaluation. Here the evaluator is still left with the responsibility for problem detection and, as Howarth et al. [14] point out, usability evaluation is a tedious task even with this kind of software.
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To strengthen the ecological validity, the circumstances of the usability evaluations should be as realistic as possible, while keeping attention to the risk of introducing disturbing experimental factors [24].
which have to be analysed thoroughly to identify usability issues, the focus in DUE is shifted to the user, who is given the responsibility to detect the usability issues. Thereby the primary instrumentation lays in the recorded video of the user’s screen, the recording of the user’s explanation, sound from surroundings, plus the collection of timestamps, and severity ratings of the user reported issues.
DISTRIBUTED USABILITY EVALUATION (DUE) The Instrumentation Framework
We have built an Instrumentation Framework, consisting of an Instrumentation Client and an Instrumentation Server, to realize the instrumentation and process automation necessary for meeting the DUE design objectives.
The user is instructed to have focus on elements which can have correlation to effectiveness, efficiency and satisfaction, but most importantly to use common sense and domain knowledge to report when something seems troublesome in actual use.
When doing a DUE evaluation the Instrumentation Client is installed on the computer of each participating user. The only requirements are that the computer must have a certain cpu power, a microphone, and a reasonable fast Internet connection. The Instrumentation Client manages user evaluation sessions. When an evaluation session ends, the Instrumentation Client transfers all collected data to the Instrumentation Server via the Internet.
In practice, when experiencing something as troublesome, the user can press a button to report and assess the severity of the issue (red, yellow or green) in the small Instrumentation Client visible on-screen, Figure 2 and 3.
All collected data are processed and stored on the Instrumentation Server for future use. The Instrumentation Server offers a web interface for evaluators and developers where they can log in and fulfil their role in the DUE workflow. See Figure 1 for the workflow of the four roles involved in DUE. These roles will be described in the following sections.
Figure 2. The small Instrumentation Client to the right of a web browser. Transparency enables placement in front of the application, if wanted.
Figure 1. Workflow in DUE. (1) The user starts with reporting issues, (2) the evaluator assesses these, (3) the development manager prioritizes, and (4) the developers respond. Finally the user receives feedback (1).
Figure 3. Close-up of the Instrumentation Client. The user’s severity rating of a usability issue is recorded by pressing one of the three colored buttons to the right.
After pressing the button, the user has to think out loud and explain the experienced issue vocally to the microphone, and maybe demonstrate further on screen by using the application if the issue was not evident from what was recorded before the button press.
The User Role
The instrumentation in DUE is centered on video recorded from the user’s screen and voice recorded from a microphone placed at the screen, while the user is using the application. The recording is continuously running while the Instrumentation Client is active, making it unnecessary to reproduce issues after discovery.
A timestamp at the user’s button activation is collected in the Instrumentation Client and is later used to create a bookmark in the recorded video of the user’s screen activity and voice commentary.
Instead of focusing on pre-selected measures and collecting large amounts of instrumented data from the application,
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The Evaluator Role
on the user’s ability to report when they experience something as troublesome and primarily have to decide if the reported issue is a usability problem or not.
When data is received on the Instrumentation Server the evaluator can log into the Instrumentation Server web interface from anywhere through a web browser, and review new issues (see Figure 4).
The Development Manager and Developer Role
Development manager and developers run through a similar workflow as the evaluator, prioritizing and responding to the issues that are approved as new problems by the evaluator. Summary of Characteristics
the
Instrumentation
Framework
This type of user-controlled instrumentation has the advantage that developers do not have to build anything into their application, and companies need not to be concerned about how the instrumentation will affect their application. Figure 4. Two new issues ready for evaluation on the Instrumentation Server
The Instrumentation Client can be run automatically on the user’s computer at specified times, taking care of data collection, and letting the user work and use the application without disturbances. The user presses a single button when experiencing something as troublesome, shortly explains and demonstrates the experienced problem, and carries on work.
The Instrumentation Server’s web interface ensures that the evaluator can run through all new issues in an efficient workflow. For each issue the evaluator can jump to where the user experienced an issue—20 seconds before the user pressed the button—review what happened in the video of the user’s screen, hear the user’s explanation, and see the user’s severity rating (see Figure 5).
The Instrumentation Server automatically prepares data for evaluators and developers, making it possible for them to jump directly to the issues in the video, and concentrate on reviewing and assessing these. Further, the issues are conveniently stored for communication and future use in the development cycle. CASE STUDY
As this was the first practical use of DUE, an exploratory quasi-experimental case study was chosen as the research strategy [27]. Propositions
Based on the design objectives we identified a series of propositions to be investigated in the case study: A1: DUE supports catching usability issues (effectiveness, efficiency and satisfaction) and other types of problems. A2: DUE reduces the workload needed for usability evaluation of software for users, developers and evaluators.
Figure 5. Issue evaluation on the Instrumentation Server. User screen-video running to the left, evaluations written to the right. Full-screen viewing of video is possible.
A3: DUE enables both short-term and long-term evaluations of software, with novice users and expert users.
The evaluator then decides whether the issue is a usability problem or not. If it is judged to be a problem, it is described and rated for its severity, or classified as a sameas problem, that is a problem found before, which then is linked to the prior description of the same problem.
A4: DUE strengthens the validity of identified problems:
The evaluators do not have to use time on analysing large amounts of instrumented data and reviewing many hours of video to identify usability problems. Instead evaluators rely
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By the natural context of usage.
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By minimizing disturbing experimental factors.
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By enabling many test users.
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By the possibility of long-term evaluation.
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A5: DUE provides an information-rich communication of the usability problems among users, evaluators, and developers.
Because of confidentiality agreements with the developing company we cannot show detailed pictures of F-Man, describe it in detail, or mention company names.
A6: DUE contributes to minimize the evaluator effect, and support a more thorough problem analysis.
F-Man has been on the market for a couple of years. It is under constant development and has never before been evaluated for usability, but is generally by customers considered to be user-friendly.
Strategy for Data Analysis
Following the general case study recommendations by Yin [27], we centered the case study on research questions designed to generate evidence that could clarify the propositions.
The users of F-Man were 16 users at a transportation company, who had been using F-Man for up to 8 months before the evaluation took place. The case study involved only one physical test site with the 16 users distributed in three offices.
Building a chain of evidence (Figure 6) ensured traceability all the way from evidence to final conclusions.
The role as evaluator was carried out by an external, highly experienced usability expert from industry. This evaluator has a Ph.D. degree in computer science and human computer interaction. The development manager role was carried out by the IT manager at the transportation company, and the role as developer was carried out by two developers at the developing software company.
Evidence fact proposition conclusion
Figure 6. Chain of evidence, making it traceable how conclusions are supported by evidence.
The case study ran over one month, in total 18 work days as it was a period with many holidays.
All qualitative and quantitative evidence from the available sources were collected, see Table 1.
Installation and test of the Instrumentation Client on each participating user’s computer was done by a researcher, as the Instrumentation Client was a prototype without automatic configuration implemented yet. After installation the user was instructed in approximately 5 minutes.
Evidence was triangulated to support identified facts in the way Table 2 shows. In total 58 facts were identified. Each fact was assessed as supporting or opposing each of the propositions, see Table 3.
Due to very busy periods and customer service being a main concern for the transportation company, management preferred that users started the Instrumentation Client manually instead of this being done automatically. Because of this users were instructed to start the Instrumentation Client every day at different hours, or when they experienced an issue which could be reproduced. The Instrumentation Client automatically shut down after one hour. To help users in remembering this, a small gift was promised to the user being best at remembering the daily starts.
Alternative explanations that could challenge the propositions (rival explanations [27]) were investigated in a similar way. On this basis our conclusions are drawn. These are described in the Findings and Discussion section. The Case Study: Production Software under Active Development
To get a thorough investigation of DUE we teamed up with a software company developing and selling a fleet management and navigation product, here called F-Man. Source
Evidence
Usability issues
37 issues reported by users and evaluated by the evaluator. 30 issues prioritized by the development manager and responded to by developers. 37 issues reviewed for usability relevance by researcher.
Logged usage data
83 DUE sessions run by users, 57 hours total.
Observation
77 observations registered. 80 hours of user observation, 1 hour of evaluator and 4 hours of developers.
Timing of usage
13 user reports timed. 1 evaluator session timed. 1 developer session timed.
Interview
3 users interviewed in a total of 1:07 hours with 72 topics discussed. Evaluator interviewed for 32 minutes with 21 topics discussed. Development manager interviewed for 21 minutes with 27 topics discussed. 2 developers interviewed for 1:14 hours with 59 topics discussed.
Survey
8 users have answered the survey for users who have reported issues. 5 users have answered the survey for users who have not reported issues. 3 users chose not to answer any survey.
Documentation
1 e-mail from development manager to users. Table 1. Collected evidence in the case study.
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Fact 43 (A2, A5, A6)
Issues are easy to understand for evaluator, development manager and developers.
Evidence
Source
ID
All users who have reported issues state that the evaluator has understood these correctly.
Survey
S16
Evaluator understands issue at first review of video in 11 out of 13 issues.
Observation
O35
Development manager states that it is easy to understand issues.
Interview
I100
Developers state that it is easy to understand issues.
Interview
Proposition A5
DUE gives an information-rich communication of the usability problems among users, evaluators, and developers
Support
Fact
Description
X
30
Structure and documentation of issues is beneficial.
X
37
Real problem can be hidden for the user, but developers easily recognize the problem.
X
43
Issues are easy to understand for evaluator, development manager and developers.
X
9
DUE is supplemented or overridden if serious problem prevents work at all.
X
15
Some users find reporting to the microphone unpleasant.
-
-
etc.
Oppose
I159
Further evidence: O40, O50, O73, I28, I77, I79, I107, I115. Table 2. Example illustrating how Fact 43 was triangulated by the collected evidence.
To protect user privacy only the screen where F-Man ran was recorded. Most users had two screens. Furthermore users were able to stop the Instrumentation Client at any point and start a new session later.
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Table 3. Example of proposition with supporting and opposing facts.
Login information to the Instrumentation Server was emailed to the evaluator who also received a short instruction by phone. The development manager and developers also received login information by e-mail and were given a 15 minutes demonstration. Their reviews of issues were done from work or at home via a web browser.
were primarily of technical nature. A single problem could be attributed to lack of knowledge among users. The evaluator, the development manager and developers agreed that these issues were valid problems. 13 problems were considered as “same-as” by the evaluator. Thus in total 19 unique problems were caught. Of the technical problems one was a “same-as” problem, thus 3 unique technical problems were caught.
Automatic e-mail notification had not yet been implemented at the Instrumentation Server, and a researcher called the evaluator, development manager and developers when a suitable amount of new issues reported by users were ready for assessment. This happened four times during the case study.
Through the researcher’s observations and interviews 4 problems were identified, which were not reported by the users. Three of these are considered relevant usability issues. One was cosmetic and only observed once during 80 hours of observation. A second was severe, but very close to other reports (slow search facilities). The third problem was unclearly described and occurred for one user during very busy periods. The fourth was of internal technical nature, and did not show up in the F-Man user interface.
A researcher was present at the transportation company observing half of the days. This set-up enabled analysis of potential influence by the researcher. One session with the evaluator was carried out at an external usability laboratory under video-recorded observation, and one session with the developers was carried out at the company under video-recorded observation. At the end of the case study video-recorded interviews and online user surveys were carried out, see Table 1. The case study ran without any technical problems.
Our analyses indicate that the identified problems primarily are problems concerning efficiency and satisfaction, while questions concerning effectiveness and general workflow issues get less attention. To get more attention to effectiveness problems it will probably be necessary to adjust the DUE technique by having users that are less habituated with the evaluated application. Other factors influence the DUE technique’s ability to catch problems, for instance the periodic activation of the Instrumentation Client, and personal differences among the users such as willingness to speak to a microphone without personal contact with the receiver of the message.
Collected data were transcribed, analysed and documented by the researchers for use as evidence and for the identification of facts. FINDINGS AND DISCUSSION A1: DUE supports catching usability issues and other types of problems
Severe usability problems were uncovered with DUE, for example a seemingly simple problem with the pick-up and
Users reported 37 issues through the Instrumentation Client. Of these issues 32 were usability problems, 4 problems
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A3: DUE enables both short-term and long-term evaluations, with novice users and expert users
delivery ordering not being visible in F-Man. This had a huge impact in busy hours, as it resulted in users having to call drivers constantly over the phone. The problem resulted in poor service for customers calling to hear when they could expect pick-up or delivery, and on a daily basis many work hours were wasted. Finding such a problem was heavily dependent on the evaluation taking place in the real use context.
This proposition has not been directly tested in this case study, because all the participating users were experienced daily users of F-Man. The experiment did show, however, that using DUE was easy; the experiment was running for 4 weeks without any suspension. Testing with novice users would make it possible to follow how usability problems change as users move from novice to expert. Such studies can be very useful in research of learnability of complex software, an important aspect that we know only little about [7].
An important quality gained by DUE was that the developers got a very direct and sometimes completely new insight into intricacies of the users’ work situation. In summary, the DUE technique has shown its ability to capture a significant share of the problems that the users of the application perceive as important, problems that the developers and the external usability expert agree to recognize as important.
A4: DUE strengthens the validity of identified problems
To investigate this proposition we are distinguishing between internal, external, and ecological validity. These types of validity can be clarified by discussing the following characteristics of the DUE technique: (1) natural context of usage—this influences ecological validity; (2) minimizing disturbing experimental factors—this influences internal and ecological validity; (3) enabling many test users—this influences external validity; (4) the possibility of long-term evaluation—this influences external validity.
A2: DUE reduces the workload for users, developers and evaluators
The total amount of time used by users, evaluator, development manager and developers for this DUE evaluation is for instruction 2 hours 20 minutes, and 8 hours 3 minutes to locate, understand, describe and rate the 37 reported issues.
NATURAL CONTEXT OF USAGE: All users were able to use DUE in the form of the Instrumentation Client at their workplace. A few users with older PC’s experienced a decreased performance, but only one found this to be relatively disturbing.
All the empirical data indicate a small workload induced on the participants in carrying out the evaluation. Test tasks are unnecessary, as a broad range of tasks follow by the user’s ordinary work processes. The reporting of an issue is activated by a mouse click and includes the user’s spoken explanation. The average reporting time of an issue in this experiment was 1 minute 15 seconds. The users found it easy to use the Instrumentation Client. The evaluator reported that he found the issues unusually clearly documented, and thus easy and fast to understand and assess with an average time of 2 minutes 45 seconds spent per issue. The development manager and developers had a similar experience and on average spent a similar amount of time to understand and assess the issues.
The users’ busyness did influence the reporting activity, but we found no evidence that this has reduced the validity of the reported issues. Reporting activity was influenced if users heard others report what they thought to be the same issue. Thus some under-reporting of problems in this study took place, which undermines the possibility of using the frequency of a problem report as indicator of seriousness. The fact that the case study took place at just one location in a partly open office landscape made this factor important. If an evaluation can be distributed over different physical locations this factor will play a less important role.
As mentioned, the transportation company who participated in the experiment wanted the Instrumentation Client to be turned off at busy periods. In these periods this caused a few seconds waiting time to start up the Instrumentation Client and report an issue. Also some of the periodical activations, which was part of the experimental setup, were forgotten by users. This indicates that automatic starting of the Instrumentation Client would have reduced the workload even more and would have been more convenient for the user.
The developers and the evaluator emphasized that the reported issues have given them an insight into the users’ natural work settings, including a number of especially challenging situations, which otherwise had been difficult to achieve. This confirms that DUE has contributed important contextual information which has strengthened the ecological validity of the usability problems. MINIMISING DISTURBING EXPERIMENTAL FACTORS:
In summary, the case study shows how DUE induces a small workload on the users, the evaluator and the developers.
Compared to conventional think-aloud testing the evaluator found DUE recordings to be much less influenced by irrelevant and disturbing factors. The most influencing disturbing factors seem to have been
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the discomfort for some users of (a) speaking to a microphone, and (b) being monitored by the Instrumentation Client. Some users say that they find it difficult to describe an issue; but in only one case a description was found to be unclear and not really understandable to the developers and the evaluator. In this case the user has afterwards explained that she—in the situation of reporting—was fiery and thus unable to explain herself.
Observed factors Evaluator, development manager, and developer’s issue review takes 2:45 minutes per issue on average. User report rate is 0.35 issues per hour on average. User issue reporting takes 1:15 minutes per issue on average. Assumptions common to example 1 and 2 Evaluator, development manager, and developers each have 30 hours available for evaluation. 30 hours / 2:45 minutes per issue ≈ 654 issues in total can be evaluated. The Instrumentation Client runs for 1 hour each workday. One month is 22 workdays. Example 1: Number of users possible (Evaluation can run for one month) 22 workdays x 1 hour x 0.35 rate = 7.7 issues per user on average. 654 issues / 7.7 issues per user ≈ 84 users. 7.7 issues x 1:15 minutes ≈ 9:37 minutes spent per user on reporting.
Concerning both being monitored and speaking to a microphone, it must be noted that the majority stated that they did not feel any discomfort. For some users, however, this discomfort can have influenced their reporting activity. In the case study, the Instrumentation Client was running for one hour a day; and only one of the user’s two screens was video recorded. One could go further in providing the integrity of the user’s privacy, for instance by letting the user go through all of his/her video recordings, and delete clips that are undesirable.
Example 2: Time span possible (10 users are representative of the end user population) 10 users x 1 hour x 0.35 rate = 3.5 issues per workday on average. 654 issues / 3.5 issues per workday ≈ 186 workdays ≈ 8.5 months. 186 workdays x 1 hour x 0.35 rate x 1:15 minutes ≈ 81:23 minutes spent per user on reporting.
Table 4. Two hypothetical examples to illustrate number of users and time span possible in large-scale DUE evaluations. The average figures in the assumptions are based on measures from the case study.
ENABLING MANY TEST USERS: Based on measures of
“time used” for users, developers, and the evaluator from the case study, we have estimated that a DUE evaluation with 84 users can be done during a period of one month with an effective work effort of one week (30 hours) by an evaluator (Table 4), a development manager, and the group of developers. The participating users will on average contribute 10 minutes each. The instruction of how to use the instrumentation client will take further 5 minutes per user. The calculation is just a rough indication as it is based upon measurements of time used from this single case study. Time spent for a DUE evaluation will be heavily dependent of the number of issues reported, which again will be dependent of the software being evaluated and the involvement of the participating users. Note, that a DUE evaluation can be scaled, even after it has been started, by connecting or disconnecting users.
A5: DUE provides an information-rich communication among users, evaluators, and developers
For better communication, it is important that the usability problems are described as accurately as possible along with information-rich contextual information. Some of the developers told how they, before DUE, often experienced that they—after having spoken with a user about a problem on the phone—had not really understood the problem. The development manager added that he and the developers also experienced difficulties in their communication about usability problems. By collecting usability issues at one easily accessible place, the Instrumentation Server, the participants had one common information repository to service everybody. The study showed that the problems were easily understood by developers and the evaluator. They emphasized the effective way of combining video clips, and the user’s spoken explanations along with their mouse pointing. Often these descriptions of the issues contained contextual information, that were valuable in understanding the importance of an issue, for instance situations with interruptions by telephone calls, and difficulties in taking up work after being interrupted.
In this case study the users could work productively during the evaluation. If the software is less mature and work only is carried out for evaluation purposes, time spent by the user must be fully accounted to the evaluation cost. In the described example in Table 4 this would be 1 hour per day, totaling 22 hours per user. POSSIBILITY OF LONG-TERM EVALUATION: The case study lasted 4 weeks demonstrating that a DUE evaluation can go on for a long time. Based on the measures of time spent by the different participants in the current case study we can estimate that a DUE evaluation with 10 users lasting 8.5 months can be carried out with an effective work effort of one week by the evaluator, the development manager, and the group of developers (Table 4). Each of the 10 users can be expected to use 1 hour 21 minutes for reporting usability issues during these 8.5 months. Again, these numbers are just rough indications.
As mentioned above, some participants were not comfortable talking to the microphone or being video recorded during work; this can limit the usage of DUE, see the paragraph Minimizing disturbing experimental factors.
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A6: DUE contributes to minimize the evaluator effect, and support a more thorough problem analysis
instrumentation with capture of screen video and voice recordings. The tool can be used for evaluation of prototypes and running versions of application software.
The detection of problems is entirely left to the users, and therefore the contribution to the evaluator effect from the evaluator’s problem detection activity is avoided. The rest of the evaluator effect, that is: (1) the evaluator’s severity rating of usability problems, and (2) the matching of similar reported usability issues as "same-as", is still a challenge. Instead we are left with a "user effect", in the sense that users identify different sets of usability problems when exposed to the same test setting [21]. With DUE we expect to meet this by involving a higher number of users, in a larger time span, than would be possible in conventional usability testing based on think-aloud protocols.
In a case study in industry DUE was demonstrated to be effective for catching important usability problems in a complex software product. The usability issues found related mainly to efficiency and satisfaction aspects, while issues related to overall effectiveness were rarely discovered. This indicates that DUE evaluations should be combined with evaluation techniques directed at identifying effectiveness issues. The contribution to the evaluator effect from the problem detection activity was partly eliminated by letting the users detect the problems. The involved stakeholders: users, developers, a development manager, and a usability expert, all expressed a high degree of satisfaction with the DUE technique. Information-rich descriptions of usability findings were stored in a common repository, which was easily accessible by all stakeholders. This served to clarify the understanding of problems and made the communication about possible solutions more concrete, avoiding many misunderstandings. The developers emphasized the usefulness of the direct and sometimes completely new insight into intricacies of the users’ work situation.
In the current study we have observed a tendency of the evaluator to rate the problems as more serious than the developers and the users. The evaluator, who was invited as an external usability expert, did only have a very brief introduction to the application domain and the users workflow. It could have been interesting to involve evaluators with a solid domain insight [6]. The task of matching usability problems as "same as" is an important aspect of usability analysis and far from an easily solved matter [13]. The repository of usability problems can to some extent support such analyses, for instance by grouping problems according to where in the application they were reported; also annotations to the problems might be to some use. But such use of the repository has not been experimented in this study.
Overall, the stakeholders assessed the quality and the validity of the DUE evaluation to be high. The important factors were the natural use context, few disturbing experimental factors, the ability of engaging many test users, and running the evaluation for a long period of time. Some users, however, reported discomfort by speaking to a microphone and by being monitored while working.
The evaluator found it easy to use the Instrumentation Server and emphasized that the issues were easy to understand—with one exception, the user reporting while fiery as mentioned above. The evaluator found it especially handy that he usually did not have to forward or rewind in the video. Starting the video clip 20 seconds before the user actually clicked for reporting an issue, established a sufficient understanding of the user’s situation. The 20 seconds worked fine and matches the “specious present” described by William James [18]. The evaluator found that the DUE evaluation seemed to have even more practical value than think-aloud testing. The provided information was vivid, informative, and convenient to use, he said.
The small workload to run a DUE evaluation makes it practically possible to perform large-scale usability evaluations, potentially revealing usability problems related to learnability as the user goes from novice to expert. Further, investigating the usability of a broad range of functionality in large and complex software becomes possible. ACKNOWLEDGMENTS
We would like to thank Dina Friis, Guðrún Hulda Jónsdóttir Johannessen, Esben Warming Pedersen, Kasper Hornbæk, Claus Topsøe-Jensen, Mikkel R. Jakobsen and Jakob G. Simonsen for valuable comments to an earlier version of this paper. Also anonymous reviewers gave many insightful comments. Special thanks go to Tobias Uldall-Espersen, the transportation company, and the software developing company—without their insight and generous cooperation this study had been impossible.
CONCLUSION
Usability evaluation draws heavily on scarce resources such as expertise in interaction design, programming, insight into the application domain and the company’s needs. Further, usability evaluation is time consuming and complex in many ways. In an effort to show that these difficulties might be reduced without compromising the quality of the evaluation work, a technique called Distributed Usability Evaluation (DUE) was designed. DUE is based on a tool with user-controlled problem detection, automation and non-intrusive
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A Study of Mobile Mood Awareness and Communication through MobiMood Karen Church
Telefonica Research Via Augusta 177, 08021 Barcelona, Spain
[email protected]
∗
Eve Hoggan
Dept. of Computer Science University of Tampere Tampere, Finland
[email protected]
ABSTRACT
Nuria Oliver
Telefonica Research Via Augusta 177, 08021 Barcelona, Spain
[email protected]
HCI domain. Our moods, however, are complex. They are affected by many dynamic factors and can change multiple times throughout each day. Our mood can have significant implications in terms of our experiences, our actions and most importantly on our interactions with other people. For example, it has been shown that when we are happy we are more likely to communicate with others, while when we are sad we tend to distance ourselves from friends and family [16]. Furthermore, it’s been shown previously that moods are often a common theme in conversations with friends, highlighting the extent to which mood plays an important role in our daily life [4]. There has been lots of research over the past decade which explores the detection, monitoring and communication of moods through physiological sensing [9, 17, 25], through automatic detection in online blogs1 ,2 ,[8, 13], status updates3 and online diaries[24]. Each approach offers a range of trade offs in terms of validity, accuracy and privacy[7]. More recently, a variety of mobile services and applications have surfaced designed to help users communicate presence information in the form of short textual messages which often convey their mood[14]. However, the majority of existing approaches to the presentation and detection of moods do not facilitate the sharing of mood information within one’s social circle or within mobile environments. Existing mobile devices allow us to sense a range of contextual factors such as location, time and activity of users. Mobile handsets provide a great opportunity to capture information in-situ and gather feedback from users while onthe-move. Given the increased popularity of social mobile awareness applications such as Loopt4 and BrightKite5 , mobile users may also be interested in sharing moods with each other and may actually be able to positively impact each other’s moods. Furthermore, given their role as personal communication devices, mobile phones are a natural choice for sharing and communicating moods with others. In an effort to address the gaps in existing literature and to answer a series of research questions related to explicit mood sharing, communication and mobile awareness, we present the results of a live field study of a mobile application called MobiMood. MobiMood is a social mobile awareness application which allows users to submit and share moods and their associated mobile contexts with friends and others
Recent research shows that there has been increased interest in investigating the role of mood and emotions in the HCI domain. Our moods, however, are complex. They are affected by many dynamic factors and can change multiple times throughout each day. Furthermore, our mood can have significant implications in terms of our experiences, our actions and most importantly on our interactions with other people. We have developed MobiMood, a proof-of-concept social mobile application that enables groups of friends to share their moods with each other. In this paper, we present the results of an exploratory field study of MobiMood, focusing on explicit mood sharing in-situ. Our results highlight that certain contextual factors had an effect on mood and the interpretation of moods. Furthermore, mood sharing and mood awareness appear to be good springboards for conversations and increased communication among users. These and other findings lead to a number of key implications in the design of mobile social awareness applications.
Keywords Moods, emotions, mobile computing,awareness, social context, location, mobile interaction, field study
Categories and Subject Descriptors H.5.2 [Information interfaces and presentation (e.g., HCI)]: User Interface - Evaluation/methodology
General Terms Design, Experimentation, Human Factors
INTRODUCTION Recent research shows that there has been increased interest in investigating the role of mood and emotions in the ∗This project was carried out while Eve Hoggan was an intern in Telefonica Research.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16-20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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See See 3 See 4 See 5 See 2
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the market. Loopt7 or BrightKite8 enable social serendipitous encounters and keeping track of what your friends are doing. Google and Yahoo also provide generic location sharing services (Latitude9 or Fireeagle10 ), along with readily available APIs that support development of location-aware mobile applications.
while on-the-move. It supports mood sharing in a similar way to microblogging services such as twitter6 , which allows status updates to be submitted and shared easily and quickly in the form of short snippets of text. In this paper we describe the MobiMood application and present the results obtained from a 2-week field study involving 15 users, split across 5 social groups. The findings of our field study lead to a number of important implications in future mobile social awareness applications.
Mood awareness
RELATED WORK MobiMood supports explicit mood sharing and awareness among groups of friends while on-the-go. Aside from mood, MobiMood also allows users to share other forms of context including location, time and social context (i.e. who I’m with). As such we have identified a number of related threads of research that belong to the general category of mobile social presence [3].
Location awareness While there has been several research projects that aim to connect electronic information to a physical location, e.g. GeoNotes [18], ActiveCampus [10], and UrbanTapestries [12]. In more recent times, focus has switched from tagging of locations to location sharing. For example, researchers working at Intel’s PlaceLab project have explored explicit sharing of location information in social communication using a prototype called Reno[22]. The goal of the Reno prototype was to understand how people leverage social context in mobile environments to share location. The authors carried out a small-scale pilot study with 7 early adopters using Reno over a period of 5 days. Their preliminary results showed that Reno facilitated more effective communication using a simple approach to disclose place. In [1], Barkhuus et al. described Connecto, a locationaware mobile application that allows location tagging and sharing among social groups. In a live field study the authors found that Connecto was used to express moods, lifestyle and events as well as location information. The authors highlight how the application allowed participants to ‘tell a story’ and express feelings relating to each others perceptions of each other. The WatchMe prototype[15] is a watch-based mobile communications device designed to support awareness and initiate communication among users. WatchMe supports multiple communication modes (text messaging, voice, etc.) and uses the display of photographs as emotional references to show users that others are thinking about them. The prototype supports sharing of location and activity information. In [2], Belloni et al. focused on mobile social awareness in the context of commuting. Through a web-based mobile interface users could explicitly self-report their current location, receive a list of train times in real time and find out which of their friends are in the same train as them. Through an informal study involving a group of 4 people, the authors found that users exhibited very different behaviours depending on their level of acquaintance with the person in question. For example, in some cases, users openly encouraged more interaction with their friends, in other cases, they avoided any form of interaction. More recently, commercial applications have appeared on 6
See
http://www.twitter.com
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Microblogging services such as twitter provide insights into how and what people are doing. Although such services were not designed with mood in mind, recent results show that a high percentage of entries are in fact mood related, (e.g. in Twitter see: [5]). There have also been some projects that support explicit mood sharing. For example, the MoodJam project11 from the Human Computer Interaction Institute at Carnegie Mellon University provides a visualization of moods and other peoples moods based on colored strips and words. Users choose colours that feel most appropriate to them, thus creating a personalized mood representation. The website allows users to keep a record of their moods, to learn about mood trends and to share moods with others. The goal of the project is to increase mood awareness among users and groups, however, it should be noted that the project is desktop and no consideration has been given to mobile users. Nokia developed the Context Watcher application [11] with the goal of making context tracking, storage and use easy for users. The application runs on series 60 phones and allows context sharing with family, friends, colleagues, etc. The application supports explicit mood input as one form of context (along with location, activities, body data, etc.). The eMoto [23] prototype developed by Sundstr¨ om et al. supports mobile emotional messaging and communication through a series of emotion related gestures which are then mapped to a series of shapes, colours and animations. The authors carried out a user study with 5 participants and 5 friends as spectators, in which users reported on their friendships, the social experience and reactions to the emotional messages they received. Their results showed that emotional communication was not simply transferring information plus emotion from one person to another, but that the system must provide support for the sometimes fragile communication pattern that occurs among friends. They also found that users wanted their own personal ways of expressing themselves to one-another. Shirazi et al.[21] focused on sharing emotions through selfcomposed ringtones on mobile handsets. These melodies are used to share information about emotion is an easy and nonobtrusive manner. The authors carried out a preliminary user study involving 12 participants, the results of which highlight that these personal melodies have a stronger impact than pre-composed or downloaded melodies in terms of conveying mood or emotion. However, at the receiver end, users did express concerns regarding (1) misinterpretation of the melodies and the message it was trying to convey, (2) social embarrassment and (3) a lack of control. There are also a number of commercial mobile applications that support manual mood input but the majority do not support sharing of moods among friends/groups, e.g. 7
See See 9 See 10 See 11 See 8
http://loopt.com, last retrieved Aug 2010 http://brightkite.com/, last retrieved Aug 2010 www.google.com/latitude, last retrieved Aug 2010 http://fireeagle.yahoo.net/, last retrieved Aug 2010 http://moodjam.org/, last retrieved Aug 2010
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Mood of the Nation12 , My-Mood13 , and MoodSense14 . Although there has been some work that explores mood sharing in mobile environments, work to date has been limited with little focus on the role that mood awareness plays on communication in dynamic mobile environments or the impact that explicit mood sharing in social groups has on increasing awareness among users. By creating an application solely for the purpose of sharing moods within social groups we can study: (1) the impact on awareness and (2) the role of explicit mood sharing has on communication and in particular whether communication is initiated based on knowing the mood of others. As such the key contributions of this paper are as follows:
some degree. Each mood category is also associated with a different colour based on those established by Wexner: bluesad, green-energetic, purple-tense, red-angry, yellow-happy [26]. We chose orange for the custom mood (see Figure 1b). To input a mood, the user presses one of the buttons at the bottom of the screen and a bubble will begin to grow in the rounded box in middle of the screen (Figure 1a). The longer the user holds their finger on the button, the bigger the bubble will grow. The size of the resulting bubble is mapped to the intensity of the mood (1 to 10, where 1 is represents the lowest intensity and 10 represents the highest intensity). The intensity is also displayed on a progress bar so that more absolute feedback is provided. For example, if the yellow button is pressed and held until the bubble grows to its largest size, the participant’s mood is considered to be ‘happy’ with an intensity of 10.
1. An examination of how explicit disclosure of mood increases awareness and communication among groups of mobile users through a live field study in-the-wild.
Contexts
2. A set of design implications for future social mobile awareness applications.
Once the user has selected a mood and intensity level, he/she clicks ‘next’ and is taken to the context-input screen. On the context-input screen users record their situational and social contexts. The situational context allows us to determine more about the location of the user and is given by selecting one of four options: at home, at work, commuting, other. The social context 17 allows us to determine more about who the user is in the presence of when submitting a new mood. The social context is introduced by selecting one of six pre-defined options: friends, family, alone, partner, colleague, other. In addition, we log the device ID, the date and time and the physical location (in latitude/longitude form) of each user. By logging the physical location of the user we can map meanings to the situational contexts.
MOBIMOOD MobiMood is a proof-of-concept research prototype that enables groups of friends to share their moods with each other while on-the-move. The prototype consists of two components: (1) an iPhone application that allows users to record and share moods as well as comment on the moods of others; (2) a server that synchronizes and stores all mood details in the MobiMood database15 . The server forwards an up-to-date list of all moods to the mobile application. The server also consists of an email and SMS notification facility that informs members of the appropriate social network about new moods and new mood comments from friends. In addition, the server logs all interactions between the user and the iPhone application for off-line analysis of behaviour.
Mood Lists After submitting a mood, the user is presented with a list of the last thirty moods of their friends. The mood lists shows the name of the user who submitted the mood, the mood (in both textual and colour format), the date and time and the situational context. By using the tabs at the bottom of the screen, the user can also view their own previous moods (My Moods tab) or the moods of everyone else (Everyone tab) (see Figure 1c). Users can view the details of any of the listed moods by double-tapping on the mood in question.
Mood Entry When users launch the MobiMood application, they are presented with a mood input screen. The mood input screen shows six different coloured buttons at the bottom of the screen, each representing a different mood. Users can choose from one of five standard moods (sad, energetic, tense, happy and angry) or they can input their own custom mood, e.g. ‘bored’, ‘very excited’, etc. The standard moods are derived from a subset of moods found in Russell’s Circumplex of Affect [19] and XMPP [20]. Russell’s Circumplex is widely used in psychology and XMPP is a common standard used in Web based social applications. Both contain a similar set of moods16 . The Circumplex Model of Affect proposes that all affective states arise from two fundamental neurophysiological systems: one relates to valence (a pleasure - displeasure continuum) and the other relates to arousal or alertness. Each mood can be understood as a linear combination of these two dimensions, i.e. varying degrees of both valence and arousal. We chose a set of standard moods from each of these dimensions. By allowing users to set numerical values for each mood we could still capture opposing moods to
Supported Interactions This mood detail screen (Figure 1d) provides more details about each mood. The detail screen lists the user’s name, the mood, the date and time submitted, the intensity of that mood as well as any comments submitted by the users friends about the mood. This screen also includes 3 buttons that allow a user’s friend to interact with the mood entry. These buttons include an ‘add comment’ button, a button which initiates a phone call to the user in question and a button which initiates an SMS. The inclusion of these buttons allowed us to assess if mood sharing increased awareness and communication via comments, SMS messages and phone calls within the application.
12
See http://www.moodofthenation.net/, last retrieved Aug 2010 See http://bit.ly/dCFRlQ, last retrieved Aug 2010 14 See http://bit.ly/9uKEVZ, last retrieved Aug 2010 15 We use Apache for the server requirements and all data is stored in a MySQL database. 16 Related moods by Paul Ekman: http://en.wikipedia.org/ wiki/Paul_Ekman, last retrieved Aug 2010 13
USER STUDY In this section, we describe the results of a live field study of the MobiMood prototype with a focus on designing social 17
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Figure 1: Screenshots of the MobiMood application. sionals working and socialising together in Swansea, UK18 .
mobile awareness applications. Before conducting the field study, several pilot tests tool place in-house to evaluate the application design and the experimental methodology. The results of which led to several iterations of the MobiMood prototype with the final version shown in Figure 1. Note that in this study we were more focused on understanding the interesting and dynamic behaviours that emerged from using the MobiMood prototype in-the-wild rather than examining the usability/interface design of the prototype.
Group # Users # Male # Female Country
1 3 2 1 Scotland
2 2 2 0 USA
3 3 2 1 Italy
4 2 1 1 Scotland
5 5 4 1 Wales
Table 1: Details on the MobiMood participants
Participants
Procedure
To take part in the user study, participants needed to own an iPhone and be part of a group willing to participate in a 2-week study where they input and share their moods with friends. We chose to study the use of MobiMood in five close-knit groups who lived, worked and studied in different countries around the world. In total, 15 participants took part in the study (11 male and 4 female), ranging in age between 23 and 43 years (avg=28.6). The participants had a diverse set of occupations, including a journalist, a teacher, solicitors, IT professionals and students.The participants were given a small incentive of £20 for taking part and a £200 raffle was held at the end of the study and given to one participant. Table 1 shows more details about each of the five groups: number of users per group, the ratio of males to females and the country of origin for each group. Group 1 consisted of three young professionals from Glasgow, UK, two of which knew each other after having been flatmates previously, and the other was the partner of one participant (and well acquainted with the other). Group 2 consisted of two computing science PhD students from Indiana, USA, who work together in the same lab and often socialise with each other. Group 3 consisted of three professionals from Rome, Italy. Two of these are married and the other is a family member. Group 4 was made up of two young professionals in a longterm relationship with each other from Glasgow, UK. Lastly, group 5 included five members all of whom are young profes-
Before the field study began, users completed a pre-study questionnaire and installed the MobiMood application. The pre-study questionnaire was used to gather basic demographic information, details about their use of online social network sites as well as information about their moods and the factors that contribute to their moods. The live field study took place over two weeks in August 2009. During the study, we collected a series of log data for post-task analysis which included: listings of the calls and SMS sent between participants19 , the time, location, type and intensity of each submitted mood (participants could choose to omit their location data), what moods were viewed, comments on moods as well as whom the participants were with at the time of mood entry. Finally, participants were asked to complete a post-study survey to gather subjective information on their 18
Although the groups in this study represent relatively small samples, we focused on groups of users with close friendships rather than larger sample groups with less intimate relationships. If such an application was integrated with larger online social networks such as Facebook, we might expect the interaction to increase, especially given that users of online social networks would be able to select only the peers they want to interact with within an application like MobiMood. See http://bit.ly/awjxuu, last retrieved Aug 2010 19 Note that we could only count calls and SMS message initiated from within the MobiMood application
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Figure 2: Distribution of moods and average number of moods per user across custom and standard mood entries.
Figure 3: Moods submitted per user per group.
experiences with the application20 . In an effort to maintain the motivation amongst participants, the ability to view moods was restricted. MobiMood only allowed users to view other moods and associated comments once they had submitted a mood. One of the issues with evaluating social applications is that often they need to reach some mass level of usage before the system can be useful to users. Our study was relatively short and we wanted to ensure that enough mood entries were collected and shared. Given the natural imbalance that exists between producers and consumers of content within social systems its unlikely that these behaviours could emerge so quickly/naturally in a short time-frame. Furthermore, participants had to submit at least 15 moods before being able to see the submitted moods and comments of everyone in the study. Prior to this, participants could only view and comment on their own moods and those of their friends. At the end of study, we provided two visualizations of submitted moods to all users: one visualization at the group level and a second visualization showing the moods of all 15 participants over the 2-week period. We used email and SMS notifications to keep users informed of the interactions of others within the study21 . Whenever a participant submitted a new mood, all of the participant’s friends received an email notification. When a comment was added to a particular mood, the participant who originally entered that mood received an SMS to inform her of the new comment.
RESULTS Basic Usage Results In total, participants submitted 311 moods over the 2week period. 112 were standard moods (36%), while 176 were custom mood entries (56.6%)22 . Figure 2 shows the
Figure 4: Custom moods classified according to Russell’s Circumplex Model of Affect. distribution of mood entries per type as well as the average number of moods per user. Of the custom moods, 103 (58.5%) were unique custom mood entries, indicating that diverse sets of custom moods were submitted by participants. The most common standard mood was “happy” and the least common was “sad”, suggesting that users tend to share their positive emotions more easily than their negative emotions. We found an average of 20.1 submitted moods per participant (stdev=9.4) and an average of 62.2 moods per group (stdev=35.4). Figure 3 shows the number of moods submitted per user per group. We can see that even groups with only 2 participants (e.g. group 4) generate a high number of mood entries (> 70 moods submitted).
Custom Moods We found that 14 of the 15 participants submitted at least one custom mood, resulting in an average of 12.6 custom moods per user. When we looked more closely into the custom moods, we found 3 types of custom mood entries: (1) basic moods, e.g. “tired”, “excited” and “rushed”. 77% of custom moods fell into this category; (2) status or activity related moods (16% of the custom moods), e.g. “hating busy
20
Both pre and post-study surveys were carefully designed to include questions that would allow us assess participate reactions to an application such as MobiMood. 21 Emails are a common notification mechanism used in many social applications e.g. Facebook informs its users when friends comment on status, tag photos, etc. Note the email did not include a link to the application so if users did access MobiMood after receiving an email it was to interact in other ways, e.g. to post comments. 22 The type of the remaining 23 mood entries (i.e. standard or
custom) is unknown. The type is unknown for mood entries where the user did not want the application to track their location. We will discuss this later in the paper.
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hot slow bus in the rain” and “looking forward to yoga”; and (3) combination moods, made up of a combination of a basic mood followed by a description of why the participant was in a particular mood: e.g., “grumpy (about going back to work)”, “glad, Monday done”, and “bored (of big brother!)”. 7% of custom moods fell into this category. In an attempt to better understand the custom mood entries, we manually classified all custom entries according to Russell’s Circumplex Model of Affect. Figure 4 shows the percentage of custom moods that fall into these dimensions. We find a total of 62.5% of the moods are actually unpleasant, and 62.2% fall into the deactivation dimension. Note that although we earlier found a very low occurrence of the explicit sad mood, we do find that users expressed more negative moods in their custom mood entries. In future work, we plan to investigate why and how users are ready – or not – to communicate these more negative moods with the goal of understanding how users might be persuaded to share their mood even when they are sad. We also find 50 (almost 30%) of the custom mood entries (out of the 176 that could be classified according to Russell’s model) are related to tiredness, implying that there are some patterns in the custom moods submitted. This is an area we’d like to explore further as part of future work.
Figure 5: Percentage of mood types by location.
Context and Mood We explored two different types of context in the MobiMood study: (1) location and (2) social context23 . The most popular location context chosen by participants was “home”, with 41.6% of all moods submitted at this location by 14 of the 15 users (average 9.3 moods submitted per user at this location). According to the answers from the post study questionnaire, users accessed the MobiMood application at home because there were often “at a loose end” and had more time to interact with their device. It was difficult to assess fully the effect of location on the moods experience by users given the volume and diversity of “custom” moods, however, as shown in Figure 5, we did identify a number of trends and correlations. For example, when the majority of participants recorded their location as “at work”, energetic, sad and angry levels were considerably lower (1.6% of moods at work were energetic, sad and angry), while “tense” (9.8%) was chosen more often. Whereas when location was set to “home”, energetic levels were higher. When we asked users if the location labels (i.e. at home, at work, commuting, etc.) attached to moods helped them to understand more about their friends’ moods, 11 users answered yes while the remaining 4 said no. Of the users who answered yes, their reasons included: “I can see how these effect my friends moods”, “they gave clues to what might be causing peoples moods”, and “if it was just angry it would be hard to know why they were angry without asking why but by adding commuting you would know that it was either delays/too many people etc.”. The users who reported no felt that not enough context was provided with just these labels, e.g.“too much variety of possible scenarios”. In terms of the social context associated with mood entries, we found that users submitted most of their mood entries when they were alone (35.5%). We found that 13 of the 15 users submitted moods while alone, with an average 8.5 moods submitted per user in this social context. Fig-
Figure 6: Percentage of mood types by social context. ure 6 shows the social contexts associated with individual moods. Interestingly, there were absolutely no recorded sad moods when participants were with friends or their partners and no angry moods submitted with family or their partners. Furthermore, a considerably higher number of custom moods were submitted when participants were alone (49% of custom moods). When we asked participants if the social context helped them understand more about their friends’ moods, only 7 (46.7%) answered yes. Of the users who said no, most felt that not enough additional detail was provided with these labels, e.g. “They did slightly but if at work i would assume they were with colleagues or at home it would usually be alone” while other users reported not noticing these labels as often, e.g. “didn’t really notice”. Based on initial user responses, it appears that the social context had less of an effect than location in terms of understanding why someone was in a particular mood. However, as mentioned previously, given the large volume of custom moods this is more difficult to assess. As part of future work we’d like to explore alternative interfaces for conveying such context to the end user which would enable us to assess fully the impact and effect of location and social context on mood sharing and mood awareness.
Sharing and Viewing Moods
23
One of the core features of MobiMood is to allow users to share moods among friends. In the pre-study question-
Social context in this regard refers to who the person is with when they submit their mood.
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ing that I could see everyone’s moods”, the results of the study show that all participants frequently attempted to view the moods submitted by strangers. On average, each participant attempted to view the list of everyone’s moods 13 times (min=1, max=61, stdev=13.9). Of the users who accessed the list of everyone’s moods, we found that 7 participants clicked on individual mood entries to access further details. On average, these 7 participants viewed an average of 6 specific moods submitted by strangers (min=1, max=26, stdev=26). These results indicate that our participants were quite curious to know what other users where doing, despite not being in the same social group.
naire we asked participants how they felt about the prospect of sharing their moods with others, while in the post-study questionnaire we gathered qualitative feedback about their experiences in sharing their moods during the study. Interestingly, we found differences in responses before and after using the MobiMood application. In the pre-study questionnaire we found users more reluctant towards sharing mood information with others. For example, in the pre-study questionnaire we asked users if they would like their mobile phone to be able to track their mood. 7 of the participants responded yes for reasons such as curiosity and the ability to track changes over time; 1 participant said no, while the remaining 7 participants said that it would depend on factors such as privacy and accuracy of the mood captured. When asked if they would like to be able to see their friend moods via their mobile phone, 10 participants said yes, mentioning curiosity again as a reason for it. One participant said, “It would make me feel more connected to them”; 3 participants said they would not like to track their friends’ moods with mobile phones, while 2 participants said that it would depend on the specific mood of their friend. We also asked participants if they would like their friends to be able to see their moods. In this case, the responses were less positive: Only 5 participants said yes. One participant stated: “I like talking about moods to people. There’s usually a story behind them!”; 8 participants said it would depend on factors such as the particular mood they were in; while 2 participants said no indicating that they would not wish to reveal more negative moods to their friends. For example, one participant commented: “sometimes hiding a bad mood is a good idea”. In the post-study questionnaire, users reactions to mood sharing were more positive. For example, in the post-study questionnaire, all 15 participants rated “viewing their friends’ moods” very highly (median=524 ) and likewise participants rated “liking the fact that friends could view their moods” also highly (median=4). Furthermore, based on the usage statistics we found that each participant viewed an average of 10.6 specific mood entries submitted by their friends (min=1, max=31, stdev=7.8). These positive findings are strengthened further when we asked users to tell us about their experiences in using MobiMood. Overall, participants indicated that sharing their moods and viewing the moods of friends’ as a positive feature of the application. For example: “I like being able to see how my friends are feeling.” and “Seeing how other people were doing was interesting, and is often lacking from other social networking apps”. As mentioned previously, the MobiMood application also allows users to view the moods of everyone within the application, i.e. the moods of people who are not within their social circle. We found that the users’ reactions to this feature was quite negative both before and after the user study. Almost the same number of participants (13 vs. 12 in the pre and post-study questionnaires respectively) stated that they would not like strangers to be able to view their moods. In both cases, participants raised privacy as their main concern: “because it’s something that is open to misinterpretation and abuse”, “mood its private or for close friends” and “it’s not really any of their business!”. However, although participants did not wish strangers to see their own moods and indicated that they were indifferent in terms of “lik-
Mood and Communication As part of this research, we were interested in determining whether the expression and sharing of moods prompts communication between users. That is, if you know your friend is in a particular mood are you more inclined to contact them? Most of the participants indicated that they liked being able to associate comments with moods (median=4). However, despite very positive subjective reactions to the comments facility, at the end of the 2-week study, participants only entered a total of 28 comments on submitted moods – an average 1.9 comments per person. Some of the questionnaire responses indicated that an improved mechanism for commenting may have facilitated more comments: For example, “I like being able to see how my friends are feeling. I also like the ability to comment on other people’s moods”. We found a similar trend in terms of the SMS/Call communication facility provided by Mobimood. For example, one user commented the following as what they liked most: “The integrated SMS/commenting feature. It meant that when I saw someone in a sad or negative mood I could instantly send them a text to offer support. It made me feel closer to my friends”. However in terms of actual communication, there were only 17 calls and 7 SMS messages25 recorded between friends throughout the 2-weeks. This suggests that users did not use MobiMood to communicate with each other regarding their moods. Given that we used email and SMS notifications informing participants when their friends submitted new moods and comments to existing moods, we hypothesized that users may carry out communication about their moods outside of the MobiMood application. In order to determine if this was the case, we asked participants in the post-study questionnaire if they initiated or experienced any communication about MobiMood outside of the application. Overall, 12 (80%) participants indicated that they utilised communication regarding their moods outside of the MobiMood application: 3 participants said they spoke about their moods via email, 3 participants phoned their friends, 4 sent SMS messages, 2 communicated through instant messaging systems and 1 participant engaged face-to-face conversations. Therefore, it appears as though sharing moods was a successful facilitator for communication outside of the MobiMood application. One participant said, “I liked being able to see my friends’ moods, and due to the fact that moods are generally one word (‘excited’, ‘happy’, ‘sad’, etc), it made me intrigued as to why they were feeling that way and what they were doing. It was a good catalyst for a conversation 25
We did not log any communication (e.g. phone or SMS messages) that took place outside of the MobiMood application.
24
Ratings were on a 5-point likert scale, where 1 indicates strongly disagree and 5 represents strongly agree.
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with a friend, to see how they were”. Another user commented: “one of my friends using mobimood was a colleague, so it kind of became a ‘back-channel’ form of office communication, with the moods (‘frustrated’, ‘accomplished’, ’‘annoyed’ etc) having a shared meaning”. Also, “It made me think about their context. From my knowledge of what they were doing I was trying to guess why they applied a particular mood. From some mood messages we started conversations and this was nice”. We also explored whether the users context impacted a users willingness to engage in communication. We found that location context does have some effect on the willingness to communicate with no calls or SMS messages sent when location was set to “work”. All communication occurred when users set their location to “home” or “other”. However, 11 participants (73%) indicated that the location of a user did not affect the type of communication they would use. If a user‘s location was set to “work”, only 4 participants stated they would not call or SMS the person but they would choose a more subtle form of communication through comments or SMS. Conversely, if the location was set to “home”, participants felt comfortable calling their friend to discuss their mood. In the words of one participant, “if at work I would know not to call, a text or comment would be best or if at home would be fine to call”. The effect of social context was less important: 13 users said that the social context would not alter their willingness to interact. In other words, they would still call or send an SMS to friends even if their friends were in the company of others. However, one participant mentioned that “if (friends were) alone I would prob(ably) call”. Overall, participants found sharing moods to be a good springboard for conversation.
Figure 7: Sample visualization provided to participants at the end of the study. ticipants were provided with two mood visualizations; one for their group and a second visualization for all users across the 2-week study period. Figure 7 shows the visualization for everyone, i.e. all participants averaged over the 2 weeks. When asked how participants felt about this visualization, 13 participants said it was useful and some of the explicit comments made by participants related to increased awareness. For example, “It was cool to compare it to the public one. Also interesting to see that we all used the custom mood the most”, “I liked the look of it, and it’s fun to see how you fit in.”, and “I seen that the moods most used was custom and that suggested me that everyone likes to tell precisely how they feel”. Thus the usage results combined with answers to the questionnaire suggest that not only did MobiMood help users to become more self aware of their moods; it also supported awareness among friends and family.
Mood and Awareness Over the past two years there has been explosive growth in status update and microblogging tools that provide users with the ability to share private information about their daily lives, their experiences, their interactions and their feelings. Recent work has look explicitly at whether we can discern “moods” or “feelings” from social awareness tools such as twitter. For example, researchers from the University of Vermont have looked at using twitter as a type of collective mood ring, by analyzing tweets and deciphering the general mood of the public26 . Instead of focusing on implicit detection of moods in this manner, the goal of the MobiMood user study was to see how explicit mood sharing while on-the-go could increase awareness among groups of mobile users. In the post-study questionnaire, we asked users to tell us in their own words about their experiences with other peoples’ moods. Interestingly, when asked this question, some users made explicit connections between mood sharing and increased awareness. For example, “It made me more aware of how my friends were feeling and more likely to drop them a text if need be.”, “It was in some cases insightful to know how someone was feeling” and “It added a bit of awareness. I think its nice to know when friends are happy or stressed”. These results indicate that explicit mood sharing in-situ appears to have impacted on awareness in a positive manner. As well as attempting to increase awareness with the MobiMood tool, we also used external visualizations as an means for increasing awareness. At the end of the user study, par26
See
http://nyti.ms/1I0Ern,
KEY IMPLICATIONS Designing social applications is a difficult task[6] and when social applications are deployed in a mobile setting the environment becomes even more challenging. The live field study of MobiMood has led to a number of key implications in the design of mobile social awareness applications.
Self-expression is important In order to increase awareness within mobile groups, users must first feel like they can express themselves fully within their group and within the application. It’s important to remember that in social applications, people are the content 27 , and users of social services like to control how they express themselves and how that expression is interpreted by others. As mentioned earlier, a large proportion of mood entries were “custom” moods (almost 60%). The participants’ tendency to express their moods through the “custom” option suggests a need to express more information. In terms of expressing moods, the post study questionnaire revealed that participants would have liked to have more control over mood categories. One approach in future version of MobiMood could be to allow users to submit a combination of moods or to include a description with each mood to enable users to explain their choice of mood. Although this find27
“A social interaction design primer”, See: last checked Aug 2010
last retrieved Aug 2010
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ing is relevant to many social systems, providing innovative approaches to self-expression is particularly important when sharing information such as mood due to the intimate and complex nature of the information behind shared. One of the key challenge in providing rich self-expression capabilities in mobile environments relates to interface and interaction limitations. Touch-based interaction is a very personal modality and as such may be ideal for communicating certain moods or emotions. Another form of enriching the self-expression experience would be to incorporate sounds, haptics and images so users really feel like they have control over what they to reveal and to who.
easily find the content of interest and easily act upon that content. And providing notifications in social applications of this nature is important because it helps to keep users informed of the interactions of other users. We used visualizations at the end of the user study to help users reflect upon the mood of others within the study. Ideally, the MobiMood application would have included support for provide end-users with real-time, interactive visualizations of their moods and the moods of their group. Although this feature is not implemented in the current prototype, such visualizations could potentially increase awareness and self-reflection.
The Need to Highlight Context
Enhancing communication Given that mobile phones are used primarily as a communications device, social mobile awareness applications provide a unique opportunity to provide end users with an arena to collaborate and communicate with friends and other users while on-the-move. Perhaps the most interesting results from our user study arose from the use of MobiMood as a communication facilitator. We found that MobiMood generated a lot of conversations between users, with 12 users communicating even outside the application through email, SMS, phone calls, faceto-face conversations and instant messages. Furthermore, by providing users with a range of communication options we’re bridging the gap between these virtual and real worlds, between indirect communications like commenting towards direct communication and increased interaction. An important point to consider when facilitating communications within social mobile awareness applications is that the choice of communication channel used by end users tends to reflect intent and the type of awareness desired. This is especially true when communicating more intimate and personal information such as ones mood. For example, email is considered a good form of communication that supports one-to-one and one-to-many communications where the recipient can respond at their own convenience. SMS is mostly one-to-one, quick and easy to use and tends to be less invasive than phone calls. SMS supports a type of “I want to let the other person know I’m here but I don’t want to bother them”. Although phone calls can be invasive to the receiver they support more social dynamics of face-to-face type conversations and tend to be used in situations were an immediate responses is desired or needed or in situations that are more personal in nature. As such when designing social mobile services, designers should clearly identify the communications channel they wish to support, taking into account the intent of end users, the intimacy of the information being shared, as well as the advantages and disadvantages of that choice of communications channel.
MobiMood supports two explicit forms of context to go alongside the mood entries; (1) location and (2) social context. The location context in particular provided users more information so they could interpret or understand more about their friends’ moods. However, it was clear from some user comments that even with these contextual labels, not enough detail/clarification was provided and in some cases the labels were not explicit enough. Once again, although this finding is relevant to many context-aware applications, providing rich contextual information is even important when sharing moods among users due to the complex nature of moods and emotions. Users expressed a need and desire to know more about the context of their friends moods so they could better interpret and empathize with the moods expressed by their peers. The goal behind awareness applications is to provide users with a deeper understanding of a remote persons actions, activities or in the case of MobiMood, feelings. One of the key challenges is how to provide novel, rich and fun interfaces/interaction modalities to enable users to convey contextual information to their friends. There is room for improving the interface and input mechanism for conveying such context in the MobiMood prototype which would in turn enable us to assess fully the impact and effect of location and social context on mood sharing and mood awareness. As mentioned earlier haptics, gestures and persuasive UIs could all be explored to highlight context and help users interpret the moods fully thus improving awareness.
Interactions & Social Visibility One of the key findings of the MobiMood user study is that curiosity about our peers’ whereabouts and activities seems to be part of human nature. Participants were not only interested in their friends mood; they were also interested in the moods of strangers. MobiMood relied on users updating or sharing their moods with one another. Some users commented on forgetting to update their moods while busy. These users explicitly indicated that it was not that they didn’t want to update, they just forgot until an email reminder appeared. For example, “I did have trouble remembering to update it while being busy. If I saw more updates from my friends in my email I would have been reminded to update more often I think. I think in the future if you have larger groups so that more updates are sent people will remember to update more often.” To overcome the typical cold-start problem associated with social applications, there must be some social purpose (in our case mood sharing), there must be interaction and there should be social visibility. Mobile social awareness applications must engage users. Users need to be able to easily interact with the application,
SUMMARY AND FUTURE WORK We have presented MobiMood, a proof-of-concept research prototype which supports sharing of moods among groups of friends while on-the-move. We carried out a 2-week live field study (involving 15 participants split across 5 groups) that focused on explicit mood sharing and it’s impact on increasing awareness and communication among users. Our results highlight that mobile users enjoyed the ability to share moods with friends and that this sharing process facilitated a number of interesting conversations outside of the application. We also found that certain contextual factors
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had an effect on mood, willingness to interact and the interpretation of mood. Based on our results we highlighted a number of important implications in the design of future social mobile awareness applications. We are currently investigating a number of avenues of future work related to the MobiMood prototype. We believe there is more interesting work to be done in the area of mood awareness and it’s affect on our social interactions. We are developing an improved version which incorporates some of the lessons we have learned. We plan to carry out a longitudinal field study involving more participants and more social groups. We would like to explore the social context of moods in more detail, to investigate how to facilitate more fruitful communications and conversations among users and how improving self-expression can impact on awareness within social circles.
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ACKNOWLEDGEMENTS We would like to thank all the participants of the study and thanks to the NordiCHI reviewers who provided interesting insights and improvements for the final version of the paper.
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Engaging Spect-actors with Multimodal Digital Puppetry Céline Coutrix1, Giulio Jacucci12, Anna Spagnolli3, Lingyi Ma1, Matti Helin1, Gabriela Richard4, Lorenza Parisi5, Stefano Roveda6, Prayag Narula1 1 Helsinki Institute for Information Technology HIIT, Aalto University
[email protected] 2 Department of Computer Science, University of Helsinki,
[email protected] 3 HTLab Dept. of General Psychology University of Padova,
[email protected] 4 Educational Communication and Technology, New York University
[email protected] 5 Facoltà di Scienze della Comunicazione, Università di Roma “La Sapienza”
[email protected] 6 Studio Azzuro,
[email protected] ABSTRACT
spectators are invited to act in this fictional space, a truly engaging experience co-created by the puppeteer and the spectators can arise. Thus, spectators are not just passive recipients of the storytelling, but become active characters in it – spec-actors in short.
We present Euclide, a multimodal system for live animation of a virtual puppet that is composed of a data glove, MIDI music board, keyboard, and mouse. The paper reports on a field study in which Euclide was used in a science museum to animate visitors as they passed by five different stations. Quantitative and qualitative analysis of several hours of videos served investigation of how the various features of the multimodal system were used by different puppeteers in the unfolding of the sessions. We found that the puppetry was truly multimodal, utilizing several input modalities simultaneously; the structure of sessions followed performative strategies; and the engagement of spectators was co-constructed. The puppeteer uses nonverbal resources (effects) and we examined how they are instrumental to talk as nonverbal turns, verbal accompaniment, and virtual gesturing. These findings allow describing digital puppetry as an emerging promising field of application for HCI that acts as a source of insights applicable in a range of multimodal performative interactive systems.
The animation of digital objects or digital puppets does incite imagination of spectators in a particular way. Spectators interacting with such digital “beings” enter also a fictional space. Digital objects can be animated in many different ways and can be transformed in real time to provide novel possibilities for engagement and co-creation. Computer-mediated puppetry has been used mostly for animation production purposes and not for live public performances. In contrast, in this paper we focus on live digital puppetry with live audience using real-time multimodal animation as a promising area of application for engaging spectators. We describe a concrete system, Euclide, installed in a science museum in Naples, Italy. Euclide utilizes multimodal inputs: a data glove, a standard keyboard, a MIDI keyboard, and a mouse (see Figure 1, left). The system has a control center from which the puppeteer operates five different stations at the museum (see Figure 1, right). These are audiovisual output installations for the digital puppets, monitored by a camera and microphone. The puppeteer is able to switch between stations swiftly and choose to interact with passers-by. We are interested in characterizing the interactive and performative aspects of this application area by describing its three following elements:
Author Keywords
Multimodality, performative interaction, engagement, cocreation, virtual puppetry, field study, museum. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Puppetry is a 30,000-years-old art [4]. Most puppetry involves storytelling, and its impact is determined by the ability to create a fictional space for the spectators that has aspects in common with magic and with play. If the
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How the puppeteer makes use of the complex multimodal system,
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The interaction sessions in their structure and lengths on this example of a non-work related interaction,
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How engagement is co-constructed by the puppeteer and “spect-actors”.
Others elements that are of interest are left for future work, such as considering the social context and the meaning making process. Those elements compose are what makes
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Figure 1. Puppeteer interacting with the multimodal system Euclide in the control room (left and center) and interactive station and young audience interacting with the system (right).
puppetry an interesting application field for HCI. In order to study the first three, we collected composite videos of puppeteer, spect-actors, and puppet over several days, with three professional puppeteers. The findings utilize video analysis employing quantitative and qualitative methods. The variables we considered arose form these research questions and the data, as we explain in the Study section.
Chinese shadow puppetry has been implemented in a system called I-Shadows [14]. The installation allowed children to create stories for an audience. In this theater, the user interacts with the system by controlling a physical puppet of either a hero or a villain, whose movements are interpreted by a vision system that sends the information to the autonomous character’s environment. With CoPuppet [6], a system for collaborative puppetry is presented. The CoPuppet project explores the possibilities offered by multimodal and cooperative interaction, in which performers, or even audience members, are called upon to affect different parts of a puppet through gestures and voice.
RELATED WORK Real-time Digital Puppetry
There are surprisingly few examples of digital puppetry, given the possibilities offered by current technologies. Computer puppetry generally is used to refer to mapping the movements of a human performer to an animated character in real time [32]. Dontcheva et al. [13] introduce a novel motion-editing technique that derives implicit relationships between the animator and character. This and other work are generally motivated by the development of tools for animation production. Not only human performers are used to this end. Mazalek and Nitsche [28] addresses production and performative challenges involved in creating machinima through the development of tangible interfaces for controlling 3D virtual actors and environments.
Some systems are not directly puppetry applications but include interactive aspects whereby digital objects are influenced by spectators. Affective Painting [33] supports self-expression by adapting in real time to the perceived emotional state of a viewer, which is recognized from his or her facial expressions. Cavazza et al. [8] introduce a prototype of multimodal acting in mixed-reality interactive storytelling, in which the position, attitude, and gestures of spectators are monitored and influence the development of the story. Camurri et al. [7] propose multi-sensory integrated expressive environments as a framework for performing arts and culture oriented to mixed-reality applications. They report an example in which an actress’s lips and face movements are tracked by the EyesWeb system and her voice is processed in real time to control music.
Other examples include development of such production tools for pupils and use in everyday play. Barnes et al. [2] present “Video Puppetry,” in which the puppeteer first creates a cast of physical puppets, using paper, markers, and scissors. An overhead camera tracks the motions of the puppets and renders them on a new background while removing the puppeteer’s hand.
Frameworks for Performing Media and Spectators
Recently, several researchers have applied different performative or theatrical metaphors to describe the emergence of novel interaction formats and experiences that are related to real-time animated puppetry.
Liikkanen et al. [26] present PuppetWall, a multi-user, multimodal system intended for digitally augmented puppeteering. This application allows natural interaction to control puppets and manipulate playgrounds comprising background, props, and puppets. PuppetWall utilizes hand movement tracking, a multi-touch display, and emotional speech recognition for interfacing. Here, however, the idea is that the visitors are themselves having fun with the puppets and the puppeteer is not hidden backstage.
Dalsgaard and Koefoed Hansen [10] observe how the user is simultaneously operator, performer, and spectator. A central facet of aesthetics of interaction is rooted in, as they put it, the user’s experience of herself “performing her perception.” They argue that this three-in-one situation is always shaping the user’s understanding and perception of
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the interaction, and they address the notion of the performative spectator and the spectating performer.
Figure 1 (left) shows a hidden animator controlling the movements and mimicry of a virtual character through a multimodal interface including a data glove. The animator’s hand movements “activate’’ the virtual character, controlling the mimicking, and digital effects alter the animator’s voice.
Reeves et al. [31] present a taxonomy with four broad design strategies for the performer’s manipulations of an interface and their resulting effects on spectators: the “secretive”, wherein manipulations and effects are largely hidden; the “expressive,” in which they tend to be revealed, enabling the spectator to fully appreciate the performer’s interaction; the “magical”, where effects are revealed but the manipulations that caused them are hidden; and, finally, the “suspenseful”, wherein manipulations are apparent but effects are revealed only as the spectator takes his or her turn. Benford et al. [3] extend the above framework for designing spectator interfaces with the concept of performance frames, enabling one to distinguish audience from bystanders. They conclude that ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend their disbelief.
The rendering of the character appears on a screen in a second space, the “stage” (see Figure 1). Five stages are scattered about the museum. The animator monitors the audience members via a microphone and a camera and reacts to them (see Figure 1). Therefore, the puppeteer can react and respond to people talking to the character.
Figure 2. Virtual character of the Euclide system.
Also central to the discussion is the framework of “Interaction as Performance” [17][18][19]. This framework is based on anthropological studies of performance that have roots in a pragmatic view of experience. In particular, the framework proposes a variety of principles aimed at describing performative interaction. One of these is that of accomplishment and intervention. The etymology of the term “performance” shows that it does not have the structuralist implication of manifesting form but, rather, a processual sense of bringing to completion or accomplishing. The concept of event and processual character is also key: performances are not generally amorphous or open-ended; they have diachronic structure, a beginning, a sequence of overlapping but isolable phases, and an end. Expression and experience is another element of import. According to pragmatist views, an experience is never completed until it is expressed. Also, in an experience there is a structural relationship between doing and undergoing.
The system offers 100 different features to the puppeteer for animating the character, among them jumping (see Figure 2) or dressing like Santa Claus (see Figure 4). To allow use of this great expressive power, with many elements sometimes utilized simultaneously, different modalities are proposed. The interface includes 11 screens, two computer keyboards, two mice, a data glove, a microphone, headphones, and a MIDI keyboard, all in the control room (see Figure 1, left and center). Among these devices, three screens, one computer keyboard, one mouse, the MIDI keyboard, the microphone, and the glove are dedicated to real-time puppetry. The other devices are dedicated to system launch, switching between interactive areas or setting the puppet to inactive in order for the puppeteer to take a break. Facial Expressions
Using a data glove, the puppeteer can horizontally open/close both eyes by bending the index finger of the glove at i2 (see Figure 3), vertically open/close both eyes by bending the index finger of the glove at i3, and move the eyebrows around the eye by bending the middle finger of the glove at m2.
These novel frameworks originate from concurrent trends in HCI, including the emergence of installations as a delivery platform for interactive experiences. Installations as also tangible interfaces have the property of providing a stage on which the user becomes at times a performer. Other trends include attention to the fact that performers in general have more and more technology to mediate their interaction with spectators. The system we present now is a novel multimodal puppetry application that aims at engaging spectators in performative sessions of interaction. THE SYSTEM: EUCLIDE
Euclide is a virtual puppet (see Figure 2) that has an engaging role in the visit of a science museum in Naples, Italy. The system offers a multimodal interface to the puppeteer in order to animate a virtual puppet and entice the audience.
Figure 3. Control points on the fingers of the glove.
To control the mouth of the puppet, the puppeteer can bend the thumb of the glove at t1 to open/close the mouth and
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bend the thumb of the glove at t2 to raise/lower the corners of the lips. This enables, respectively, making the puppet talk and look happy or sad.
constantly. To overcome this difficulty pointed out by a puppeteer, the thumb now controls the opening of the mouth.
The color of the skin can be controlled by four of the MIDI keyboard sliders, on the basis of the three RGBA channels.
Also, expressive gestures of the puppeteer were mapped to the expression of the puppet. For instance, clenching the fist makes the puppet look angry, opening the hand makes the puppet look happy, and relaxing the hand makes the puppet seems neutral.
Some costume accessories can be added to the puppet’s face, such as hats, glasses, and mustache, by pressing keys in the left portion of the MIDI keyboard (see Figure 1).
THE STUDY
Body Movements and Expressions
We studied the system in the science museum in Naples, where it is used for engaging the audience in their visit.
The puppet has global freedom of movement in 3D space. For this, the puppeteer uses the wheel of the mouse to translate the puppet in the depth dimension. Two sliders on the MIDI keyboard enable translation of the puppet vertically and laterally. The puppeteer can also change the orientation of the puppet to, for example, have its head upside down, by pressing the “M” key on the computer keyboard (see Figure 1).
Data Collection
We video-recorded the use of the multimodal puppetry system installed in the museum in winter and spring 2009. We recorded several hours of interaction from four viewpoints synchronized in one video (see Figure 4): the audience from front left and front right, and the real-time image of both puppet and puppeteer from the front. The recording also included sound. In total, three puppeteers interacted with the system. In addition to the recording, there was an interview with the most experienced puppeteer, to examine his use of the system.
The body of the puppet can be moved locally by jumping, turning, and bending its spring. Jumping extent is controlled by the little finger of the glove (l3 in Figure 3). The lateral movement of the mouse controls rotation extent around Bit’s vertical axis. Bending forward/backward is controlled with the y dimension of mouse movement. Jumping, rotation, and bending maximums are each controlled by one of the keyboard sliders. As well as the face, some costume items can also be added to the puppet’s body, such as a Superman costume, by pressing keys in the left part of the MIDI keyboard. Background
The background behind the puppet can be modified, from black to live video of the puppeteer or to still images or prerecorded videos. The interface also allows fine-tuning the transparency of the background (via the wheel on the MIDI keyboard), the orientation of the background in the vertical plane (“N” on the computer keyboard), the zoom of the background image (controlled via a potentiometer on the MIDI keyboard), and the 3D position of the background (in the vertical plane and near to distant, each controlled via a potentiometer on the MIDI keyboard).
Figure 4: Composite video, in which the puppet is dressed as Santa Claus. Data Analysis: Procedure and Reliability Coding Scheme
We employed constant comparison analysis [15] to the video data collected. While initially conceptualized as an inductive process, whereby theory emerges from close reading and analysis of the data, contemporary practice asserts that deductive or abductive processes can also be used in constant comparison analysis [25]. For the purposes of this analysis, we used an abductive process, letting the theoretical constructs emerge from the data as well as from existing theory such as the PAD scale [30] for measuring emotion.
The design of this complex form of interaction has been driven by the requirements from the museum to use generic and flexible hardware, the puppeteers’ requirements for a large number of functionalities, and usability. For instance, the location of the controls we presented here has been studied, to allow the puppeteer to perform particular movements simultaneously. For instance, moving the mouth and the eyes of the puppet have to be enabled simultaneously for puppetry.
Constant comparison analysis as conceptualized by Glaser and Strauss [15] is suitable for the analysis of multiple data sources, including observation. Constant comparison analysis is a fundamental element of grounded theory [15] and is a means of systematically generating theory by working closely with the data and setting aside previous theoretical assumptions. The coding process is methodical
Early versions of the system were not as easy to use, and the interface has been improved with puppeteers’ assistance. For instance, opening the mouth was tiring before: it was controlled by the index finger and done
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and starts with open coding (creating initial categories), continues with axial coding (parsing out relationships), and finally uses selective coding (coding around core categories) [34]. The theory is developed once core categories are repeated enough in the data for a point of theoretical saturation to be reached. We discussed the coding between three researchers and our final consensual scheme included 35 tracks for annotation. The audio was annotated using Praat software [5] and the video was annotated using Anvil software [23].
seldom-used features, such as costume or background change, are handled with less direct devices (e.g., the MIDI keyboard).
Selection of Clips
We selected clips via both a deductive and an inductive process. We applied a deductive process because clip selection was grounded in our research questions and objectives [12]. However, we were aware of a clip's narrative power [12] for understanding the phenomena. In other words, each clip was analyzed to understand whether it fit the scope of our research as well as how illustrative it was. Accordingly, the selection of clips also took an abductive approach, particularly influenced by Goldman's technique of negotiated clip selection [16]. The video material was evenly divided between the three coders.
Figure 5: Percentage of the duration of use for each feature (Logarithmic scale).
Figure 5 also shows that third most used features are the animation of the body (bending and rotation). Then comes the use of special effects, such as costume or background change used in specific situations when relevant. Least important features are more complex “physical” actions such as moving around.
Agreement Betweens Coders
For reliability of our annotation, we also assessed the intercoder agreement rate. As the basis, we use Cohen’s kappa index, which is a descriptive statistics that summarizes agreement as percentage of the cases on which the coders agree across a number of objects against bare chance. Index at 0.80 to 1.00 is considered very good agreement; 0.60 to 0.80 considered good agreement; 0.40 to 0.60 considered moderate agreement; 0.20 to 0.40 considered fair agreement; and 0.20 or less considered poor agreement [24]. In practice, if our assessed agreement was less than 0.6, we discussed between coders and made revision in the data, then continued testing and revising until the agreement was satisfactory, i.e. greater than 0.6.
Figure 6: Simultaneous use: no, individual, or multiple features.
In addition, we found that 2 to 4 features are used simultaneously 39% of the time (see Figure 6), whereas no features are used 27% of the time and a single feature 34% of the time. This highlights the actual significant simultaneous use by the puppeteers of the multimodal resources [27].
FINDINGS
In the presentation of the findings, we focus on how the puppeteers make use of the multimodal system, how the sessions are structured, and how engagement is co-constructed by puppeteer and spect-actors. These findings draw from the statistics distilled from the quantitative and qualitative analysis of interaction sessions.
More precisely, the most used set of features is speech alone, followed by speech and lips together characterizing the talking of the puppet and then lip movement alone to characterize expressions such as smiling. Speech without lip movements is the most frequent combination, meaning that the speech and lips are not fully in synchronization. This points to possible improvements in automating the lips’ synchronization.
Multimodal Puppetry
Several features’ use is important: the speech, lips, and eye movements, as well as bending and rotation (see Figure 5). This is related to the fact that these are distributed by microphone, different fingers of the data glove, and the mouse. Indeed, the interface for these features has been provided in the data glove and via the mouse in order for these to be easy to use simultaneously. These devices, respectively, are attached constantly to the puppeteer’s right hand and in the resting location for the left hand most of the time (i.e., when it is not required for operating a keyboard). These devices are used all the time to make to animate the speech, facial expressions and body of the puppet. Other
Figure 7 shows that the distribution of speech and betweenspeech durations for the puppeteer follows a power law. Indeed, the puppeteers keep segments of speech short, trying to make the audience react rather than monopolizing the conversation (see Figure 7a). In a similar manner, they try to show that the puppet is paying attention to the audience and therefore rarely let it remain silent for long (see Figure 7b).
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Comparing speech and silent use of features, we found that the puppet is considerably active also when the puppeteer is silent. Consequently, the use of the features goes beyond a basic animated character as we further explain in section “Resourceful Co-constructing of Engagement”.
In all sessions we analyzed, the number of people in the audience tends to increase until it reaches a maximum near the middle of the session and then decreases towards the end. The increasing phase demonstrates that the system appeals to visitors. The audience also tends to use body movement such as waving in the second part of the session. Length of Sessions
(a)
The length of session seems to follow a power law: four clips last more than nine minutes, five are between two and nine minutes long, nine last 1–2 minutes, and seven are very short. However, we should note that some of the sessions are a continuation: the same group already interacted with the puppeteer. Moreover, in some cases the sessions are interrupted by teachers or parents who want to move on in the visit.
(b)
Figure 7: Distribution of the 35 speech (a) and 36 silence (b) durations for puppeteers, in seconds.
Phase
Audience members’ action
Puppet’s reaction
Approach
Enter (one or several people, or only a voice)
Stops activity
Testing
Present themselves
Presents itself
Laugh
Skips happily Asks what is funny
Say bad words or abuse a bit
Repeats in a mechanical way Cries, complains, and goes away
Say a keyword
Changes costume Tells a story Sings a song
Ask questions
Answers normally Answers as if crazy or slow Answers and asks the audience the same
Greet
Greets
Playing
Ending
Structure of Sessions
Drawing from previous work on interaction with entertainment-related interactive installations [20], we analyzed the structure of the sessions. Different phases were annotated: Approach, Testing, Playing, and Ending. Approach is the phase in which participants enter the interaction area, observing. Testing is that in which they start trying to interact with the installation, by taking a particular action such as touching the screen in order to find out which actions have an effect on the installation. Playing is the phase in which participants interact with the installation in an aware, active, and involved way. This phase includes the climax or main action of the interaction session. Ending is the phase in which participants have their attention diverted from the installation before they leave. Figure 8 shows that these phases are balanced in the sessions, with the exception of Approach, which could not always be recorded. In this regard, the structure of the sessions as explained by the puppeteer during the interview confirms this distribution: more actions are proposed during the playing phase (Table 1).
Figure 8: Average relative length of phases in analyzed sessions (100% is the average duration of sessions).
Table 1. Summary of the structure of sessions as reported by the most experienced puppeteer.
Considering these four phases, we studied the evolution of the perceived emotion of the audience through pleasure and arousal (see Figure 9). For this we considered the facial expressions within the group, as well as their oral expressions and gestures. We found out that pleasure is high during the approach and testing phases while arousal is low. Pleasure is less important (p<0.01) during playing phase while arousal is more important (p<0.01). During the ending phase, the visitors show more pleasure (p<0.01) with less (p<0.01), but still positive, arousal. The evolution
Emergence of Performative Structures
We grounded the following analysis on the performative framework presented in the related work. Engaging the Audience Throughout the Sessions
People in the audience don’t talk to each other, 99% of the time, and they don’t pay attention to the area outside the interactive space, 98% of the time. They prefer to talk to the puppet (65% of the time). In addition, their pleasure and arousal was never annotated as negative.
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of pleasure and arousal demonstrates that the audience starts interacting happily but calm, then gets excited and finishes the interaction happily and calm again.
visitors who would hardly be attracted by speech, such as very young babies or a far-away, busy audience. Nonverbal turns: In this case, nonverbal resources are used to make an individual contribution within a longer interaction that also features verbal exchanges. Examples include wearing some accessories on the special request of a visitor, and subsequently commenting on it, and explaining a detail by displaying a picture of it. Verbal accompaniment: This is the case in which nonverbal actions, such as acrobatic movements, are accompanied by speech. The communication relies on the nonverbal resource, which dictates its structure and meaning. An example is provided below: the puppet makes a jump commented upon by an accompanying onomatopoeic sound.
Figure 9: Evolution of pleasure and arousal in the sessions’ phases (annotated between -1 and 1).
We also noticed that in all sessions the audience’s members carefully take turns for saying goodbye to the puppet, regardless of the way they were interacting during the session, either through a leader or simultaneously. For instance, Figure 10 shows the audience interaction throughout time in a one-minute-long session: They mainly talk all at the same time in a chaotic way. At three occasions a leader emerge in the group. Before they leave, they speak one after the other in order to say goodbye. This ending interaction pattern is recurrent in every session we analyzed.
Example 1 (Disc 2, video 1, f 1:52) (Nonverbal events are in double parentheses. Extending over multiple columns indicates that the preceding sound is stretched.) Puppet:
Ho una molla I’ve got a spring Mi serve per saltare I need it to jump ⎡
Dong:: dong:: ⎤ Dong dong ⎣((Starts jumping))⎦
As the puppet starts jumping, the main resource to communicate with the visitor switches from verbal to visual: the onomatopoeic sound “dong dong” refers directly to the jump both in its duration and in its meaning. By producing it, the puppet continues the verbal communication with the audience even during the jump; exclusive room is not given to the visual resources, but the puppeteer signals the change in priority from verbal to visual.
Figure 10: Group verbal interaction with puppet in a oneminute-long session: The audience’s members mainly speak simultaneously, interacts through a leader three times, and take turns to talk to the puppet at the end.
Virtual gesturing: In the final case, priority is given to speech; visual features are used in synch with speech, following its structure and duration. The head movement in example 2 provides an instance of this.
Another interesting finding is that the structure of session can also be related to the use of the multimodal interface. Indeed, features like special effects (costume or background change) tend to be used during the Playing phase.
Example 2 (Disc 2, video 1, f 7:57) (The notation conventions are the same as for the previous example; in addition, events are in brackets when they overlap in time.)
Resourceful Co-constructing of Engagement The Puppet’s Multimodal Resources
The puppeteer acts by using visual effects (eyeglasses, masks, clothes, etc.), and performing virtual movements (jumping, rotating, etc.); the different ways in which these nonverbal resources are used can be distinguished on the basis of their relation to talk, as is done with natural gestures [22]. The following four cases have been observed.
Visitor:
Dove sei? Where are you?
Puppet:
Sono⎡::((pause))⎤ I’m ⎣((Looking down))⎦ ⎡qui dentro,⎤ inside here ⎣((Looking around))⎦
Pure special effects: This is the case in which nonverbal resources represent the predominant modality for interacting with the visitors; they are deployed to address
non mi vedi? can’t you see me
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Circular movement of the head is produced as the puppeteer starts replying to the question “Where are you?” and continues while the sentence is interrupted, filling the gap left by the search for an answer. The movement then stops and restarts with a different function when the answer “inside here” is finally produced: the puppet’s head, moving in a circle inside the monitor, shows what “here” refers to and performs a pointing gesture. In natural communication, verbal and nonverbal resources contribute to the creation of one, joint meaning and vary in their mutual dependence [22][29]. The four cases considered here suggest that this holds true for mediated communication as well, adapted to the specific resources of the communication medium – as is the case with the pointing gesture performed with the puppet’s head.
what it could do, in an explorative attempt that has already been observed with other performative technologies [20]. Since the visitor did not see any reaction except for a nonmotivated friendly look, she judged the character to be “dumb.” As the puppeteer started talking (and reacting to the specific, situated abuse), the abuse came rapidly to an end. The appearance of the puppet remained cartoon-like, yet the talk redefined the capacities of the puppet, reconfiguring its social presence. As is shown by De Angeli & Brahnam [11], visitors probe the cognitive abilities of a virtual character. The conversational agents studied by De Angeli & Brahnam, in this situation, mocked a human speaker and failed to show human conversational competence; in fact, the abuse often focused on the poor quality of the speech. A puppet instead can participate more properly in a verbal exchange, and this is probably responsible for the way in which abuse episodes are concluded. Let’s consider the case of irony. In extract 4, below, for instance, the puppeteer recognizes irony, which relies on the ability to understand implicit meaning [1], and is able to defeat the abuse.
Interactional Consequences
The multimodal resources do not just feed communication; they also define who the puppet is. While the repertoire of special effects per se is limited and cannot keep the visitor’s interest for a long time, talk can sustain the interaction longer. What the puppet does is entertain itself in conversations with the visitors, wherein talk is the main resource and the visual effects are instrumental to it. The visitors in our video recordings inquire about the puppet’s personal information (i.e., name, age, family, and sex), about what it can do, and about its general knowledge of the “real” world (TV shows, songs, and popular people). The puppet is so successful in this that most conversations are interrupted forcedly by an external intervention, from a parent or a teacher soliciting the young visitors to leave.
Example 4 (Disc 1, video 2, f 06:13) Child:
Ma::: chi e è tuo padre? But who’s your father
Puppet:
Ma io ne ho un sacco di papà Well, I have a lot of fathers
Child:
E allora tua mamma::: ((turns to a friend)) Then your mom:::
The puppet’s resources as a conversation partner distinguish it from other conversational agents, as is apparent from the cases of verbal abuse. In example 3, the puppeteer connects with a puppet located in a new room, with some young visitors trying to interact with it. Immediately after the puppeteer switches on, the conversation in example 3 unfolds.
Puppet:
↑Allora mia volume)) Then my mom
Child:
((pause)) ⎡che lavoro fa?⎤ What does she do for a living
Puppet:
⎣↑Allora mia ((increased volume)) Then my mum
Example 3 (Disc 1, video 3, f 00:20)
Child:
Che lavoro fa? What does she do for a living
Puppet:
AAAAAAH
Puppet:
mia mamma è la scheda madre del computer My mom is the mother board of the computer
(Same notations as in the previous examples; inaudible sound is between rounded brackets; non-verbal events are in double rounded brackets.) Child:
Vabbeh adesso basta. All right; let’s stop this
Child:
((turns back, surprised))
Puppet:
mamma?⎦
In this exchange, the visitor replies to the puppet’s announcement (“I have a lot of fathers”) with a question that implies offense to the puppet’s mother (“Then your mom?”). The puppeteer recognizes the implicit meaning in the visitor’s words before the sentence is even completed: he repeats the visitor’s ironic words twice at a higher volume and in an angry tone, responding to the indirect offense with an indirect threat. The visitor then completes the sentence (“What does she do for a living?”), the puppet reacts with a (funny) scream (“AAAAH!”), all visitors
Ogni volta che scemo, ogni volta che scemo. All the times dumb, all the times dumb. E tu invece come sei? And what about you instead, what are you?
Child:
((increased
Children: hahahah
(Scemo) Dumb
Puppet:
mamma?
((goes away))
The abuse takes place while the puppet is not animated. The visitor tried to interact with the puppet and to understand
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laugh, and the conversation continues normally (“My mom is the motherboard of the computer”).
dedicated to the four inactive stations in the museum like presented in [9].
In synthesis, the different resources available to the puppeteer are combined together in multimodal communication with several specificities. The resulting social presence attracts the visitors effectively and avoids the low status that is attributed to other virtual characters.
Spect-actors and the Co-constructing of Engagement
The puppeteer uses nonverbal resources like visual effects and performing virtual movements. We examined the relation of these nonverbal resources to talk identifying types of use as nonverbal turns, verbal accompaniment, virtual gesturing. However we noticed that in the multimodal resources is talk that can sustain interaction longer. Talk is the main resource and the visual effects are instrumental to it. For example verbal abuses usually addressed to autonomic virtual characters (that generally are attributed a low status) are here resolved through irony by the puppeteer in an effective way. We also observed how the narrative of the sessions emerges from the interaction and contribution of both the puppeteer and the spect-actors.
DISCUSSION AND CONCLUSIONS
We described a system of digital puppetry and reported on a field study with the aim of characterizing a promising application field for HCI. The system we described featured digital puppetry using real-time multimodal animation. The attractiveness for HCI in this area lies in that it provides the possibility to introduce advanced interface techniques. Other examples of digital puppetry, such as those described by Liikkanen et al. [26] utilize expressive (emotional) feature-tracking from voice. This installation utilized a data glove and a variety of other input devices used in a multimodal way. In addition, puppetry provides a case for recent frameworks of interaction that focus on performative situations or installations. In particular, it illustrates a form of interaction where engagement is co-constructed by spectators and puppeteer through the interface.
This area of application is particularly engaging because the spectators are called upon to interact with the puppets in improvised sessions. They express themselves and therefore feel that they have the role of protagonist. Current analysis and frameworks for installations or performing media anticipate some of these themes. Dalsgaard and Koefoed Hansen [10] point to the multiple roles of the user operator, performer, and spectator (see [17], [18]). Jacucci et al. [19] point to a variety of elements characterizing interaction as performance, including the structural relationship between expression and experience. These frameworks ascribe to the user an important role in the construction of the resulting performance. We believe these frameworks can be useful in further analysis of this emergent field.
Multimodal Use of the System by the Puppeteer
We described the use of the system as truly multimodal since several features were used simultaneously. The use of features in ranked by duration served to (1) animate the speech, (2) give the puppet facial expressions, (3) animating the body, (4) use special effects, and (5) perform more complex “physical” actions such as moving around. The puppeteers used mostly the mouse and glove.
Beyond the role of the different features of the multimodal system, we showed how puppeteer and spect-actors accomplish engagement in the sessions. In particular, spect-actors have a key part in creating the narrative – the gags are often inspired by what the spectators say. While it is situated and emergent, we described how engagement is the product of particular performative strategies and skills and how it relies on collective accomplishments of the mediated puppet (puppeteer) and the spect-actors.
We inferred as implications for design the opportunity to automatically animate the lips and synchronize them with the speech of the puppeteer. This might free the puppeteer to concentrate more on expressive or symbolic acts. In addition, the expressive dimension of the interface, e.g. clenching the fist making the puppet look angry, can be further investigated. Performative Structures for Brief Interactions
In this case, the spectators were mostly pupils and teenagers and sessions lasted more than two minutes, on average. It must be noted, however, that some sessions are interrupted by teachers and others are a continuation of a previous interaction. While improvised, sessions conform to a general structure, which is also reported in interviews with the puppeteers. These structures have been observed to emerge in the use of installations [20, 21]. The groups of spectators generally are attentive to the installation (they did not talk to each other), actively interact with it, and show positive and growing interest as they interact. The puppeteer, therefore, is working with different resources, including a repertoire of gags, to be able to keep spectators engaged for several minutes.
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6. Bottoni, et al., CoPuppet: Collaborative Interaction, Randy Adams, Steve Gibson and Stefan Müller Arisona eds Virtual Puppetry, In Transdisciplinary Digital Art. Sound, Vision and the New Screen, pp. 326-341.
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24. Landis, Koch, The measurement of observer agreement for categorical data in Biometrics. Vol. 33, pp. 159-174, 1977.
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25. Leech, Onwuegbuzie, Qualitative Data Analysis: A Compendium of Techniques and a Framework for Selection for School Psychology Research and Beyond. School Psychology Quarterly, 23(4), pp. 587 -604, 2008.
11. De Angeli, Brahnam, I hate you! Disinhibition with virtual partners. Interacting with computers 20, 2008, pp. 302-310.
26. Liikkanen et al., Exploring emotions and multimodality in digitally augmented puppeteering, Proc. AVI 2008, pp. 339-342.
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27. Liikkanen, L., Jacucci, G. & Helin, M. (2009) ElectroEmotion: A Tool for Producing Emotional Corpora Collaboratively. In: the Proc. of Affective Computing and Intelligent Interfaces ACII 2009. Amsterdam, The Netherlands IEEE.
23. Kipp, ANVIL software, http://www.anvil-software.de/
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28. Mazalek, Nitsche, Tangible interfaces for real-time 3D virtual environments, Proceedings of the international conference on Advances in computer entertainment technology, 2007.
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29. McNeill, Gesture and thought. Chicago: University of Chicago Press, 2005.
16. Goldman-Segall, Points of viewing children’s thinking: A digital ethnographer’s journey. Mahwah, NJ: Erlbaum, 1998.
30. Mehrabian, 1996. Pleasure-arousal-dominance: A general framework for describing and measuring individual differences in temperament. Current Psychology: Developmental, Learning, Personality, Social, 14, pp. 261-292.
17. Jacucci, Interaction as Performance. Cases of configuring physical interfaces in mixed media. Doctoral Thesis, University of Oulu, Acta Universitatis Ouluensis, 2004.
31. Reeves et al., Designing the spectator experience, Proc. of CHI 2005.
18. Jacucci, G. and Wagner, I., Performative Uses of Space in Mixed Media Environments, In Davenport, E., Turner P., Spaces, Spatiality and Technologies, Springer, London, 2005.
32. Shin et al., Computer Puppetry: An Importance-Based Approach, ACM Transactions on Graphics, 20(2), 2001, pp. 67-94.
19. Jacucci et al., A Manifesto for the Performative Development of Ubiquitous Media, Proc. 4th Decennial Conference on Critical Computing, pp. 19-28, 2005.
33. Shugrina et al., Empathic painting: interactive stylization through observed emotional state, Proc. NPAR 2006, ACM Press, 2006.
20. Jacucci et al., Bodily Explorations in Space: Social Experience of a Multimodal Art Installation, Proc. INTERACT 2009, Springer, 2009, pp. 62–75.
34. Urquhart, An Encounter with Grounded Theory: Tackling the Practical and Philosophical Issues. In Trauth, E. (Ed.) Qualitative Research in Information Systems: Issues and Trends. Idea Group Publishing, London, 2001.
21. Jacucci, G., Morrison, A., Richard, G.T., Kleimola, J., Peltonen, P., Parisi, L., Laitinen, T., Worlds of
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Comparing User Interaction with Low and High Fidelity Prototypes of Tabletop Surfaces Jan Derboven†, Dries De Roeck†, Mathijs Verstraete†, David Geerts†, Jan Schneider-Barnes‡, Kris Luyten‡ † ‡ Centre for User Experience Research (CUO) Hasselt University – tUL – IBBT IBBT/K.U.Leuven Expertise Centre for Digital Media Parkstraat 45, 3000 Leuven, Belgium Wetenschapspark 2, 3590 Diepenbeek, Belgium {firstname.lastname}@soc.kuleuven.be {firstname.lastname}@uhasselt.be materials” that are different from the final product, such as paper, cardboard, etc. [20, 21]. High-fidelity, functional interactive prototypes are built at a later stage of the usercentred design process, and typically do use materials that you would expect to be in the final product, producing a prototype that looks and behaves much more like the final product [21]. In multi-touch technology and interaction, however, directness and visual interactivity is at the core of the experience and the interaction [16]. Because of that, it becomes hard to apply Wizard of Oz-like techniques to multi-touch directly, as problems with delay or obscured parts of the interface make it difficult for the „wizard‟ to quickly and accurately respond to user interactions. Some existing multi-touch developments deal with this by means of a „design by doing‟ approach, where ideas are implemented straight away and tested afterwards, without having a profound notion of the usefulness or chance to succeed at the start of the development [8]. From a developer‟s point of view, this is an understandable approach since the technical complexity of multi-touch hardware is relatively low. The downside of this is that implementing systems straight away is error-prone, and thus costs more time and money than creating low-fidelity prototypes. The required effort to update a system after it has been developed is significantly higher compared to creating several, rapid iterations of low-fidelity prototypes [23]. Furthermore, when implementation is started immediately, HCI practitioners coming from a nontechnical background are experiencing difficulties to fully participate in the process of creating prototypes [20], and exploring the potential of the new interaction paradigms.
ABSTRACT
This paper describes a comparative study between the usage of low-fidelity and a high-fidelity prototyping for the creation of multi-user multi-touch interfaces. The multitouch interface presented in this paper allows users to collaboratively search for existing multimedia content, create new compositions with this content, and finally integrate it in a layout for presenting it. The study we conducted consists of a series of parallel user tests using both low-fidelity and high-fidelity prototypes to inform the design of the multi-touch interface. Based on a comparison of the two test sessions, we found that one should be cautious in generalising high-level user interactions from a low towards a high-fidelity prototype. However, the lowfidelity prototype approach presented proved to be very valuable to generate design ideas concerning both high and low-level user interactions on a multi-touch tabletop. Author Keywords
Tabletop, multi-touch, creation, design.
prototyping,
fidelity,
content
ACM Classification Keywords
H5.2 User Interfaces: Input devices and strategies INTRODUCTION
In the field of HCI, methods for prototyping computer interfaces have quite a history [3, 7, 10, 20, 23]. For testing most graphical user interfaces, simulating interactivity can be done using low-fidelity prototyping methods: these are simple visualisation techniques of design ideas at very early stages of the design process, whose development does not need much time, such as paper prototyping. Low-fidelity prototyping methods typically involve “low-fidelity
To overcome these limitations, and stimulate the use of low-fidelity prototypes in the design of multi-touch tabletop interaction, we compare a low-fidelity and a high-fidelity prototype for the design of a multi-touch user interface.
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The paper is structured as follows. First, we will survey research in the area of prototyping, mostly focusing on multi-touch surfaces. We will then present the MuTable platform, which is used as a case for comparing low-fidelity and high-fidelity prototyping. The two test set-ups will be described in detail, before presenting the results which focus on the differences and similarities on different aspects
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of the prototypes. We will conclude with findings about the value of multi-touch prototypes in various phases of development.
in a presentation. The scenario integrates searching and browsing for content with the creation of new content. A lot of work has already been done in the field of collaborative multi-touch applications, both on the side of detailed interaction design (for instance, gesture research as described in [12, 17, 25, 26]), as on a higher-level plane of application design and user collaboration [18]. Applications range from (collaborative) picture browsing and sharing [2, 5, 13], to gaming [1, 8, 15], storytelling [9, 22] and even specialized applications for hotels, restaurants and healthcare (e.g. the Sheraton Hotel, Resto‟Touch, and Patient Consultation showcased in [11]). However, significantly less attention has been paid to productivity tools and specifically content creation on multi-touch surfaces. The specific focus of the user tests described in this paper is on researching how people behave and interact with each other and the multi-touch work surface at a high level, while they are working on a creative assignment.
RELATED WORK
Low-fidelity prototypes can be used for different purposes. In a HCI context, paper prototypes are mostly used as tools for the evaluation of design/usability failures or successes [6]. The method is used to validate a prototype of which the findings are applied in a final product or application [1, 15]. Another approach to paper prototyping is proposed by Lim, Stolterman and Tenenberg [7], i.e. the use of a low-fidelity prototype as an explorative way to look at design ideas and as a way to think about design alternatives. Scott, Carpendale and Inkpen [19] used paper prototyping to categorize the type of interactions people have when they work collaboratively at a physical table. Findings of their study concern high-level interactions starting from a paper prototype, and do not focus on the relation with an actual multi-touch application. Research by Al Mahmud et al. [1] shows that interactivity and visualization is the core of a multi-touch experience, which is why the physical design of a low-fidelity prototype for multi-touch is something to be approached with caution. Therefore perhaps, few efforts have been made to experiment elaborately with „lowfidelity‟, physical interaction in a multi-touch development context. Examples are [14, 19, 24]. Both Piper [14] and Terrenghi [24] use a low-fidelity multi-touch oriented prototype in a focussed context, where the functionality of the tested application is relatively narrow. Furthermore, it is not always clear whether low-fidelity prototype studies allow for generalization to high-fidelity multi-touch products. Terrenghi [24] presents a study investigating this. In her study, a comparative analysis was made between a high and low-fidelity version of single-user puzzles and photo sorting tasks, focusing mainly on interface metaphors and lower-level interaction (such as one-handed vs. bimanual interaction).
The MuTable was conceived to be a multi-touch surface that is positioned horizontally, or at a small angle, convenient for people to work at while standing up. The surface was specifically intended for co-located collaboration when standing at one particular side of it, so all users face the screen in the same direction, unlike some other multi-touch hard- and software designed for access from all four sides of the surface (e.g. Microsoft Surface). This consideration also played its part in UI design, as the software was designed with users in mind standing in one specific orientation at the table. This setup makes the UI design of the MuTable software very suitable for touch tables that are placed against a wall, or that are wallmounted. When the table is positioned at a small angle in one direction, the table position will also be ergonomically better to work at, compared to a completely horizontal surface. Moreover, the MuTable design incorporates a fullscreen presentation mode in which slides created on the table can be presented. This functionality is aimed at wall projection, or wall-mounted tables that can be tilted from a small angle (in „working mode‟) to a vertical position, to serve as a presentation surface („presentation mode‟).
The approach taken in this paper focuses on higher-level interactions, such as interpersonal interaction between users. Specifically, the similarities and dissimilarities between low-fidelity prototypes and their high-fidelity counterparts in collaborative content-creation tasks are investigated.
METHOD
In our study, we performed two series of user tests: one focusing on low-fidelity prototyping and another on highfidelity prototyping. The two observation series, which are described in more detail below, were very similar in set-up. Different groups, equal in size and of the same age, worked on the same assignment. The main difference between the two tests was the material the participants worked with: the „low-fidelity‟ groups created a presentation with physical everyday objects (paper, scissors, etc.), while the „highfidelity‟ groups created a similar presentation using only digital content available on a multi-touch table.
THE MUTABLE PLATFORM
Our tabletop surface setup, conveniently called MuTable in the remainder of this paper, was used in a variety of public spaces, including museums, public events, libraries, and schools. While a lot of multi-touch applications typically focus on viewing video, browsing photographs and playing music, MuTable focuses on productivity tools for collaborative content creation. The usage scenario central in this paper is one where adolescents are asked to collaboratively use a tabletop interface for school-related work. Students are able to search for content (text documents, pictures, movies…), and integrate this content
When testing low-fidelity prototypes, and comparing them to their high-fidelity counterparts, it is important to choose the right prototyping focus. Arnowitz et al. [3] identify
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several „prototype fidelity levels‟: a prototype does not have „just one characteristic of fidelity‟, but it has several fidelity levels. Arnowitz et al. distinguish between levels such as information design, interaction design, navigation model, visual design, etc. However, the focus aimed for in the MuTable low-fidelity prototype doesn‟t fit neatly into one of the levels described by Arnowitz et al. The aim is to look at a general level of interpersonal interaction and collaboration, and general interaction with the work surface and the material on it. In the test setup described below, the similarity in participants, group size, assignment, and tools should allow for a high-level comparison between the two series of user tests. The test setup does not, however, allow for detailed comparisons of specific interaction techniques, as the low-level interactions of handling scissors and picking up or folding paper in the low-fidelity prototype are not comparable to handling digital information in the highfidelity prototype. As also found in related work, such lowlevel comparisons would require different prototype setups, in which it can be more difficult to draw conclusions about high-level interaction.
mimics a user gradually exploring a system during first time use, opening and closing functionality.
Low-Fidelity Tests
The participants were asked to work at the prototype of the interactive table, standing up (see figure 2). Their task was to create a presentation in 45 minutes on the life and works of Leonardo da Vinci. This topic allowed the participants to create a presentation about the aspects of Leonardo they thought most interesting (arts or science), and it resembles a school assignment, as stipulated in the MuTable use scenario.
Figure 1: Low-fidelity test setup Test Design
For the test with the low-fidelity MuTable prototype, 16 adolescents aged 16-17 were recruited (7 female, 9 male participants). They participated in small groups (2 groups of 3, 5 groups of 2), in which all members of the groups already knew each other before the test: they were friends, classmates, or family.
Prototype Design
The low-fidelity prototype of the interactive table involved a table at which test users were asked to collaborate using only real-world, physical materials. The long side of the table (120x80x92 cm - LxWxH) was placed against the wall, in order to match the requirements of the envisioned touch table. At the start of the observations, only 3 sheets of A3 paper were on the table: these sheets were to be used to create a presentation on a given subject. In order to allow for a comparison between the low-fidelity and the high-fidelity prototypes, the former prototype‟s fidelity was increased by imposing a small number of restrictions. The materials to be used for the creation of the presentation were available in a separate material repository, which was hidden behind a curtain. The participants received a list of materials available for use in the presentation – they had to ask the test facilitators to bring them the material they needed. The repository included documentation materials, a typewriter to type text, a „recycle bin‟, and materials to paste (glue, tape, etc.), to cut (cutter knife, scissors, etc.), and to draw. In order to simulate screen estate usage, every material group (e.g. a set of scissors and knives) was in a separate container that had to be placed on the table. Participants were not allowed to stack the containers, or put them on the floor: all materials had to be put on the table, or given back to the observers.
Figure 2: Low-fidelity table usage
For analysis purposes, the test sessions were recorded using two video cameras. One of the test observers gave the assignment to the participants, in which the participants were asked to create a presentation for a travelling exhibition on Leonardo da Vinci. When finished, the participants presented their work and talked about the contents of their presentation. Before starting the test, participants were given a pre-test questionnaire asking about their background; after the test, they were given a post-test questionnaire asking how the assignment went. At the end of the test session, the participants received an incentive.
Since the materials were not immediately available, participants could not really anticipate what to expect when asking for specific work material (Figure 1). Test participants could ask the test observers at any time to bring them work materials from the repository, or to return these materials to the repository. In this way, the prototype
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High-Fidelity Tests
members of the groups already knew each other before the test: they were friends, classmates, or family.
Prototype Design
The high-fidelity prototype offers similar functionality for creating presentations as the low-fidelity prototype discussed in the previous section. In general, the highfidelity MuTable platform offers a number of separate, small applications such as a typewriter, a presentation creation tool, a file browser, and a drawing application (see figure 3). The functionality is available on a surface of 110 cm x 55 cm, with a screen resolution of 1280x800 pixels. This allows two to four persons to collaborate at the MuTable in a comfortable way, depending on the specific tasks to be completed.
One of the test observers gave the assignment to the participants, which was the same assignment used in the low-fidelity tests: creating a presentation for a travelling exhibition on Leonardo da Vinci in 45 minutes. The test itself consisted of some ten minutes in which the participants were allowed to explore the table themselves. After some ten minutes, most participants arrived at a point where they needed some extra information and guidance on specific gestures and the functionality of the platform. To provide the test participants with extra information after their initial exploration, the complete MuTable functionality was explained to the participants in a short demonstration. Afterwards, they were allowed to continue working on their presentation for approx. 30 minutes. For analysis purposes, the test sessions were recorded using three video cameras. After completing the test assignment, participants presented the work they had created. Before starting the test, participants were given a pre-test questionnaire asking about their background. After the test, they were given a post-test questionnaire asking how the assignment went. At the end of the test session, the participants received an incentive.
All applications can be accessed through a central, circular menu, which can be personal (one menu per user) or common to several users: no restrictions have been imposed regarding „ownership‟ of content. The applications can be used together to create and search for content, and (re-)use that content in a presentation. The applications especially facilitate research on a specific subject, and creating new content (text, a presentation) on that subject. The highfidelity MuTable applications are the digital counterparts of the material used in the low-fidelity setup. Test participants in the high-fidelity tests, like the low-fidelity participants, could also do research and compile a presentation by reading documents, typing texts, using pictures, dropping unwanted material in a recycle bin, etc. In this way, both prototypes were very similar in their high-level functionality, regardless of lower-level, specific differences (such as the use of specific interaction methods, like gestures). 3.
6.
Comparing Low-Fidelity and High-Fidelity Tests
The observations and user feedback from both the lowfidelity and the high-fidelity test sessions were processed separately. In a first round, the test sessions were discussed and the common, recurrent themes/observations were logged. Based on this limited set of themes, the test sessions were reviewed a second time, fitting all relevant observations into the predefined themes. Afterwards, the observations were compared to each other, in order to find parallels in user behaviour between the two test settings.
1.
RESULTS
2.
5.
In this section, the results of the test sessions are divided into a number of key areas regarding high-level user interaction. The test results of both test sessions will first be discussed separately. After the separate discussion, an overall evaluation and comparison of the high and lowfidelity test results will be made.
4.
Table Layout
Figure 3: Main MuTable functionality, including 1. a central circular menu, 2. a Create submenu, 3. a typewriter, 4. a presentation creation tool (with a slide opened), 5. a file browser, 6. a piece of content (picture) opened.
Low-Fidelity Table Layout
Low-fidelity test participants tended to divide the table into several zones, similar to those described by Scott et al. [19] – for convenience sake, we will use the same terminology. One type of zone observed during the low-fidelity tests was the personal zone. This zone, typically the zone closest to a specific participant, was used only by that individual participant, and was primarily used for presentation creation, and to store ready-to-use documentation materials. The second type of zone was the group zone: this zone was used for common storage of the tools and unused documentation materials. Although some test groups clearly
Test Design
For the tests with the high-fidelity MuTable prototype, a test design similar to the low-fidelity test design was used. 16 adolescents aged 16-18 were recruited (9 female, 7 male participants – all were different participants from the ones that used the low-fidelity prototype). They participated in small groups (2 groups of 3, 5 groups of 2), in which all
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were messier in their work than others, this division provided a structure for the test participants in which they knew where to look for a specific tool or content piece, even if one of the other participants used it last. E.g. the pair of scissors was always returned to the same storage/group zone of the table, regardless of which participant used it.
themselves, similar to the low-fidelity tests, in which participants also were free to divide the table according to their wishes. All test groups more or less naturally took a position between the two extreme approaches to table layout: a more fixed, clean layout emerged naturally from a task division between the test participants. Without a clear task division, the table layout tended to be messier.
The personal work zone consisted of the presentation being created, and numerous pages and scraps of content lying around, ready to be used in the presentation. The fact that the work zone consisted of current work materials and other content ready to be used, is consistent with the observations of Scott et al. [19] about storage zones, which states that „the location of a storage territory appeared to influence who utilized the resources contained within it‟. Shared items were indeed kept in the group storage zone, while „stored materials‟ ready to be used by one participant were kept close to that participant (see figure 4).
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However, while Scott et al. only mention the use of piles to store content [19], the MuTable low-fidelity observations adds content layering to this framework. Instead of creating neat piles of content, participants tended to work on top of one or several layers of ready-to-use materials, randomly scattered on the table. In this way, most test groups effectively had more than one „layer‟ in their personal zones. The upper layer consisted of the presentation pages, and some tools they were actively using; the lower layer (often invisible, covered with the upper layer) consisted of content scraps lying around, waiting to be used. The participants lifted the upper layer in order to browse the underlying layer of content scraps.
Messy table layout. A messy table layout was in most cases the result of unclear task divisions between the test participants. Test groups that tended towards this side of the continuum mostly got annoyed with this arrangement after a while, commenting on it: „Shouldn’t we close some stuff first?‟, and „Maybe we should give the Recycle Bin a permanent place somewhere‟. Fixed table layout. This table layout mostly emerged from a more or less clear task division, e.g. one test participant typing text and creating slides, and another test participant searching for content such as images and documents. Four out of seven test groups evolved towards a more or less stable table arrangement in this way. For instance, one test group placed the keyboard in the lower left corner of the table, the presentation creation tool in the lower right corner, and the file browser in the upper right corner. The division leftright often demarcated the individual users‟ work spaces, while users kept the functionality they were working on most actively closest to them, and other functionality further away (division lower-upper half of the table – see also the section on interaction among test participants). One test group, however, also used a more or less stable table arrangement: they placed the typewriter centrally in the lower half, and the presentation creation tool centrally in the upper half. In this way, the table layout didn‟t really support simultaneous work: instead, they collaborated on the same tasks, the two test participants alternately working and observing.
Table Layout: Comparison
The table arrangements made by test participants during the low-fidelity and the high-fidelity tests were often very similar, in terms of global arrangement. Nearly all test groups divided the table in smaller vertical zones right in front of them, which were the users‟ personal zones. Apart from that, users also divided the space into horizontal zones: one personal work zone with material they were actively working on, and one common storage zone with material not used as actively, but still ready to be used.
Figure 4: Table layout emerging in most low-fidelity tests (three participants). The high-fidelity layout was often less clear-cut. High-Fidelity Table Layout
The MuTable high-fidelity prototype didn‟t impose any fixed table „layout‟. As in the low-fidelity prototype, applications as well as content could be placed anywhere on the table, and they could be resized (and, for content, also rotated) to any size. In the MuTable software, there are no defaults for window or content positioning, such as in graphical user interface (GUI) operating systems (e.g. Minimize and Maximize buttons in MS Windows, Split and Arrange All options in individual applications). Space and screen estate was to be divided by the test participants
Clear table layouts were somewhat more obvious in the low-fidelity tests, while layout in the high-fidelity prototype tended to be somewhat more „fluent‟. It is striking that in the high-fidelity prototype, a clear task division eventually lead to a more fixed layout, and an unclear task division lead to a messier table layout. Most test groups started out exploring with a messier layout – some groups later evolved into a more structured one. In the low-fidelity
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prototype, this effect of task division was not that clear: the same table layout emerged, whether the participants had a clear task division or not. This leads to the conclusion that working with tangible materials that can be picked up and „layered‟, a suitable table layout emerges more fluently. It seems that the 2D, flat surface of the multi-touch table is somewhat limiting in this respect, an issue also explored by Terrenghi et al. [24]. Test groups that tried to work in an organic way, but weren‟t able to layer the material in front of them, often ended up with an unstructured mess – the more successful groups were „forced‟ into a more structured layout due to the two dimensionality of the content on the table. To make up for this, more explicit guidance on how to effectively divide the table into zones would be a good user support addition.
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Turn-taking. Turn-taking collaboration was observed most often, interwoven by episodes of collaboration. Users didn‟t work individually, but took turns in actually interacting with the table, e.g. one user was just watching the other one interact with the table, or one user was reading text from a content PDF, while the other user was actually typing the text. These shifts between participants occurred mostly guided by negotiating, and comments such as „Let me try!‟ or „Can I type some text now?‟
The prevalent turn-taking behaviour obviously has an important effect on the results shown in graph 1. For instance, there was a 3-user test group in which the users didn‟t really take turns, but were actively working most of the time, dividing the table into 3 work zones (one zone per test user). With this in mind, it is understandable that two users of this group rate the table as „a bit too small‟, and only one user as „big enough, no room to spare‟.
Interaction among Test Participants Low-Fidelity Participant Interaction
When observing participant interaction, two general kinds of interaction could be distinguished, similar to the observations described in Gutwin et al. [4]. Test participants switched fluently between working individually on separate tasks and working together (e.g. working together creating content, in which one participant reads a piece of text out loud and the other one types out relevant items on the typewriter). Most of the time, participants worked individually. Even when they were all working on similar tasks, such as placing content on the presentation pages, participants tended to work individually (e.g. by each working on a different slide), merging their results afterwards. This phenomenon is described by Gutwin et al. [4] as „coupling‟: working individually in a group before „requir[ing] discussion, instruction, action, information, or consultation with another person‟.
The opposite observation is also true. Three groups out of seven mostly took turns in actively using the table; all users in these groups but one reported that the table was „big enough, with some space left‟, even though one of these groups had the maximum test group composition of three users.
High-Fidelity Participant Interaction
The interaction among the high-fidelity test participants generally went smoothly, apart from some minor incidents, such as users getting in each other‟s way while working on separate tasks (these incidents will be discussed in the section on territoriality).
Graph 1: Table size ratings in the post-test questionnaire. Participant Interaction: Comparison
Although overall, the participants in both sessions showed similar behaviour of alternating individual work with working together, an important distinction in the individual work was observed. While in the low-fidelity setting, people most of the time worked individually, in parallel, the high-fidelity setting showed people taking turns in working. In most groups, there was an active role („worker‟) and a passive role („onlooker‟), with participants constantly switching between the two roles. Since participants constantly had to work on the same surface, they tended to let one participant work at a task alone before doing work themselves. Only after some moments of on-looking, other participants started working themselves. „Tangible‟ work with 3D objects, as in the low-fidelity prototype, allowed more for individual work, without anyone looking. 2D interaction, on the other hand, often created situations in
In general, the same two kinds of interaction as described in the low-fidelity setting were observed: alternately working individually on separate tasks and working together. However, a distinction was seen between parallel, individual work, and turn-taking. -
Parallel, individual work. A minority of test users worked individually during the entire assignment, with participants working constantly on parallel, separate tasks. This parallel collaboration implies that all test users had a personal zone on the multi-touch table, in which they worked separately. When one participant found some content that could be used by another participant, it was exchanged in a fluent, natural way. Like in the low-fidelity tests, individual work was interrupted by episodes of merging results.
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using too much space, use your own half!‟, etc.1 (see figure 5).
which participants tended to let another participant work, without „interfering‟ by starting to interact themselves. In this view, reducing interference would only be possible by increasing table size quite drastically. This behaviour impacted the way the table size was judged. With participants taking turns in working, the high-fidelity table was rated as „big enough, with some space left‟ by most participants. In contrast, most low-fidelity participants – working in parallel most of the time – rated their table as „big enough, no room to spare‟ (see graph 1). Territoriality Low-Fidelity Territoriality
In the low-fidelity test, users collaborated quite naturally. Participants exchanged material, passed material on to other participants, and often reached across the table to find the right tools to work with. Participants didn‟t really get into each other‟s way while doing this. These findings are similar to the results described in [19], where participants partitioned their interactions „with little to no verbal negotiation‟.
Figure 5: A high-fidelity test participant grabbing his head in frustration, when the other participant covers his work space.
This „territoriality‟ behaviour was, however, not related to the use of one common central, circular menu (see figure 3), or the use of individual personal menus per user. Both groups using only one common menu, and groups using more (individual) menus made remarks related to their „own‟ side of the multi-touch table.
Furthermore, users frequently exchanged tools and content material among each other. Participants passed on tools and showed photos and documents to each other. Larger tools, such as a typewriter, were not exchanged (which we thought was most likely due to physical properties such as weight). Instead, users changed places behind the table to type text on the typewriter. In general, users collaborated quite fluently, reached over to pick up the material they needed, and switched positions, e.g. to use the typewriter.
The territoriality issue is further complicated by users physically switching positions at the table. Often, when one user took over a task (such as typing) from another user, they did not move the applications on the table. Instead, they switched positions at the table, passing behind each other to reach the other part of the table in which, for instance, the typewriter was located. On the other hand, content such as pictures and books were resized and passed on, moving the digital content around instead of physically switching places.
High-Fidelity Territoriality
As already hinted at in the previous section, test participants often took turns working. Consequently, when only one user is working at the table, the user encounters no issues regarding the demarcation of his or her work territory. However, most groups worked simultaneously on more or less separate things at some point in the presentation creation (e.g. typing and browsing). This also means that the individual participants in these groups had their „own‟ functionality or content they were working on at any given moment. However, since there was no strict table division imposed, individual users‟ work sometimes got in the way of other participants‟ work. This was especially the case when resizing content and functionality on the table – not so much when moving functionality or content around the screen. In the last case, most participants appeared to „respect‟ each other‟s territory. When resizing content or functionality to get in the way of other users, remarks about it were made immediately: „Hey, this is MY part of the table!‟, „Keep your things in your own part, man!‟, „You‟re
In terms of effort, it is easier to move the functionality (which takes only one gesture), rather than to walk to the other side of the table. The position-switching behaviour suggests that territoriality doesn‟t mean „the side of the table with my content/functionality on it‟, as much as „the side of the table I am currently working on‟. While working on the collaborative assignment, users switched roles, and switched between working on different kinds of content – after switching, the „new‟ content or functionality users were working on quickly became their content or functionality. Furthermore, the „static‟ functionality and the „moveable‟ content suggest that table layout (see the section on table layout) has an important influence on territoriality, as well. Many participants seemed to consider the functionality on the table as part of the more static table layout, while content such as pictures etc. were not 1
Similar behavior has also been reported in [13]. In that experiment, however, users often didn‟t know other users interacting at the same multi-touch surface. Therefore, their reactions and comments often were more polite or covert.
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considered to be part of that static layout. Therefore, functionality was not moved and passed on to other users.
were used only rarely were not returned, but stayed on the table, ready for use. Participants preferred to have all material on a rather crowded table, rather than use a cleaner, more organised table and go through the trouble of returning the materials and asking them back later.
Territoriality: Comparison
Although it was first thought that in the low-fidelity prototype, the typewriter was not moved around due to its weight, a similar observation was made in the high-fidelity tests. Although test users did exchange content (photos, articles,…), tools such as the typewriter tool or the content browser most often were left in its position, with the test users exchanging places.
Unused High-Fidelity Functionality
Like in the low-fidelity tests, test participants didn‟t use the recycle bin very often in the high-fidelity tests either. Instead, they bended the „rules‟ implicitly imposed by the platform, and used other, creative methods to dispose of unused materials. Participants resized the content until it was very small (and nearly invisible), or simply moved the unwanted content off-screen.
In addition, low-fidelity and high-fidelity prototypes results were quite different regarding territoriality conflicts: while in the low-fidelity setting, participants collaborated without any problems, the high-fidelity setting created a lot more territoriality issues. When comparing these territoriality issues to table size ratings (see graph 1), it becomes apparent that the type of prototype has an important effect on territoriality. While one would expect more problems to occur when participants judge the work surface as too small (i.e., in the low-fidelity prototype), the table size ratings given by participants show the opposite. In the low-fidelity setting, with a table that was rated as quite limited in work space, no territoriality issues ensued. In the high-fidelity setting, with a table that appeared large enough to most participants, several territoriality issues occurred. As in the participant interaction and table layout sections, it seems that the 2D high-fidelity vs. the 3D low-fidelity work space is an important factor here. Participants get in each other‟s way more easily on a 2D surface than in a 3D space.
As already mentioned in the table layout section, some groups tended to leave all material „lying around‟ on the table, like the low-fidelity groups. However, most of them soon got frustrated with the mess of content displayed on the table. Unused functionality: Comparison
Low-fidelity and high-fidelity tests were very similar in terms of functionality that was left unused by the participants: few test groups used the recycle bin. This suggests that low-fidelity prototypes potentially are adequate predictors of the perceived usefulness of functionality. The prototypes can predict which functionality users think of as useful, and which parts they think are redundant. However, it can be inferred that this predictive power will only hold when the interaction fidelity of the low-fidelity prototype is quite high on a more detailed level, as well. In the case of the recycle bin, lower interaction fidelity probably would have made the bin more useful. It can be assumed that the low-fidelity bin would have been used more often if users were allowed to place it underneath the table, or next to it, like a normal, real-world bin. Increasing prototype fidelity by only allowing the bin to be placed on the table made the bin less useful: it took up too much place on the table, compared to the actual benefit users had from having it on the table. Similarly, in the highfidelity prototype, the bin took up too much screen estate, given the limited amount of functionality it added.
To summarize, whereas the low-fidelity prototype allowed people to divide the available space in a natural way, as described also in the low-fidelity setting of [19], the highfidelity prototype tests in our study showed different results. Participants ran into territoriality conflicts and, depending on the nature of the items displayed (content vs. applications), they switched between passing on the digital content and physically switching places themselves to leave the table layout intact. This leads to the conclusion that specific issues, such as the 2D vs. 3D collaboration mentioned in the table layout comparison section, and a perceived difference between „static‟ functionality and „moveable‟ content (based on table layout), can have a profound influence on the way people experience territoriality in the real-world vs. in digital collaboration.
In sum, our findings suggest that, given the fact that interaction fidelity is high at a general level and at a lower, more detailed interaction level, low-fidelity multi-touch prototypes can be accurate predictors of the user‟s perceived usefulness of parts of the prototype.
Unused Functionality Unused Low-Fidelity Functionality
DISCUSSION
Although the low-fidelity tabletop prototype had a waste bin in which test participants could leave unused article scraps and other content material they did not use, it was not used as it took up too much table space. In the majority of user groups, unused scraps eventually made up the bottom layer in the work zone.
The results discussed above show that there are aspects to low-fidelity multi-touch prototyping that allow for prototyping, and aspects that resist prototyping. The way participants passed on content, but left functionality in place in the high-fidelity setting was similar to the lowfidelity setting, not because of the intrinsic properties of the functionality itself (as in the low-fidelity setting: the weight of the typewriter, etc), but because of the participant‟s
Participants tended to leave all material (both tools and content material) lying around on the table. Even tools that
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implicit agreement on table layout. Similarly, the recycle bin was not used in both test series due to a comparable perception concerning its usefulness and the valuable screen estate it demanded.
interactions due to its physical presence on a table. This three-dimensional interaction allows users to easily „layer‟ paper documents, and retrieve them by picking up the paper. On a 2D surface, on the other hand, one is limited to overlapping content. Intrinsically linked to the above, the low-fidelity prototyping method presented in this paper is an excellent method for idea generation. In this way, the prototype has the function of a „filter‟, as proposed by Lim et al. [7]: it makes it possible „to examine an idea‟s qualities without building a copy of the final design‟. In the case presented in this paper, the low-fidelity prototype presented ideas about how to shape the interaction. The low-fidelity prototype inspired new concepts such as content layering and having all material immediately available, without „closing‟ functionality or using a recycle bin. This type of design ideas did not emerge during high-fidelity testing. LIMITATIONS AND FUTURE WORK
The study described above highlights some aspects of high and low-fidelity prototyping that are quite universal in multi-touch applications (e.g. the 2D vs. 3D distinction) and have been described in existing literature (e.g. the territoriality issues in [19]). However, future studies will have to confirm if the specific observations described in this paper can be generalised to multi-touch applications in general.
Figure 6: Similarities and dissimilarities between low-fidelity and high-fidelity prototypes.
However, the possibility to interact in a 3D space vs. on a 2D surface influenced the participant‟s interactions profoundly. While it was expected that the 3D tangible objects vs. 2D touch surface would influence more lowlevel interactions, the results show that higher-level interactions with the work surface and between participants are also influenced. This influence on higher-level interactions can be seen as a side effect of more obvious, low-level interactions, also affecting the usage of the prototype as a whole [7]. An example of this is the highlevel table layout being influenced by the (low-level interaction) possibility to stack items, and create „layers‟ of content. Although the influence of 2D vs. 3D on higherlevel interactions is often a more indirect influence, its effects cannot be ignored.
In addition, low-fidelity prototyping has some often-used, adequate methods such as paper prototyping for GUIs, using paper and post-its to create drop-down menus and other controls. For multi-touch tabletops, however, such often-used methods have not yet been established. It would be interesting to see in future work which innovative lowfidelity methods can be developed to make low-fidelity observations more predictive of high-fidelity results. CONCLUSION
We have reported on a study in which we compare highlevel interactions on a physical and digital prototype of a tabletop application. Although the low-fidelity prototype was designed to have a focus on global, high-level interaction, and not on detailed manipulation of objects, test results showed that differences in more detailed interaction and manipulation of objects also have a profound influence on higher-level interactions. In order to create testable lowfidelity multi-touch prototypes, we found that only very high-level user interactions can be generalised towards a high-fidelity prototype. In addition, the low-fidelity prototype approach presented proved to be very valuable to generate design ideas concerning both high and low-level user interactions.
We can conclude that when using low-fidelity, tangible prototyping as an evaluation method of high-level interactions, one should be cautious in interpreting the results. Although several low-fidelity observations were similar in the high-fidelity situation, the difference between 2D vs. 3D interaction also influences interaction with the surface and other users at a high level. Due to this influence, similarities between low-fidelity and highfidelity prototypes stop, and observations start to diverge. It is, however, difficult and unpredictable to pinpoint the exact point at which the observations diverge. As shown in figure 6, similarities between the low and high fidelity tests always lie on a high level of interaction. The dissimilarities found can mostly be related to the prototyping medium used and the specific constraints linked to that medium. For example, paper is a medium that enables three-dimensional
ACKNOWLEDGEMENTS
MuTable is a Belgian project funded by IBBT. Project partners in the project consortium are CUO (KULeuven), EDM (UHasselt), SMIT (VUB), Kunstencentrum Vooruit, Artec, STAM, Ravi, and University Library of Ghent.
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Mine, Don‟t Touch!: interactions at a large multi-touch display in a city centre. In Proc. CHI 2008, ACM Press (2008), 1285-1294.
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Drop-and-Drag: Easier Drag&Drop on Large Touchscreen Displays Sebastian Doeweling SAP Research Center Darmstadt Bleichstr. 8, 64283 Darmstadt, Germany
[email protected]
Urs Glaubitt Michaelisstr. 16A, 64293 Darmstadt, Germany
[email protected] [15]). In office settings, larger displays were found to generally improve performance and were preferred to averagesized displays by the majority of users [8, 6]. Furthermore, tasks that require spatial orientation were found to benefit from the use of large displays (e.g. [22]). This effect was found to be stronger when resolution is also increased [1].
ABSTRACT
Large displays have been found to offer a number of benefits over average-sized desktop displays: They increase productivity in office settings, improve performance on spatial tasks and offer increased user satisfaction in several contexts. However, their physical dimensions can complicate drag&drop interactions for users, especially when touch or pen input is used. Existing approaches (e.g. push-and-pop) have addressed this problem for simple drag&drop operations, but fall short when it comes to more complex ones (e.g. dropping a target onto a currently hidden node of a file tree or a specific location on a digital map).
Additionally, Hawkey et al. [12] report that the interaction setting defined by large touch-operated displays, i.e. users near to each other as well as near to the display, is most effective for collaborative tasks. This claim is backed by a number of field reports, e.g. [20] (office and research settings) or [13] (digital design studios).
To address this issue, we propose drop-and-drag, an interaction technique which introduces fully interactive proxy targets and which allows the interruption and resumption of drag&drop operations. The results of a controlled experiment show that drop-and-drag is significantly faster than traditional drag&drop for sufficiently distant targets. Additionally, the results report improved user satisfaction when drop-and-drag is used, especially for complex drop targets.
However, as reported by e.g. Robertson et al. [19], there are also challenges that accompany especially the use of large displays: Discontinuities in the displayed image caused by bezels for installations formed by multiple screens/projectors; configuration problems when screens are added to or removed from multiple monitor installations; cursor tracking problems; problems with window and task management; and problems related to accessing distal information. As display size increases, distal access gains particular importance: large touch- or pen-operated wall displays may well confront the user with the unattainable challenge of interacting with elements beyond his/her physical limits; in multi-user settings spatial interference, both physical[16] and virtual[23], may be an additional challenge.
Author Keywords
drop-and-drag, wall-size display, drag&drop, touch screen, interaction technique ACM Classification Keywords
H.5.2 Information Interfaces and Presentation: User Interfaces—Graphical user interfaces
Drag&drop is a very common interaction with desktop applications that suffers from these limitations. Especially for touch-operated devices, which require the user to maintain physical contact2 during the whole operation, drag&drop becomes more challenging: if contact is lost, an accidental drop is performed, canceling the operation or even leading to unintended system actions such as moving files to an incorrect folder. Consequently, drag&drop was found to be more error-prone with increasing distance on touch-screen displays [18].
INTRODUCTION
Over the last few years, large interactive display walls as well as larger tabletop systems have gained attention in both research communities and the general public (especially the presentation of Jeff Han [10] at the TED1 conference in 2006 or commercially available systems like Microsoft Surface 1
Technology, Entertainment, Design
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While state-of-the art approaches such as drag-and-pop [3] or push-and-pop [7] already offer support for drag&drop interactions with simple targets, they fall short when taking more complex ones into account, i.e. drop targets that may require state modifications prior to the actual drop operation: 2 strictly speaking, for some camera-based systems very close proximity is sufficient
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• Simplify drag&drop interactions with distant targets.
minimal hardware reqs.
minimal overhead
minimal interference
To address this problem, we designed drop-and-drag with three major goals in mind:
direct input techniques
Missile Mouse Tablecloth ScaleView Portals Push-and-throw Drag-and-pop Push-and-pop The Vacuum
complex targets
A common scenario involving complex drop targets is copying a file from one file tree to another using drag&drop. In order to complete the operation, one must frequently modify the state of the target file tree, i.e. collapse or expand branches, to access the desired drop location. This has to be done either prior to or during the actual drag&drop operation. While the former is time consuming for remote targets on large screens, the latter is often burdensome, requiring the user to hover above a tree node for a given time in order to expand it. Furthermore, there may even be components such as digital maps which do not offer the possibility to modify their state during a drag&drop operation, at all.
easier interaction
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+ + + + + +
o + + o +
o + + + + +
n/r + + + + + -
+ + o + o
+ o o o o -
Table 1. Review of state of the art techniques for drag&drop on large displays, according to the six categories introduced at the beginning of the related work section (abbreviated for this table). A rating of ’+’ has been given where the technique fits the requirement very well; ’o’ indicates an average fit, e.g. there is no active support, but also no obstacle to the requirement; ’-’ is used, when the requirement is not met. ’n/r’ (not rated) has been used for Missile Mouse and its requirements on hardware because support for direct input is missing there.
• Support drop targets that require complex interactions prior to the actual drop operation. • Design for minimal interference in multi-user settings. The remainder of this paper is structured as follows: First, we present related approaches and state-of-the-art techniques for drag&drop on large displays. Then, we elaborate on the design of our approach, following a discussion of the setup and results of a controlled experiment, which we conducted to analyze the performance and user satisfaction of drop-and-drag. Finally, we argue about the shortcomings and limitations of our approach, present our conclusions and propose further enhancements to our interaction technique.
Techniques facilitating general access to remote objects
Missile Mouse, devised by Robertson et al. [19], is a technique which is targeted at very large displays - with, however, mouse input. Because its primary focus is accelerating the cursor with relative input devices, it does not lend itself very well to touch-operated devices. Tablecloth [19] is another approach by the same authors, which allows the user to scroll the entire screen content for access to distant areas. However, there are two major issues when this technique is used for drag&drop:
RELATED WORK
A number of techniques have been proposed to ease the problems, which accompany drag&drop on large displays. We separate these into techniques that are not geared towards drag&drop interactions specifically, but aim at allowing more efficient access to remote objects on large screens in general and those that focus on drag&drop. All techniques were reviewed according to the following criteria. Although some requirements may be more relevant to some scenarios than to others, an ideal interaction technique will meet all of them, allowing optimal flexibility:
• First, it is geared towards single-user multi-monitor setups and facilitates access to remote areas by scrolling the relevant part of the desktop to the central screen - this may cause conflicts in multi-user settings where different users may want to access different content. • Second, in its current form, the user may either drag the desktop to access remote content or execute a standard drag&drop operation, but not both a the same time. Thus the user is effectively required to use standard drag&drop.
• support for easier interaction with remote drop targets. • support for complex drop targets.
ScaleView portals is an approach presented by Bezerianos [5]. These user-created portals represent alternative views of any area of the screen. Not only the visuals of the original area are recreated, but all actions performed within the portal are also delegated to the remote area and vice versa. Objects can be passed to the remote area by dragging them into the portals. Thus, the portals reduce the distance in visual and motor space alike. However, as ScaleView portals are geared towards more persistent interaction with remote locations, the creation of these portals imposes significant overhead for ephemeral interactions like drag&drop. Thus, drop-and-drag takes up the idea of fully interactive portals to
• support for direct input techniques, i.e. pen- and touchinput. • minimal requirements on available hardware (ideally the technique should work on single-touch or single-pen systems with pressure or proximity detection). • minimal overhead to invoke the drag&drop operation. • minimal interference in multi-user settings. The results of the review can be found in Table 1.
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remote locations, but it modifies this idea for the context of drag&drop interactions.
covers towards the origin of the arc, i.e. the current pen position - to fit into the influence area, targets are reduced in size accordingly. The Vacuum can be used for both selection and drag&drop, depending on whether the user invoked it on empty screen space or on a specific object. While it does allow for complex interactions with remote targets, drag&drop operations with such targets will require the user to trigger two interactions: The first on empty screen space to manipulate the target, the second to perform the actual drop operation - an overhead that may be especially challenging for users unfamiliar with pen-input systems. Furthermore, The Vacuum is designed to use proximity information, i.e. a hover state, which is not available for a larger number of multitouch systems (e.g. those based on frustrated total internal reflection). Also, its clearly highlighted arc of influence may cause interference in multi-user settings.
Techniques which specifically address the challenges of drag&drop interaction on large displays
Push-and-throw, an approach proposed by Hasco¨et and Collomb [11], enables users to throw the object instead of dragging it. To counter the imprecision of human motor skills, a technique called trajectory snapping is integrated into pushand-throw. Trajectory snapping allows for minor inaccuracies by snapping the throwing trajectory to the drop target, if the drop target is not located on the trajectory but rather in close proximity. This technique can be expected to work well for simple, free-standing drop targets. However, it is questionable whether it is still applicable when multiple drop targets are clustered in a small remote area or when preceding interactions like expanding branches within a file explorer are required.
THE DESIGN OF DROP-AND-DRAG
Based on the evaluation criteria introduced in the related work section, we derived the following design decisions for drop-and-drag (respective evaluation criterion in brackets):
Baudisch et al.[3] describe a drag&drop extension called drag-and-pop which takes the opposite approach to pushand-throw. Upon the invocation of a drag-and-drop operation, so-called tip icons, which represent the original drop target, are shown around the drag source. The connection to the original target is made via a virtual “rubber band”. In order to avoid confusion caused by displaying too many tip icons, the set of targets is reduced to those which accept the data of the drag source and which are located in the direction of the initial drag movement. However, as the authors note, “the most common problem with drag-and-pop was getting the right group of targets to pop up”. Furthermore, the iconified versions do not allow complex interactions or precise positioning on the respective drop target.
• Easier interaction with remote targets will be facilitated via proxy targets, i.e. visually and functionally identical copies, of all compatible drop targets projected into the area the user can immediately reach3 . To support quick orientation, an algorithm that preserves the relative spatial layout of the original drop targets will be used to place the proxy targets in the area of immediate reach. (support for easier interaction with remote drop targets). • Proxy targets will be fully interactive and equal in size to the original. To allow for a maximum number of simultaneously displayed proxy targets at the same time, these targets consist only of the user interface components on which a drop can actually take place (e.g. only the file tree from an explorer window). Furthermore, the technique introduces a suspend mode for drag&drop operations to facilitate interaction with complex drop targets without burdening the user to maintain contact with the screen or additional hardware requirements4 (support for complex drop targets).
Based on push-and-throw and drag-and-pop, Collomb et al. propose a drag-and-drop technique push-and-pop [7]. When starting a drag motion, a take-off area is created, surrounding the current cursor position. This take-off area is still a miniature version of the screen as it is in push-and-throw. However, it contains tip-icons of all targets accepting the dragged object, thus eliminating the risk of invoking the wrong set of targets. Additionally, the tip-icons are positioned within the take-off area relative to their locations on the screen. As a result the layout of the take-off area is always the same for a given drag source, independent of its location or the direction of the initial drag motion. This enables the user to perform drag-and-drop actions based on muscle memory, i.e. the user memorizes the particular movement routine due to frequent repetition. Similar to push-and-throw and dragand-pop, push-and-pop does not allow for complex interactions with the available drop targets. However, the idea of projecting the relevant drop targets into the vicinity of the drag source while preserving the proportions of the original screen layout, is taken up in our approach.
• No assumptions will be made on whether there is pen or touch input (support for direct input techniques, i.e. penand touch-input). • Only single taps (clicks) will be necessary to operate the technique (minimal requirements on available hardware). • The technique will be invoked automatically once the user drags an object (minimal overhead to invoke the drag&drop operation). 3 To identify possible drop targets, hard-wired solutions (i.e. mapping drop targets and drag sources at compile time) are possible (and in fact this approach has been used for the implemented prototype). However, there are also more flexible solutions based on the semantic annotation of user interface components [17] 4 (contrary to Kobayashi and Igarashi, who use a throwing metaphor [14], the pause is triggered via a simple drop on empty screen space in drop-and-drag)
Another approach, based on drag-and-pop, is The Vacuum, developed by Bezerianos and Balakrishnan [4] and geared towards pen-input. This technique addresses the problem of getting the right group of targets to pop up by introducing a flexible arc which draws all the objects in the area it
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• No visual connections to the original targets are used (minimal interference in multi-user settings).
and the actual target, allowing the user to look for it in the original direction.
Thus, drop-and-drag enables the user to conveniently interact with distal targets, reducing the source-target distance in visual and motor space alike, while preserving the full set of possible interactions with these targets. Proxy Features
Created by cloning the visuals of the drop target, a proxy represents an alternative view of the drop target, similar to a ScaleView portal[5] with the drop target as its remote area. Additionally, all actions performed within the proxy are delegated to the actual drop target. If the visuals of the drop target change due to such a delegated action, the visuals of the proxy are updated as well. Thus, a proxy enables a user to access all functionality provided by the actual drop target. This includes common actions as clicking buttons, expanding and collapsing of trees or invoking menus, as well as more rare actions such as panning a map component to the desired location. Once the user starts to drag an object, his/her options to complete the drag&drop operation using the appearing proxies are twofold: • He/she can drop the dragged object on one of the proxies directly (given the target does not require any additional interaction), • or he/she can pause his/her interaction by temporarily dropping the dragged object next to the proxies. All proxies will remain visible and a resume button on each of them will then be enabled. Then, the user can perform the necessary changes to the state of the target object (without the burden of maintaining the drag&drop operation) and continue his/her drag&drop interaction afterwards. This is done via the resume button which causes the next click to be interpreted as a drop. As the user might want to nullify the paused operation instead of completing it, another button is added to allow the user to cancel the whole interaction, causing all proxies to disappear. An exemplary proxy target, using a file tree is shown in the steps 2 to 6 of the walkthrough in Figure 2. Proxy Placement
After a dragging motion is started and all drop targets accepting the currently dragged object are determined, the locations of the corresponding proxies need to be computed. The layout algorithm that we employ for this purpose was designed with three requirements in mind:
Figure 1. a) The initial version of the proxy positioning algorithm proxy targets are projected nearer to the user, regardless of the original target’s position. b) The refined version of the algorithm places proxy targets directly over the original targets if they are located within the reach of the user’s flexed arm. All other targets are projected into the area between the user’s flexed and stretched arm’s radius. This compensates for user’s moving the dragged objects too fast and overshooting close-by proxy targets.
We implemented these requirements through an algorithm that projects the location of a drop target into the screen space the user can currently reach, i.e. the screen space defined by a circle with the user’s arm length as its radius and the origin of the drag&drop operation as its center. Our first version of this algorithm handled all targets the same way: A proxy is positioned such that d/dmax = d /dmax holds true as illustrated in Figure 1(a). (rstretched denotes the distance defined by the user’s stretched arm; dmax is the maximum distance from the drag source location to the edge of the screen; dmax denotes the maximum projected length and is therefore equal to rstretched . d is the distance between the drag source and the original (potential) drop target P . d is the distance of the new proxy target position P , calculated by projecting the ratio d/dmax onto dmax .) However, preliminary tests revealed issues with this implementation. Users often expected proxies to appear with a reasonable distance to the origin of the drag&drop operation. When dragging very fast, they overshot the proxy before it became visible and then failed to notice it immediately, as they focused on the original drop target. Furthermore, users frequently dragged over a short distance before dropping on empty space. This allowed them to take full advantage of drop-and-drag, i.e. they could interact with the proxy without being forced to keep on dragging the object. Nearby
1. A proxy should always be within the user’s immediate reach. 2. Spatial arrangement, alignment and proximity between the actual drop targets should be preserved. 3. In order to reduce the need for reorientation, the proxy should be placed on the line of sight between the source
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proxies often interfered with this strategy by covering the relevant screen space. To avoid these issues, we modified the algorithm by distinguishing between two kind of drop targets: those within the reach of the flexed arm and those beyond this distance. If a target is located within the reach of the user’s flexed arm, its proxy is positioned right above it. All other drop targets are projected into the ring between the length of the user’s stretched arm (rstretched ) and the length of his/her flexed arm (rf lexed ), as illustrated in Figure 1(b). (dmax is the maximum distance from the drag source location to the edge of the screen minus rstretched , d is the distance between the drag source and the original drop target P minus rstretched , P is the location of the projected drop target proxy. d is the distance of the new proxy target position P , calculated by projecting the ratio d/dmax onto dmax , which denotes the difference between the user’s stretched and flexed arm’s radius.) This minimizes the amount of proxies located within very close proximity. As a result it is very unlikely that the user overshoots a proxy or that close-by proxies interfere with the intention to pause the drag&drop operation. At the same time it is still assured that every proxy is within immediate reach. Our current algorithm can be applied to an arbitrary number of drop targets simultaneously. For a high number of large potential targets, this may lead to occlusion problems. This and other possible limitations of drop-and-drag are discussed later in the next section. Exemplary drop-and-drag interaction
To illustrate the features offered by drop-and-drag, Figure 2 shows an exemplary sequence of actions, using drop-anddrag to move a folder from a newly attached portable flash drive to a folder currently not visible in the file explorer view of the user’s computer: 1. The file explorer showing the user’s computer is located in the upper left of the screen - the flash driver’s file explorer has just opened in the lower right corner. 2. The user initiates a dragging gesture on the folder to copy the file - a drop target proxy, which shows the file tree part of the “computer-file explorer”, is displayed close to the starting point of the dragging gesture. 3. As the the node/folder on which the user wants to drop the dragged folder, he/she pauses the drag&drop operation by dropping the dragged object on empty screen space. 4. Now he/she can conveniently interact with the file tree displayed by the proxy and expand the corresponding node. 5. By pressing the resume button at the lower left edge of the proxy, the user indicates that he/she wants to actually drop the dragged object. 6. Subsequently, he/she selects the now visible drop location. As a result, the dragged folder is copied to the folder
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Figure 2. An exemplary drop-and-drag operation where pictures are copied from a flash drive to a sub-folder of “My Pictures”.
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within the file tree and the desktop returns to its initial state. 7. However, the state of the original file tree branch is now expanded as the state changes were forwarded by the drop target proxy. EVALUATING DROP-AND-DRAG
To assess the general performance of drop-and-drag and to investigate possibilities for future improvements, we conducted a controlled experiment comparing drop-and-drag to traditional drag&drop (later, in the discussion section, we elaborate on the advantages and limitations of this choice). Participants of this study had to perform drag&drop operations using both techniques in two different scenarios involving complex and simple drop targets. We had five hypotheses:
Figure 3. If the finger is not approaching the display surface perpendicularly, an unintended cursor position may occur.
issues. They were advised to touch the display perpendicularly if possible. Participants
Twenty-eight researchers and students from our lab volunteered to participate in our experiment. Five of them were female, twenty-three were male. Their ages were between twenty-three and forty. All but three participants were right handed. However, two of the three left-handed participants stated that they use the mouse with their right hand and were therefore treated as right-handed during the course of the experiment. None of the participants had any prior experience using drop-and-drag. They rated their experience in using touchscreen devices from 2 to 4 on a 5 point scale (1 no experience at all, 2 below average, 3 average, 4 above average, 5 extensive experience) with a mean value of 2.6.
H1 With increasing distances, drop-and-drag becomes significantly faster than traditional drag&drop. H2 The effect of H1 is more distinct in case of complex drop targets. H3 The average error rate of drop-and-drag does not exceed the error rate of traditional drag&drop. An operation is considered erroneous, if it is aborted or if the dragged object is dropped on a target, that was not in the correct state. H4 For more distant targets drop-and-drag will be less errorprone than traditional drag&drop. H5 drop-and-drag will exhibit a better user acceptance on large touchscreen devices.
Design
A within subject design with repeated measures and three independent variables was used. These variables were technique (traditional drag&drop, drop-and-drag), target distance (very close, close, medium, far) and target complexity (simple, complex). The target distance was not defined by static values, but rather in relation to the participants’ arm length. ’Very close distance’ targets were positioned at a distance of approximately 0.5 times the participant’s arm length, ’close distance’ targets at 0.9 times the arm length, ’medium distance’ targets at 1.6 the arm length and ’far’ targets at 2.5 the arm length. In case of ’simple’ drop targets, the dragged object could be dropped without any prerequisites. ’Complex’ targets, however, consisted of a panel containing two tabs. In order to perform a successful drop, the user was required to switch to the second tab (cf. Figure 4). In case of the traditional drag&drop technique, this forces a participant to reach for the target and select the second tab prior to the start of the actual drag interaction. By contrast, drop-anddrag enables the user to start the drag, perform a temporary drop anywhere on the screen, switch the tab on the displayed proxy and complete the operation via the resume button and a subsequent click on the actual target panel. Simple drop targets were 225 pixels wide and 210 pixels high. Complex drop targets were 24 pixels higher to accommodate for the additional tabs necessary to provide the tabbed pane. Thus, the area relevant to the drag&drop operation, i.e. the actual drop target, retained its size. Consequently, the size relevant to the index of difficulty according to Fitts’ law remains constant throughout the experiment as well. In summary the ex-
Apparatus
The user study was performed on a Barco[2] display wall with a screen width of 300 cm and a height of 150 cm. The screen was placed 87 cm above the ground and was operated at a resolution of 4200 x 2100 pixels. Single touch input was provided by an array of infrared sensors, fabricated by SMART technologies [21]. Inherent to this technique for recognizing touch input two side effects affected our experiment: First, a “touch” can be registered without physical contact to the screen. This sometimes confuses users who are unfamiliar with the device, as unintentional clicks are performed. Second, the accuracy of the touch input depends on the angle between the screen surface and the user’s finger. The flatter the angle, the more likely other body parts, e.g. other fingers, the wrist or the elbow, are registered by the infrared sensors as well, resulting in a cursor position that does not correspond with the one intended by the user (cf. Figure 3). This problem most often occurs when acquiring distant targets, as the user tries to maximize his/her reach by aligning his/her finger with his/her arm. As a consequence, this behaviour frequently leads to very imprecise and sometimes unintentional touch input. In order to avoid errors that are a mere result of this touchrecognition technique, participants were made aware of these
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periment consists of 1792 samples (28 participants x 2 techniques x 2 target complexities x 4 distances x 4 repetitions).
Figure 5. A schematic screen layout for a right handed person. Each set of targets is depicted by a different symbol: target 1-4 by a square, target 5-8 by a pentagon, target 9-12 by a star, and target 13-16 by a triangle. The reach of the participant’s flexed and stretched arm is depicted by the two dashed circles.
Figure 4. The two states of a complex drop target: In the left part of the figure, the target does not accept any drops. The right side shows the target, where the correct tab is selected and drops are accepted.
Test Procedure
To avoid the impact of exhaustion or learning effects on the results, the order of the test runs was permuted over the experiment. Additionally, the single operations during each of the test runs were performed in random order.
Before performing any drag-and-drop operations, the participants were required to configure some user specific parameters before proceeding to the actual testing phase. Those parameters were: • The height at which the participant could comfortably touch the screen while standing in front of it, • the preferred hand, and • the length of both the flexed as well as the stretched arm.
Results
To test our hypotheses, we analyzed task completion times, error rates and user ratings for the two experiment scenarios. Additionally we collected qualitative feedback during and after the test runs that gave hints to possible improvements of drop-and-drag. Task Completion Time
After completing the configuration phase, the screen layout was adapted accordingly. If the participant was right (left) handed, the source of all drag-and-drop operations was placed at the left (right) edge of the screen. This was done to generate sufficiently distant targets, but should not affect validity - for more realistic scenarios, the placement algorithm will adapt to the possibly range in the other direction. On the basis of the length of the participant’s flexed and stretched arm, four sets of four targets each were generated (cf. Figure 5), one set of targets for each distance (’very close distance’, ’close distance’, ’medium distance’ and ’far distance’). Consequently, only eight targets were within the user’s immediate reach. The remaining targets required the user to walk towards them, as they had a distance of 1.6 to 2.5 times the user’s stretched arm length to the drag source.
Two-way repeated measures ANOVA tests revealed that distance significantly affected task completion times independently of technique and in both scenarios (simple targets: F (3, 216) = 34.00, p 0.01; complex targets: F (3, 216) = 34, 01, p 0.01). While the technique alone did not significantly affect the task completion times (simple targets: F (3, 216) = 0.1, p = 0.76; complex targets: F (3, 216) = 3.02, p = 0.08), a strong technique × distance interaction (simple targets: F (3, 216) = 6.67, p < 0.01; complex targets: F (3, 216) = 17.25, p 0.01) indicates that dropand-drag and traditional drag&drop are affected differently by changes in distance. Distance very close
Users were asked to accustom themselves with the screen layout and the different set-ups for about five minutes in order to avoid learning effects during the experiment affecting the results. Subsequently, four test runs, i.e. every combination of both drag-and-drop techniques and complex or simple drop targets, were conducted for each participant. Every test run consisted of at least sixteen drag-and-drop operations, one for each target. In case of an error, i.e. the dragged object was not dropped on the drop target, the operation had to be repeated. For each step in each test run there was only a single valid drop target. Furthermore, the participants were asked to look for the target first, i.e. before they initiated the logged drag&drop operation by activating the source with a button click.
close medium far
Simple Targets F (1, 54) = 15.88 p < 0.01 F (1, 54) = 4.80 p = 0.03 F (1, 54) = 0.01 p = 0.91 F (1, 54) = 5.73 p = 0.02
Complex Targets F (1, 54) = 29.58 p 0.01 F (1, 54) = 15.98 p = 0.01 F (1, 54) = 0.07 p = 0.79 F (1, 54) = 13.94 p 0.01
Table 2. Results of one-way repeated measures ANOVA tests. The nominal factor was technique (traditional drop&drag, drop-and-drag). The results show significant differences between techniques for ’very close’, ’close’ and ’far’ distances.
The results of additional one-way repeated measures ANOVA tests presented in Table 2 support this: there was a significant
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difference between techniques for targets at ’very close distance’, ’close distance’ and ’far distance’. Only for targets at ’medium distance’ no significant difference was found (this can be attributed to the fact that drop-and-drag starts to outperform traditional drag&drop around this distance). These findings are reinforced by an analysis of the task completion times of all participants. As illustrated in Figures 6 and 7, traditional drag&drop remains faster than drop-anddrag for targets in the user’s immediate reach; this is the case for targets at ’very close distance’ and ’close distance’.
Figure 8. Relative time savings of drop-and-drag versus target distances in relation to arm length.
to be observed more clearly when drop targets require additional interaction to successfully complete the operation. Although drop-and-drag begins to be faster at approximately the same distance, regardless of target complexity, Figure 8 shows that the time savings when using drop-and-drag with complex targets exceed those for simple targets. We therefore consider our hypothesis H2 confirmed. Figure 6. Task completion times of test runs with simple targets versus target distances in relation to arm length.
Error Rates
Although error rates were expected to rise with increasing distance, no such correlation was observed. Overall error rates were relatively low. For simple targets, drop-and-drag performed better than traditional drag&drop; for complex targets, traditional drag&drop was slightly less error-prone (cf. Table 3). However, paired t-tests showed that both differences are not significant, due to a very high variance within our data coupled with a relative low overall error rate. The most frequent error when using drop-and-drag with complex targets was related to resuming a paused drag&drop operation. It seemed that despite the time the participants were given to familiarize themselves with drop-and-drag, some of them did not acquaint themselves with the concept of pausing and resuming an operation before completing some of the timed tasks. Summing up, H4 is rejected by our results, H3 is confirmed for the overall error rate, but the results for complex targets indicate room for improvement.
Figure 7. Task completion times of test runs with complex targets versus target distances in relation to arm length.
At a distance of approximately 1.6 times the user’s arm length, i.e. the distance of the ’medium distance’ targets, both techniques perform equally fast. When exceeding a distance of about 2 times the arm’s length, which was the case for the ’far distance’ targets, drop-and-drag clearly outperforms traditional drag&drop. For these targets drop-and-drag was on average 32% faster. Overall, these findings support the hypothesis that drop-and-drag becomes significantly faster than traditional drag&drop with increasing distances (H1). Furthermore, we hypothesized that this effect is supposed
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Targets Simple Complex Overall
Drag&drop 8.57% 10.62% 9.60%
drop-and-drag 3.58% 12.71% 8.15%
Table 3. Mean error rates
Subjective Satisfaction
After completing all four test runs, the participants answered a short questionnaire in order to capture their subjective satisfaction concerning traditional drag&drop and drop-and-drag. Participants were asked whether the task was easy to fulfill using the different techniques and whether the respective
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techniques provided reasonable support - their ratings were captured on a five point Likert scale (“1 being “full disagreement” and 5 “full agreement”).
drop targets in push-and-pop[7], we plan to re-implement this technique for future evaluations as, besides this, it meets most of our other requirements for ideal drag&drop techniques for large touchscreens very well.
While both techniques were perceived equally difficult in case of simple drop targets (the average rating was 3.4 for traditional drag&drop and 3.8 for drop-and-drag), drop-anddrag outperformed traditional drag&drop when operating on complex drop targets (average rating of 3.5 versus 2.4). Furthermore, only four of the 28 participants would still prefer traditional drag&drop when interacting with a very large touch-screen. This supports our expectation that drop-anddrag exhibits a better user acceptance due to the benefits it offers (H5). Further evaluation will however be necessary to test whether this hypothesis also holds against other supporting techniques for drag&drop (see next section).
CONCLUSION & OUTLOOK
When designing drop-and-drag, we aimed for a technique which makes drag&drop operations on large touchscreen displays both faster and easier, especially when more complex state manipulations are required. The findings of the controlled experiment show that this goal was met. Although traditional drag&drop exhibits faster performance when for targets within immediate reach, the ability of dropand-drag to efficiently bridge large distances, even when additional interaction complicates the drag&drop operation, is apparent (time-savings of up to 32% compared to traditional drag&drop). Furthermore, user satisfaction was improved notably: During their sessions multiple participants stated they felt more comfortable with drag&drop operations that use drop-and-drag rather than traditional drag&drop.
DISCUSSION
While the the results of our experiment show that drop-anddrag performs well, especially for targets in medium (1.5 × user’s arm length) and far (2.5 × user’s arm length) distance, there is also a number of limitations in both the evaluation and our current design itself.
Yet, there is room for improvement: Qualitative feedback from some study participants indicated a number of refinements of our technique. Two participants suggested that employing animated transitions when creating the drop target proxies could improve the usefulness of drop-and-drag. Adding a rubber band as in push-and-pop would also be an option, but was not proposed by participants. Further on, additional research will be necessary to determine whether these visual cues cause interference in multi-user settings.
Proxy size and placement
As noted when elaborating on our design in design section, our current design will work for an arbitrary number of potential drop targets, where each target results in a proxy in equal size. For a reasonably large number of targets this may lead to occlusion problems: Important information could be hidden from the user and he/she might be unable to access essential interaction elements such as buttons or menus. However, an approach that scales down the proxy targets size (like The Vacuum [4]) may also be challenging, especially when touch input is used and thus precision is limited by the human finger. More refined techniques may include fisheye view [9], but additional investigation should clarify the typical number of targets involved in drag&drop operations, first. Also, an analysis of the context users need to identify the proxy target (e.g. the surrounding explorer window for a file tree) could help to determine the necessary size.
More controversial was the way the drag operation is resumed. While one participant explicitly stated that he liked the possibility to complete the operation with two clicks, two others stated that they would prefer to resume the operation by another drag interaction, which would originate from a scaled-down version of the original source, placed at the current position of the resume button. The latter suggestions might also offer an improvement to the unexpectedly long time it took for some participants to get accustomed to pausing and resuming drag&drop operations.
Visual connections and interference
We deliberately decided not to include any visual connections between proxy targets and original targets, as we expected them to cause visual interference in multi-user settings. However, we noticed during our evaluation that some participants would reorient during the drag&drop operation, even though proxy targets were placed on the line of sight between drag source and original target. Thus further investigation on the interference caused by visual connections is necessary for multi-user settings. It may be reasonable to compromise and introduce lightweight connection visuals like the rubber-bands of push-and-pop[7].
Furthermore, as pointed out during the discussion of the limitations of drop-and-drag, future work will need to include refinements to the the current positioning algorithm which may have occlusion problems for a larger number of targets. Finally, while drop-and-drag did outperform the traditional technique, a more extensive comparison will also need to include state-of-the-art approaches like push-and-pop[7], at least for the case of simple drop targets. ACKNOWLEDGMENTS
We would like to thank all those participating in our experiments for their time and effort. Also we would like to thank both our colleagues and the reviewers for giving valuable advice on how to improve this paper and the presented interaction technique.
Evaluation against standard drag&drop
While the evaluation of our technique against standard drag&drop allowed a basic assessment of its performance, it allows comparison to state of the art techniques only to a very limited degree. Even though there is no support for complex
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The work presented in this paper has been partly funded by the German Federal Ministry of Education and Research.
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Extending Boundaries with Meta-Design and Cultures of Participation Gerhard Fischer Center for LifeLong Learning and Design (L3D) University of Colorado Boulder, CO 80309-0430 USA
[email protected] ABSTRACT
INTRODUCTION
Human-computer interaction (HCI) has refocused many research efforts within computer science from a technology-centered view to a human-centered view. The developments so far, however, have seen humans mostly as users and consumers rather than as active contributors and designers.
In the last 20 years, research and development in humancomputer interaction (HCI) have made major contributions to support the productive and creative autonomy of individuals. Historically, however, these possibilities often have been of interest and accessible only to a small number of “high-tech scribes.” Meta-design [21] is focused on the challenge of allowing users of software systems who are not primarily interested in software per se to modify, extend, evolve, and create systems that fit their needs.
This paper provides a conceptual framework based on meta-design and cultures of participation that democratize design and allows all stakeholders to evolve systems to fit their needs. It establishes a new extended discourse for HCI research in which information technologies are interwoven with human lives in all aspects of our existence (at home, working, teaching, learning, and being a citizen). Specific socio-technical environments instantiating the framework in different application domains are described, including: (1) environments for people with cognitive disabilities, (2) table-top computing systems for framing and solving complex urban planning problems, (3) modeling the buildings of the world in 3D, and (4) using Smart Grids to support energy sustainability. These examples show how metadesign and cultures of participation are design approaches that allow researchers and practitioners to extend boundaries by allowing all stakeholders to have more control over their artifacts and by providing opportunities to encourage and to support contributions by many people in personally meaningful activities.
What the personal computer has done for the individual, the Internet has done for groups and communities. The first decade of Internet use was dominated by broadcast models and contributed little to change the existing strong separation of designers and users imposed by existing media. Cultures of participation [19], supported by meta-design and the participatory web [31], represent an evolving framework to exploit computational media in support of collaboration and communication. Providing all citizens with the means to become co-creators of new ideas, knowledge, and products in personally meaningful activities presents one of the most exciting innovations and transformations of digital media, with profound implications to extend the boundaries of HCI research. This paper identifies boundaries, defines conceptual frameworks (centered on meta-design and cultures of participation), and describes socio-technical environments [27] (in four different application domains) grounded in these frameworks. It discusses the implications of these research activities to extend the boundaries of HCI.
Keywords
meta-design, cultures of participation, systemic problems, boundaries, distances, motivation, control, socio-technical environments
BOUNDARIES
ACM Classification Keywords
A basic challenge insufficiently addressed by prior HCI research is that almost all of the significant problems of tomorrow will be systemic problems, which cannot be addressed by any one specialty. These problems require multi-disciplinary, multi-sector, and international collaborations, providing opportunities for knowledge workers to work in teams, communities, and organizations that encompass multiple ways of knowing and collaborating. Our research has focused specifically on complex, systemic design problems requiring cultural and epistemological pluralism to make all voices heard. As stakeholders who
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
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are separated by spatial, temporal, conceptual, and technological distances [18] are brought together, boundaries can be overcome based on these distances. These distances will be briefly characterized as representing boundaries that need to be understood, respected, and extended.
These structures and skills often do not exist at the beginning but evolve incrementally and collaboratively. CoIs provide an example of the importance of combining voices from different communities.
Boundaries Based on Spatial Distance
The preceding subsections emphasized computer-mediated collaboration among humans to reduce the gaps created by spatial, temporal, and conceptual distances. In HCI systems, substantial information is embedded in computational artifacts.
Boundaries Based on Technological Distances
Bringing spatially distributed people together with the support of computer-mediated communication allows the prominent defining feature of a group of people interacting with each other to become shared concerns rather than a shared location. By allowing more people to be included, local knowledge can be exploited. These opportunities have been successfully employed by the open-source communities [34] as well as by social networks of people who have a shared concern (such as a family member with a disability [9]). Transcending the barrier of spatial distribution is of particular importance in locally sparse populations (e.g., as they exist among people with disabilities).
Unlike passive design materials, such as pen and paper, computational artifacts are able to interpret the work of designers and actively “talk back” to them [36]. However, barriers occur when the back talk is presented in a form that users cannot comprehend or when the back talk created by the design situation itself is insufficient, and additional mechanisms and information are needed. To increase the back talk of the situation, we have developed a series of critiquing systems [22] that monitor the actions of users as they work to achieve a common goal and inform the users of potential problems during this process.
Boundaries Based on Temporal Distance
Design processes often take place over many years, with initial design followed by extended periods of evolution and redesign. In this sense, design artifacts are not designed once and for all, but instead gradually change over long periods of time. For example, within most computer networks, when a new device or technology emerges, the infrastructure is incrementally enhanced and updated rather than redesigned completely from scratch. To be able to do this requires that new designers “collaborate” with the original designers. Long-term collaboration is crucial for the success of evolutionary development. This is hampered when individual designers are not informed about how the decisions they make interact with decisions that were made in the past from designers whose voices have been lost.
EXTENDING BOUNDARIES Supporting Users as Active Contributors with Meta-Design
In a world that is not predictable, improvisation, evolution, and innovation are more than a luxury—they are a necessity. The challenge of design is not a matter of avoiding the emergent, but rather of including it and making it an opportunity for more creative and more adequate solutions to problems. Meta-design [21] explores objectives, techniques, and processes to enable users to act as designers and active contributors, allowing them to create new knowledge rather than restricting them to the consumption of existing knowledge. The need for meta-design is founded on the observation that design requires open systems that users can modify and evolve [24]. Because problems cannot be completely anticipated at design time when the system is developed, users at use time will encounter mismatches between their problems and the support that a system provides. These mismatches will lead to breakdowns [22] that serve as potential sources for new insights, new knowledge, and new understanding. Meta-design advocates a shift in focus from finished products or complete solutions to conditions for users to resolve mismatches and repair breakdowns when they are discovered during use.
Boundaries Based on Conceptual Distances
To analyze the contribution of voices from different communities, two types of communities can be differentiated: communities of practice (CoPs) and communities of interest (CoIs). CoPs [46] consist of practitioners who work as a community in a certain domain undertaking similar work. Examples of CoPs are architects, urban planners, research groups, software developers, and end-users. CoPs gain their strength from shared knowledge and experience. However, they face the boundaries of domain-specific ontologies and tools, empowering the insiders but often creating barriers for outsiders and newcomers. CoIs [15,17,29] can be thought of as “communities-ofcommunities” brought together to solve a problem of common concern. Examples of CoIs are (1) a team of software designers, marketing specialists, psychologists, and programmers interested in software development; or (2) a group of citizens and experts interested in urban planning. Fundamental challenges facing CoIs are found in building a shared understanding, learning to communicate with and learning from others, and establishing a common ground.
Meta-design engages diverse contributors (individuals and communities) in designing and building their own tools and systems by democratizing design. Our future world will be substantially shaped by stakeholders who will design, build, and evolve their own devices—our goal is to inspire, shape, support, foster, and analyze these communities. Metadesign allows creative and unplanned opportunism by addressing one of the fundamental challenges of a knowledge
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society: to create socio-technical environments in which all participants in collaborative design processes can express themselves and engage in personally meaningful activities.
Web 2.0 architectures) have emerged to support social computing. These developments are the foundations for a fundamental shift from consumer cultures (specialized in producing finished goods) to cultures of participation (in which all people can participate actively in personally meaningful activities). Cultures of participation provide foundations for this fundamental transformation by exploring and supporting new approaches for the design, adoption, appropriation, adaptation, evolution, and sharing of artifacts by all participating stakeholders. These cultures are not dictated by technology alone; they are the result of incremental shifts in human behavior and social organizations [6].
By allowing users to become co-designers, HCI needs to develop architectures, seeds, and features that provide all stakeholders with opportunities, tools, and social reward structures to extend and evolve systems to fit their needs. In current design practices, teams of developers function as experts observing use and designing solutions to fit existing work practices, typically with input and involvement from users at one or more iterative stages. There is one “official” future toward which design efforts are oriented and around which design decisions are made. There is an intentional focus on the immediate needs of the current users; the end result must be a complete artifact, leading to rigid design decisions made at design time. These techniques yield closed systems based on decisions made at design time, and stakeholders are incapable of modifying and evolving the system when new and unanticipated requirements arise during use.
A major objective of cultures of participation is to attract large number of contributors. A number of notable success models exist, including open source software, Wikipedia, Second Life, YouTube, and 3D Warehouse (our research is less focused on social networks that primarily serve communication purposes such as Twitter and Facebook). By breaking down the boundaries between producers and consumers, cultures of participation have created new opportunities and challenges.
Design practices based on meta-design are focused on systems facing unpredictable future developments and changes. Participatory design includes users in the initial design process, but these participants can represent only the immediate users and immediate needs. Meta-design applies design techniques that enhance the further development of systems at use time. Design power is shifted towards the users, allowing them to ultimately act as both designers and consumers of the system and allowing the system to be shaped through real-time use. Table 1 summarizes the different role distributions.
Breaking Down Strict Role Separations
New concepts and models establishing middle ground between consumers and producers are emerging, including the following: • Prosumers [44] are techno-sophisticated and comfortable with the technologies with which they grew up. They have little fear of modifying and evolving artifacts to their own requirements. They do not wait for someone else to anticipate their needs, and they can decide what is important for them. They participate in learning and discovery and engage in experimenting, exploring, building, tinkering, framing, solving, and reflecting.
Transcending Consumer Cultures with Cultures of Participation
The first decade of the World Wide Web predominantly enforced a clear separation between designers and consumers. New technological developments (such as participatory
Design Approach
Design Time
Use Time
professionally dominated design
users have no voice
users have to live with artifacts designed by others
participatory design
users are active participants; systems are designed as complete artifacts at design time
systems are designed with users’ input, but they cannot be evolved to serve unforeseen needs
users are active participants; systems are designed as seeds; design is focused on use and participation
users can act as designers and evolve the artifact to fit new needs
meta-design
• Professional amateurs [26] are innovative, committed, and networked amateurs working up to professional standards. They are new social hybrids, and their activities are not adequately captured by the traditional dichotomous definitions of work and leisure, professional and amateur, and consumption and production. These new classes of contributors form the foundation for social production and mass collaboration [6] by relying on the following facts: • A tiny percentage of a very large base is still a substantial number of people; • Beyond the large quantitative numbers of contributors exists a great diversity of interests and passions among users; • Although human beings often act for material rewards, they can also be motivated by social capital, reputation, connectedness, and the enjoyment derived from giving away things of value.
Table 1. The role of stakeholders in different design approaches
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Intrinsically motivated contributors can be found in the Long Tail [3], where people from around the world engage in topics and activities about which they feel passionate.
participation provide conceptual frameworks for the design of socio-technical environments because they give users design power to modify and evolve the systems according to their needs.
Open Design Spaces and User-Generated Content
This section briefly describes four specific examples that extend boundaries with meta-design and cultures of participation:
Cultures of participation emphasize the “unfinished” and take into account that design problems have no stopping rule, need to remain open and fluid to accommodate ongoing change, and can be characterized as having “continuous beta” as a desirable attribute rather than a to-be-avoided detriment. Cultures of participation can move from guidelines, rules, and procedures to exceptions, negotiations, and work-arounds to complement and integrate existing accredited and expert knowledge with informal, practice-based, and situated knowledge [42,47].
• the Memory Aiding Prompting System (MAPS), which fosters communities and creates new support tools for people with cognitive abilities and their caregivers; • the Envisionment and Discovery Collaboratory (EDC), which is a table-top computing environment supporting stakeholders from diverse backgrounds in face-to-face meetings;
User-generated content includes: (a) creating artifacts with existing tools (e.g., writing a document with a word processor) or (b) changing the tools (e.g., writing macros to extend the word processor as a tool). In specific environments, such as open-source software, the content is subject to the additional requirement of being computationally interpretable. Different activities for content generation (e.g., adaptation, generalization, improvement requests, specialization, and tailoring [2]) need to be supported.
• the three-dimensional (3D) modeling environment, which allows people from around the world to create and share 3D models; and • Smart-Grid developments, which involve consumers actively as decision makers to support new approaches toward energy sustainability. Cognitive Lever (CLever): Helping People Help Themselves
The CLever project has been a large-scale research project at the University of Colorado [9]. The project extended boundaries by complementing human minds through media and technologies. As an important development within CLever, the Memory Aiding Prompting System [8] is a meta-design environment in which caregivers can design task-support tools for people with limited memory and executive functions. Individuals with cognitive disabilities are often unable to live independently due to their inability to perform activities of daily living, such as cooking, housework, or shopping. By being provided with socio-technical environments to extend their abilities and thereby their independence, these individuals can lead lives less dependent on others. MAPS has explored meta-design by supporting mobile device customization, personalization, and configuration by caregivers and effective use by clients [10].
Rich Ecologies of Participation
Complex socio-technical environments cannot be understood as simple aggregations of the behavior of some nonexistent average user [37]. Stakeholders need to take on different tasks and responsibilities as they progress toward the demanding levels of participation. Most stakeholders will start as consumers, but only a small percentage will eventually become active contributors, curators, and metadesigners [33]. Creating innovative support mechanisms (e.g., learning environments, scaffolding, boundary objects) and social reward structures (e.g., intrinsic motivation, reputation economies, gift cultures) presents challenges for HCI research to reduce the funnel effect causing a limited migration toward more demanding roles [32]. SOCIO-TECHNICAL ENVIRONMENTS EXTENDING BOUNDARIES IN SPECIFIC APPLICATION DOMAINS
Meta-design is of critical importance for people with cognitive disabilities because they represent a “universe of one”: a solution for one person will rarely work for another. The success of MAPS is based on the empirical findings that (a) unexpected islands of abilities exist (clients can have unexpected skills and abilities that can be leveraged to ensure a better possibility of task accomplishment); and (b) unexpected deficits of abilities exist. Accessing and addressing these variations in skills and needs, particularly with respect to creating task support, requires an intimate knowledge of the client that only caregivers can provide. Currently, a substantial portion of all assistive technology is abandoned, resulting in the very population that could most benefit from technology paying for expensive devices that end up in the back of closets after a short time.
In the last decade, we have developed socio-technical environments to extend boundaries. In all of these application domains, socio-technical environments are needed because the deep and enduring changes of our ages are not technological in their core substance, but social and cultural. Changes in complex environments are not primarily determined by technology, but are the result of incremental shifts in human behavior and social organization. Sociotechnical environments are composed both of computers, networks, and software, and of people, processes, policies, laws, and institutions, thereby creating a complex web of socio-cultural concerns and requiring the co-design of social and technical systems. Meta-design and cultures of
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framing and resolving complex urban planning by bringing together participants from various backgrounds in face-toface meetings. In this platform, the knowledge to understand, frame, and solve such problems does not already exist [16], but is constructed and evolves during the solution process—an ideal environment to study meta-design and cultures of participation. The EDC represents a socio-technical environment that incorporates a number of innovative HCI technologies and approaches, including (a) table-top computing, which fosters and invites participation by maximizing the richness of communication among stakeholders in face-to-face interaction; (b) the integration of physical and computational components, which supports new interaction techniques [14]; and (c) an open architecture, which supports metadesign activities.
Figure 1 Meta-design in MAPS: Empowering caregivers to act as designers
A unique challenge of meta-design in the domain of cognitive disabilities is that the clients themselves cannot act as designers, but the caregivers must accept this role (see Figure 1). Caregivers, who have the most intimate knowledge of the client, need to be empowered to become the end-user designers. The scripts needed to effectively support users are specific for particular tasks, creating the requirement that the people who know about the clients and the tasks (i.e., the local caregivers rather than a technologist far removed from the action) must be able to develop scripts.
Figure 2 shows three different but integrated components of the EDC: • the action space (bottom pane), in which stakeholders engage in participatory problem solving and decision making related to urban planning issues that are of concern to all participants; • the reflection space (top left pane), in which task-relevant information is displayed for the design created in the action space;
Caregivers generally have no specific professional technology training, nor are they interested in becoming computer programmers. Based on extensive end-user support, MAPS allows caregivers to design complex multimodal prompting sequences (including sound, pictures, and video to be assembled by using a film-strip-based scripting metaphor).
• embedded visualizations using Google Earth (top right pane), in which the impact of new buildings are shown. The vision of the EDC is to provide contextualized support for reflection-in-action [36] within collaborative design activities. In our research with the EDC during the last decade, we have extended the following boundaries:
The design of MAPS involves three different groups of participants: assistive technology professionals and special education teachers, parents of clients, and professional caregivers. MAPS was tested with representatives of several different groups, resulting in the identification of the following requirements for meta-design: (a) discover and learn about the client’s and caregiver’s world and their interactions; (b) observe and analyze how tasks and learning of tasks were currently conducted; (c) understand and explicate the process of creating and updating scripts; (d) comprehend and analyze the process of using the scripts with a real task; and (e) gain an understanding of the role of meta-design in the dynamics of MAPS adoption and use.
• Transcending limited engagement with cultures of participation. Participants are more readily engaged if they perceive the design activities as personally meaningful by associating a purpose with their involvement [7,35].
By designing the MAPS environment to enable script redesign and reuse, caregivers were able to create an environment that matched the unique needs of individuals with cognitive disabilities. MAPS represents an example for extending boundaries by supporting meta-design, embedding new technologies into socio-technical environments, and helping people with cognitive disabilities and their caregivers have more interesting and more rewarding lives. Supporting Collaborative Design with the Envisionment and Discovery Collaboratory
• Figure 2. Different components of the EDC: action space, reflection space, and visualization support
The Envisionment and Discovery Collaboratory (EDC) [4] is a long-term research platform that explores conceptual frameworks for extending boundaries in the context of
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Participants must be able to naturally express what they want to say [28], and the interaction mechanisms offered must have a “low threshold” for easy participation and a “high ceiling” for expressing sophisticated ideas [38].
models. In addition, the environment supports tagging, ratings, and reviews by the participating community. Interested users can utilize 3D Warehouse for creative collaborations by sharing, downloading, modifying, extending, and reusing existing models. Google Earth has the capability to show objects contained in 3D Warehouse. shows Downtown Denver, Colorado, in 3D as an example.
• Transcending group think by involving stakeholders with different interests and different knowledge. More creative solutions to problems can emerge from the collective interactions with the environment by heterogeneous communities (such as communities of interest [17], which are more diverse than communities of practice [25,46]). Boundary objects are needed [41] to establish common ground and establish shared understanding for communities of interest.
In an ongoing collaboration with our partners from the Google Boulder office in Colorado, we are extending boundaries by pursuing the following research issues. • Allowing users to act as active contributors to 3D Warehouse requires extensive learning support to achieve sufficient mastery of the tools and environments provided.
Obstacles to further investigate the above objectives rest with the difficulties of democratizing the design of the EDC [45] by providing more control to the participants. Currently, EDC participants have to customize the system at the source-code level to reflect the specific characteristics of the city and its urban planning problem. Support for end-user developments is important for the EDC, because each urban planning problem is unique: it has to take into consideration the geography, culture, and population of specific cities. In most cases, EDC developers (the metadesigners) do not have sufficient knowledge of the problem and the social context; they do not know which issues are of greatest concern to the city planners and citizens and which conflicts need to be resolved through the EDC system.
• Assessing the effectiveness of different reward structures (recognition by the community and featuring the best models in 3D Warehouse and Google Earth) for motivating users to participate in the collaborative effort to model the whole world. • Supporting richer ecologies of participation, including roles such as creators, raters, curators, power users, and local developers, while attending to the diversity and independence of participants. Smart Grids and Energy Sustainability
Emerging changes in renewable and sustainable energy include rethinking how electricity is produced, transmitted, distributed, and consumed. The Smart-Grid vision [12] combines electrical and intelligence infrastructures. In March 2008, Boulder, Colorado, was selected to serve as the first Smart-Grid City in the United States. The vision and objective behind Smart-Grid Cities concept is focused on a number of infrastructure upgrades and customer offerings, including:
Modeling the World in 3D: SketchUp, Building Maker, 3D Warehouse, and Google Earth
Having the whole world modeled in 3D and allowing users to explore this virtual world on their computers is the objective behind Google’s effort to integrate SketchUp, Building Maker, 3D Warehouse, and Google Earth. The amount of work and local knowledge needed to model billions of buildings is beyond the scope and capability of any locally operating development team. It requires the contributions of a large user base, and as such represents a unique, large-scale example for assessing the conceptual framework underlying meta-design and cultures of participation.
• transformation of the existing metering infrastructure to a robust, dynamic electric system and a communication network for two-way communication throughout the distribution grid;
SketchUp and Building Maker are 3D-modeling environments (http://sketchup.google.com/). SketchUp allows users to develop sophisticated and highly creative models, but it requires a substantial learning effort. Building Maker is a tool for creating simpler models from aerial images with less effort. Powerful learning mechanisms for these systems are critical to allow everyone who wishes to contribute to learn how to do so. The 3D Warehouse is an information repository for the collection of models created by all users who are willing to share their models (see http://sketchup.google.com/3dwarehouse/). It contains tens of thousands of models from different domains, including buildings, houses, bridges, and so forth, and it uses collections to organize
Figure 3. Downtown Denver, Colorado, in 3D
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• conversion of substations to “smart” substations capable of remote monitoring, near real-time data, and optimized performance; and
complemented by designing socio-technical environments focused on reflective communities. There is an urgent need for understanding, stimulating, fostering, and supporting creative co-production with meta-design and cultures of participation beyond support for solitary activity.
• installation of programmable in-home control devices (at the customer’s invitation) and the necessary systems for more intelligent home energy use.
As cultures evolve, specialized knowledge becomes favored over generalized knowledge [39]. Taking advantage of the distances (spatial, temporal, conceptual, and technological) discussed earlier in this paper represents promising developments for making as many voices as possible heard, exploiting the symmetry of ignorance between different communities of practice with communities of interests [20], and creating shared understanding among stakeholders from different disciplines [40]. Specifically, the EDC is an attempt to extend boundaries by addressing these challenges.
The Smart-Grid vision represents a challenging application domain for meta-design and cultures of participation. Our research [13] is grounded in the basic assumption that to harvest the benefits of Smart Grids, the underlying technologies are necessary but they are not sufficient. To take advantage of Smart Grids, humans must be engaged as active decision makers, and not only as passive consumers. The socio-technical environments must identify and offer the right balance between “automating” and “informating” [30,48]. Taking advantage of the potential of the new emerging technologies will require new mindsets that lead to changes in the way users (as individuals, communities, organizations, and governments) think and learn about energy sustainability.
Understanding the Impact of Personally Meaningful Activities
Actively contributing in cultures of participation, even when supported by powerful meta-design environments, requires a substantial amount of learning and engagement. All humans have a limited amount of time and attention, so they have to carefully choose the activities in which they decide to become active contributors. Socio-technical environments can fail in two directions:
DISCUSSION AND REFLECTIONS
A promising methodology to extend boundaries in HCI research is to exploit the synergistic efforts by applying and testing the conceptual frameworks (meta-design and cultures of participation) in the socio-technical environments discussed in the previous section and in return modifying and expanding the conceptual frameworks by the demands for specific applications. provides a summary how the four different application domains extend boundaries. The following subsections describe a number of themes that originated from these synergistic efforts.
• By forcing participants to act as designers when they prefer to be consumers; this is the case in personally irrelevant activities (depending on the individual, examples of such environments might be having to check one’s own baggage at airports or check out one’s own groceries at supermarkets); • By limiting participants to consumer roles when they
Transcending the Unaided Individual Human Mind
want to be active contributors and designers; this is the case in personally relevant and meaningful activities (examples of such activities for different individuals and communities are provided by the four application domains discussed in the previous section—providing more independence for a family member with a cognitive disability by using the MAPS system represents a personally meaningful problem for the caregiver).
The primary HCI objective of the past to support and educate individual reflective practitioners [36] needs to be Application CLever EDC
3D Modeling
Smart Grids
Extending Boundaries universal design; caregivers are empowered to be active developers support for small groups in face-to-face meetings with table-top computing, boundary objects, visualizations, and simulations; individual artifacts (urban planning environments) are complex and wicked problems decentralized mass collaboration, rich ecology of participation; the complexity is primarily in the aggregate (hundred thousands of models exist in the 3D Warehouse) environments to support, inform, and motivate users to act as active decision makers in the use of energy
Motivation, Control, Ownership, Creativity, and Quality of Artifacts
Meta-design and cultures of participation create a new understanding of motivation, creativity, control, ownership, and quality [6]—topics that have not been considered of great importance for HCI in the past, but which enter center stage in extending the boundaries for the next generation of HCI systems. Motivation
Human beings are diversely motivated beings. We act not only for material gain, but also for psychological wellbeing, for social integration and connectedness, for social capital, for recognition, and for improving our standing in a reputation economy. The motivation for going the extra
Table 2: Summary of how the different applications extend boundaries
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step to engage in active participation was articulated thus [35]: “The experience of having participated in a problem makes a difference to those who are affected by the solution. People are more likely to like a solution if they have been involved in its generation; even though it might not make sense otherwise.” There is widespread evidence that people attach more value to things they create themselves (the so-called “Ikea effect” [5]). Meta-design relies on intrinsic motivation for participation; it offers a new platform for human connection by bringing together otherwise unconnected individuals and replacing common background or geographic proximity with a sense of well-defined and shared purpose. Motivation is critical in the framework and systems discussed in this paper because participation cannot be enforced, only encouraged, fostered, and supported (as indicated by the proverb: “one can lead a horse to water but one cannot make it drink”). Research in motivation transcends usability concerns (what people can and cannot do) by focusing on what people want to do [11].
of those around them) [43], (c) decentralization (participants are able to specialize and draw on local knowledge) [3], and (d) aggregation (mechanisms exist for turning individual contributions into collections). By focusing on open systems and on the unfinished, meta-design and cultures of participation create architectures and seeds that can be evolved on an ongoing basis.
Control
CONCLUSIONS
The importance of the distribution of control has been emphasized as important for architecture [1]: “I believe passionately in the idea that people should design buildings for themselves. In other words, not only that they should be involved in the buildings that are for them but that they should actually help design them.” Meta-design and cultures of participation distribute control among all stakeholders in the design process and are based on the observation that shared control will lead to more innovation [45]: “Users that innovate can develop exactly what they want, rather than relying on manufacturers to act as their (often very imperfect) agents.”
Democratization of the development and evolution of personally meaningful socio-technical environments is more than letting users customize their applications; it represents a fundamental new challenge allowing and supporting the co-creation of situational applications. Empowering and motivating users to become active contributors and decision makers is a grand challenge problem for HCI research. In doing so, we should not ignore that boundaries are in many contexts important means for distinguishing communities and strengthening their identity. The challenge is not ignoring or eliminating boundaries, but respecting them and making them traversable as needed to explore new approaches and new frontiers.
Quality of Artifacts
Quality assurance in systems created by cultures of participation is often grounded in the following concern: “How are we to know that the content produced by widely dispersed and qualified individuals is not of substandard quality?” An interesting case study to reflect upon this concern was done in the context of Wikipedia. The journal Nature has compared the quality of articles found in the Encyclopedia Britannica with those in Wikipedia [23] and has come to the conclusion that Wikipedia comes close to Britannica in terms of the accuracy of its science entries.
Ownership ACKNOWLEDGMENTS
Our experiences gathered in the context of the design, development, and assessment of our systems indicate that meta-design methodologies are less successful when users are brought into the process late (thereby denying them ownership) and when they are “misused” to fix problems and to address weaknesses of systems that the developers did not fix themselves. Meta-design works when users are part of the participatory design effort in establishing a meta-design framework, including support for intrinsic and extrinsic motivation, user toolkits for reducing the effort to make contributions, and the seeding of use communities in which individuals can share their contributions.
I thank the members of the Center for LifeLong Learning & Design (L3D) at the University of Colorado, who have made major contributions to the ideas described in this paper. I specifically would like to thank: Elisa Giaccardi, who is the co-developer of our meta-design framework; Stefan Carmien, who created and evaluated the MAPS environment; Hal Eden, who is the major architect and developer of the EDC; John Bacus from Google Boulder, who provided unique insights into the design of the 3D modeling effort; and Holger Dick and Hal Eden, who are developing the Smart Grid environment. The research was supported in part by (1) grants from the National Science Foundation, including: (a) IIS-0613638 “A Meta-Design Framework for Participative Software Systems,” (b) IIS-0709304 “A New Generation Wiki for Supporting a Research Community in ‘Creativity and IT’,” and (c) IIS-0843720 “Increasing Participation and Sustaining a Research Community in ‘Creativity and IT’”; (2) a Google research award “Motivating and Empowering Users to Become Active Contributors: Supporting the Learning of High-Functionality Environments”; and (3) a
Creativity
Where do new ideas come from in meta-design environments and cultures of participation? Their creativity potential is grounded in user-driven innovations, taking advantage of breakdowns as sources for creativity, and exploiting the symmetry of ignorance [20]. To increase social creativity requires: (a) diversity (each participant should have some unique information or perspective), (b) independence (participants’ opinions are not determined by the opinions
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major grant “CLever: Cognitive Levers: Helping People Help Themselves” from the Coleman Institute for Cognitive Disabilities at the University of Colorado.
14. Eden, H. Getting in on the (inter)action: Exploring affordances for collaborative learning in a context of informed participation. In G. Stahl (Ed.), Proc. CSCL '2002 Conference, Boulder, Colorado (2002), 399-407.
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Wattsup?: Motivating reductions in domestic energy consumption using social networks 1
Derek Foster1, Shaun Lawson1, Mark Blythe2 and Paul Cairns2 2 Lincoln Social Computing Research Centre Department of Computer Science University of Lincoln University of York Brayford Pool, Lincoln Heslington, York {defoster, slawson}@lincoln.ac.uk {mblythe, pcairns}@cs.york.ac.uk
ABSTRACT
energy at home and fly too often. And yet they do next to nothing to change this. Indeed a recent article in the Ecologist on unnecessary travel was written on board a transatlantic Boeing 747 flight [30]. At the moment we want to cut carbon emissions without changing our lifestyles; we do not want sustainable technologies but perhaps we want to want them. How then can technologies designed to change behaviour become compelling, desirable and enjoyable?
This paper reports on the design, deployment and evaluation of “Wattsup”, an innovative application which displays live autonomously logged data from the Wattson energy monitor, allowing users to compare domestic energy consumption on Facebook. Discussions and sketches from a workshop with Facebook users were used to develop a final design implemented using the Facebook API. Wattson energy monitors and the Wattsup app were deployed and trialled in eight homes over an eighteen day period in two conditions. In the first condition participants could only access their personal energy data, whilst in the second they could access each others‟ data to make comparisons. A significant reduction in energy was observed in the socially enabled condition. Comments on discussion boards and semi-structured interviews with the participants indicated that the element of competition helped motivate energy savings. The paper argues that socially-mediated banter and competition made for a more enjoyable user experience.
It is increasingly recognised that interaction design must address issues of sustainability, e.g. [4, 24, 33]. There has been much work in HCI in the past decade on persuasive technology, e.g. [9, 18, 23]. However Fogg recently pointed out that persuasive technologies very often fail and urged practitioners to think small [19]. Monitoring technologies alone (e.g. pedometers) are often not enough to make meaningful changes in behaviour. This paper draws on previous work on persuasive technologies, e.g. [18, 19] in order to address environmental concerns over domestic energy consumption. Households are responsible for 30% of the UK‟s total energy use [12]. Since 1970, household energy demands have grown by 32% [29] and still continue to grow. Energy demands have grown because of increases in home temperature and the proliferation of consumer electronics [14]. Ulrick Beck identifies increasingly individualized forms of living such as: “living alone, single parenthood, non-marital cohabitation, childless marriage, serial marriage” and “living apart together”, where partners live in separate dwellings” [2]. The impacts of these trends are social but also environmental in that one person living alone uses more energy than two in the same household [3]. Rising energy consumption currently means increased CO2 emissions so domestic energy consumption is very much a world problem e.g. [20, 46].
Author Keywords
Sustainability, Persuasive Technology, Social Networking, Competitive Energy Saving, User Experience ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
It is generally acknowledged amongst scientists and, increasingly, politicians and corporations that current levels of energy consumption are not sustainable [25]. Many people already know very well that they consume too much Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
This paper reports on the design, deployment and evaluation of a Facebook application which aimed to encourage energy saving by using live and historical energy feedback in a social-normative context.
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BACKGROUND
numerical display that can show units like watts and pounds sterling.
Numerous studies have demonstrated that energy usage falls when people know it is being monitored [46]. Studies in Environmental Psychology have shown that feedback on energy consumption can achieve behavioural change though it is not necessarily sustained without timely reminders [11, 16]. The goal of this project therefore, was not just to effect behavioural change but to demonstrate larger reductions in energy consumption through the addition of a social aspect in monitoring energy usage. The desire to belong and willingness to adapt behaviour to follow what others are doing has been seen as a fundamental motivator [1]. Social norms such as peer pressure have also been seen as a means of changing behaviour to align with the ideas or beliefs of groups [41]. It has been argued that computers now operate as social actors designed to influence our behaviour, filling the roles of teachers, sales people and health agents and [17, 18]. Computers have, for example, been shown to help people overcome their fear of public speaking [43]. Recent work on persuasive technology has argued that reciprocal interaction through instant messaging and “pokes” can be effective strategies for persuasion [47]. Whilst there is insufficient space to give a full account of the psychological theories of social motivation, effecting behavioural change through computer mediated social networks seems promising.
Figure 1: The Wattson energy monitor from DIY Kyoto
Smart monitors such as the Wattson are increasingly common and The UK government has committed to replacing all current electricity metres with smart metres by 2020. This is no guarantee that it will happen of course, but it indicates that the availability of such devices is likely to increase. Facebook
The social networking site Facebook now has over 250 million active users [15]. If the site were a country its population would be greater than that of Russia. Studies of Facebook have demonstrated that users read other people‟s postings, play games, upload comments on photographs and add to their own „profile‟ many times daily [27]. These sites provide a powerful means of delivering small, asynchronous applications to peer groups of likeminded real-world friends in a manageable and pleasant way. There may then be potential in leveraging the engaging power of small applications, offering rich social interactive features to change behaviour.
Energy Monitors
In many homes, electricity meters are often difficult to access (located in cupboards or corners) and usually difficult to read. Energy measurements in kilowatts are difficult to make sense of either in terms of finance or ecological impact [8]. Dynamically updating kilowatt readings are however much more understandable [48]. Studies of paper electricity bills have also shown that awareness and understanding can be increased through graphical representations of financial and normative comparisons [10]. However bills do not provide frequent feedback and a recent study found that continuous feedback over a long period is the best means of changing patterns of energy consumption [16]. The importance of raising awareness about patterns of consumption can be illustrated with reference to still widely held but mistaken beliefs about domestic appliances. One study of mistaken folk theories of energy consumption found that there was still credence given to such myths as - turning a thermostat up higher than necessary heats a room up quicker, and leaving computers and lights on consumes less energy than turning them on and off frequently [28].
Feedback Studies
In recent years there have been many studies of innovative ways of displaying energy consumption. The “power aware cord” offers per-appliance feedback in the form of a glowing power cord but does not indicate energy used or cost [21]. The use of portable and stationary, minimalist direct displays for the home was investigated in another recent study [48]. This found that occupants would move around the house turning appliances on and off to monitor the change of feedback on the portable display they carried and enjoyed this playful approach (ibid). The Phillips iCat study used a robot with happy or sad facial expressions corresponding to low or high energy use scenarios in a lab [37]. Although the study was limited to the lab and involved the use of a very expensive robot it indicated that participants responded more positively to the playful expression of the cat rather than a bar chart [22].
The Wattson home energy monitor is a standalone device which is designed to raise awareness of domestic energy consumption. It is an off the shelf technology which takes readings from electricity metres and displays the information as real-time energy usage data. It has a light system that provides ambient feedback as well as a
The two previously discussed studies did not employ the use of any normative feedback, social or otherwise. But some work has been carried out in using social platforms to motivate people to reduce their ecological impact. Mankoff
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[34] proposed the use of web widgets like “badges” showing carbon footprints which could be incorporated on platforms like MySpace but the proposed implementation relied on users self-reporting their energy information. A recent study used a large situated display to compare energy consumption between dormitories of a university campus showing expenditure by both halls and individuals. The display was only updated bi-weekly yet resulted in massive reductions in electricity and water [36]. A Facebook group was created for the study but did not have a high uptake. A Facebook group network can only be fed updates in the form of self-reported textual or static image posts with little guided or sophisticated interaction. Facebook applications provide a more personalised experience through access to the users profile, profile actions and news feed. A Facebook application displaying personal student energy usage tied into each student‟s unique Facebook account profile may have been more effective.
Figure 2: WattsOn and Nabaztag YouTube Video
Participants commented on the comic potential of the device and the possibility of fun, playful interactions. This generated general discussions around the concept design of a socially enabled home energy monitor and what that might look like.
This study aimed to address a gap in current work on leveraging social platforms by embedding live, continuous energy data into a fully interactive socially-enabled energy application. Using the Facebook Developers Kit (FDK) API, Wattson devices were linked to Facebook allowing us to investigate whether sharing such information between friends might make for further reductions in energy consumption.
Pencils, coloured pens, scissors and other craft materials were also provided allowing participants to create their own interface elements.
DESIGN PROCESS
Focus groups were conducted with a convenience sample [40] of four Facebook users aged between twenty three and thirty eight. There were three males and one female and all were responsible for paying the energy bills in their homes. Discussions took place in a home lab on campus at a university and helped the participants focus on the home as a design space. It should be noted that as the participants were students on a Masters course in HCI they were more sensitive to issues of interface design than other groups might be.
Figure 3: Initial Sketches developed in focus group
A large number of ideas were generated and discussed. Various graphical metaphors were suggested such as a mouse running in a cage turning faster or slower depending on energy consumption, balloons with user‟s faces on them were pictured being inflated larger or smaller and floating higher or lower to indicate ranked consumption rates (see figure 3. There were a number of interesting suggestions. For instance: “a digital photo frame, if you aren’t using much energy then you see pictures of beautiful scenery or if you’re using a lot some stark scenery, almost like a piece of art that changes over time”. Smiley and sad faces were also suggested as simple but very easily understood graphical elements (see Figure 5).
Participants were shown the Wattson monitor and a selection of YouTube videos related to energy consumption. One video featured a Wattson monitor over a period of a few minutes displaying live home energy readings, from low to high when a cooker is switched on; simultaneously, a “Nabaztag” outputs a vocal message that a lot of energy is being used at that moment and flashes its lights.
The participants were then given a paper materials pack containing various paper interface elements such as user avatar icons, energy icons and CO2 icons to help create prototype interfaces. Plain interface template cards were added to the pack enabling the participants to place the interface elements on the blank interface templates.
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Figure 4: Interface elements given to participants
Much of the discussion revolved around the difficulty of relating to the kilowatt as a unit of energy measurement. “Kilowatts, watts, I don’t want to see any of that, money yes.” There were interesting debates about whether financial representations were more powerful than ecological ones “I’m thinking a kind of erm some form of visual presentation....you’ll see more trees over time in an image if you use less energy, see trees knocked down if you use more” There were also interesting general discussions of issues such as privacy when sharing data raising concerns such as: “The risk of failure in front of your friends.” However it was generally agreed that introducing a competitive element between friends who were free to opt in or out of the group might help drive a reduction in consumption.
Figure 5: My Energy: Workshop sketches and final design
Sketches developed in the workshop (see the left hand side of figure 5) were developed into final designs (see the right hand side of figure 5). Workshop comments also informed the design e.g.: “What the dials can do is give you a comparison, although they are very abstract, I can still tell if I have used loads of energy today.” The final design then related quite directly to initial discussions. The Friends screen would display personal energy consumption against selected friends.
IMPLEMENTATION
Moving on from the conceptual design stage was made relatively straight forward due to the high quality of the user generated designs. Following discussions in the focus group it was decided that the main interface attributes for displaying energy would be expressed in Watts and pounds sterling (£) as well as CO2 emissions measured by weight. In addition to numerical representations, a graphical representation was selected to display alongside both numerical values for energy and Co2 emissions in the form of the happy/sad face theme as previously discussed. Three core interfaces were developed to provide an engaging user experience: My Energy, Friends and Rankings. The My Energy screen would show energy consumption with a dial visualisation and a seven day history bar chart.
Figure 6: “Friends” screen final design
Again this final design built directly on ideas and comments from the workshop “I can see it working amongst a group of friends, but finding a way to notify users of the group of whats happening’”.
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The Rankings screen would show a table of highest and lowest energy users of the application.
Figure 7; Rankings Screen, Initial workshops sketches and final design.
Figure 8: Technical Design Overview
Again there was a very direct link between the final design and workshop suggestions such as “„I thought about a leagues table based on points, slightly competitive but not with pressure and a bit where people can discuss it’” and rough sketches such as those on the left hand side of Figure 7. The ranked pyramid of the heaviest consumers suggested in the workshop (see the bottom left hand side of Figure7) was simplified to a ranking table similar to that imagined in another workshop sketch (top left hand side of Figure 7).
The diagram illustrates the Wattson sensor at the householders fuse box sending the current energy reading by radio signal to the Wattson energy monitor which stores the data in its 30 day dedicated memory. The Wattson is physically attached to a PC via a USB cable which transports the energy data from the Wattson to the PC via the desktop “Powometer” application where it is stored in a local SQL mobile database. At configured intervals Powometer sends the stored energy data to the myenergyusage.org service via the internet where it is stored in multiple MySQL databases for redundancy. Once the energy data is stored on the myenergyusage.org databases it is then presentable to authorised applications to make use of it. The Wattsup technical design and implementation tasks were approached using Evolutionary Prototyping [38].
Another important interface element was the integration of a comments board. The rankings table would allow users to visualise what their standing was against others but it would not facilitate friends commenting on personal or others‟ energy consumption. This feature was added following discussions of the importance of interacting with friends through such an application. A cloud tag feature was also added where users could note the devices they thought were high energy users.
EXPERIMENTAL METHOD Aim
As with any prototype design, choices were limited by time and material constraints. A number of interesting concepts were generated in the workshop which were not feasible within the scope of the project. As is well documented in the participatory design literature, the sketching process was invaluable not only in generating the final designs but also in recognizing a wider design space e.g. [6].
The aim of the study was to see if energy savings could be increased by the addition of a social element to monitoring. As it is already known that monitoring can reduce energy consumption the focus was on the social element and we did not consider households without any energy monitors of any kind. To this end, we made a socially enabled version of the Wattson energy monitor via Facebook. The hypothesis was that less energy would be used whilst the Wattson was socially enabled than when it was not socially enabled.
DEPLOYMENT
The application was developed using ASP.NET, Microsoft C#, HTML/CSS, XML, MySQL, Facebook Markup Language, and the FDK API. When completed it was deployed to the Facebook application platform.
Participants
Eight households were recruited to trial the prototype with each participant being the person responsible for paying the electricity bill. The number of participating households was limited by the number of devices available to the researchers. Selection of the participants followed a purposive sampling method [40]. The criteria for
To afford the functionality displaying live and recent energy data within a Facebook application, an elaborate application framework was designed and implemented as seen in Figure 8.
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recruitment were that the lead participant in each household must be responsible for paying their household electricity bill and be a daily user of the Facebook website. None of the households had owned any type of energy monitor prior to the study. Participant
Profession
Age
No. Household Members
Diane Alice
Nurse Nurse Office Admin Programmer School Teacher Student Student Writer
26 23
2 2
49
2
32
2
41
2
31 20 40
2 4 4
Rachael Christopher Robert David Richard Shirley
with the required desktop software one week before the experiment officially began. This was done to assist in reducing any effects on participants‟ energy usage by initially using the Wattson on its own, as it was likely to receive attention as a new gadget in the house (and, as previously noted, decrease energy consumption). Each participant gave their informed consent and carried out the experiment in their own home. The experiment took place over a period of 18 days with 9 days in each condition. Half of the participants started in condition A with the other half starting in condition B, after 9 days the participants were sent an email through Facebook informing them of the changeover of conditions. The applications were then reprogrammed to perform in the alternative conditions with the relevant participants. Data was collected in the Wattson device itself, a MS SQL mobile database using the installed desktop software and the myenergyusage.org web service via a MySQL database. The Google analytics service was also used to record the number of Facebook application page views for each interface.
Table 1: Wattsup participant demographics
The participants were also recruited in 4 pairs who resembled one another in circumstances as much as possible. For example if a participant belonged to a family of four then another participant belonging to a family of four was recruited. In total the participants belonged to households with 6 couples and 2 families of four, so twenty people in all were involved in this study. The lead participants had all been regular users of Facebook for at least one year and were all friends who were on one another‟s Facebook friends list. Additional demographical information on the participants is detailed in Table 1 with pseudonyms used in place of the participant‟s real names.
RESULTS
The energy usage, in kWH, in both conditions for each household is summarised in Figure 9.
Design
The experiment followed a within subjects design [7] with each participant taking part in two conditions or social modes. In condition A the Wattsup application was socially enabled, i.e. users could see their friends‟ data as well as their own, in condition B the Wattsup application was manipulated so that there were no social features i.e. users could only see their own energy usage. The households were divided into matched groups and the conditions were counterbalanced between the groups to avoid ordering effects [7]. Group 1 started in condition A, group 2 in condition B and the groups switched conditions halfway through.
Figure 9: Wattsup participant energy usage in each condition
A Wilcoxon test, for comparing repeated measures of nonparametric data, showed that energy consumption was significantly lower when using the socially enabled application (Z= -2.1, N=8, p=0.036).
The independent variable was therefore the Facebook application‟s social mode, either enabled or disabled. The dependent variable was the energy used in Kilowatt Hour units with a total measurement being taken in each condition for each household.
A total of 130Kw units of energy saved by the participants in condition A as opposed to condition B. This amount of energy would be expended by leaving a 60W bulb on for 9 days and result in Co2 emissions similar to those produced by driving an average-sized UK petrol car for 399Km.
Procedure
The experiment required hardware in the form of a Wattson energy monitor and a Windows based PC running the Powometer desktop software available from www.myenergyusage.org to collect energy data from the Wattson monitor. The Wattson monitor was installed along
Additional data collected from Google Analytics highlighted the differences in user interaction activity between both conditions. In terms of the number of times
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Semi-Structured Interviews
the participants visited Wattsup, condition A was significantly more popular than condition B with a total of 263 versus 51 page views respectively. The number of visits to the Facebook application then showed a fivefold increase in the social condition. Participants spent most time on the rankings interface viewing and commenting on the rankings table. It can be assumed that participants enjoyed this feature the most due to the collective amount of page views for rankings as well as the average time spent viewing it
Participants took part in semi structured interviews about their experience with the set uy when the Wattson device was collected from their homes at the end of the study. They were asked: which condition they preferred and why, whether they had any problems using Wattsup and whether they would use it or something similar over a longer period of time. All of the participants preferred the socially enabled condition “I preferred the second one (socially) because I am quite competitive, it gave me further incentive. I think putting a bit of fun in it is quite important.”. All of the participants said they would be very interested in using the system over a longer period of time. With regard to problems using the device some suggested a more visual representation of Co2 emissions.
However with such a low number of participants it is worth exploring the result further by analysing the qualitative data collected. QUALITATIVE DATA
In addition to the descriptive and inferential statistics qualitative data analysis was undertaken on the comments board and on semi structured interviews following the trial.
As with other energy reduction systems participants found monitoring itself quite enjoyable: “Well, this morning we unplugged EVERYTHING one by one, room by room. The reading on the wattson went down by around 450 to 970 watts. Ha, we actually enjoyed investigating this though ;)”
Comments board
The comments board proved to be a popular feature with participants and comments were analysed using a small scale grounded theory approach [44]. Three main categories of comment emerged: banter, engagement and competition. Banter included teasing such as “how come you are at the top, cut down drastically on your cups of tea?” And gloating “good to see I'm higher in the table then you rob ha ha” as well as provocations such as ““energy vampire...you clearly are!!””. This kind of banter extended to joking exchanges such as:
Although financial and ecological concerns may also be important factors this and other studies clearly indicate that fun should be taken seriously, eg [5]. DISCUSSION
One UK study claimed that sustained behavioural change with domestic energy consumption was unlikely to alter until more than 3 months had elapsed [11]. However, the energy feedback in that study was not delivered within a socially enabled context; therefore it is possible that the claim of 3 months minimum for energy usage behaviour change may not hold when a social platform is used to deliver the feedback. Due to time constraints and resources available this project could not address the experiment duration issue for sustained behaviour change. These findings then may be viewed as a pilot study potentially leading onto a larger and longer term study.
Diane: “I’ve turned my washing machine settings down as this uses loads...no pun intended” Alice: “I once turned down a washing machine. Wasn't pretty. It went into a cycle of depression and self-loathing before finally giving me my socks back” Engagement included disclosure of information such as “Left my main PC on the last two nights. Made a massive difference to my scores.” And disbelief about energy usage “gone down in the rankings? I´m in Spain :S” Engagement could indicate enjoyment “Woohooo, looking good today!” but sometimes also mixed feelings of guilt and disinclination to change “I NEED TO STOP PLAYING PUTER! (idontwanttoidontwanttoidontwantto)”.
But the approach may be criticised more generally. It could be argued, for instance, that computers are part of the problem and not the solution. Part of the reason for the massive increases in domestic energy consumption is the proliferation of computers and other energy intensive devices. In 1995 29% of the UK population owned a PC, in 2006 this had more than doubled to 65% [35]. The power supply of today‟s computers is around 300w and growing as technology progresses, significantly more than computers of the 1990s [39]. Increasingly sophisticated components such as graphics cards and processors are using more energy with each subsequent generation.
Other comments indicated pleasure in the competitive aspect of the rankings “Take’s the top spot: D” this seemed enjoyable even to those who were not necessarily winning “I've been usurped”. This competitive element occasionally led to questions “hey [name omitted] what’s your secret? your energy rating is pretty good...”. Comments were made when participants moved both up and down the ranking table indicating engagement in the process throughout.
It is difficult to find reliable figures estimating the carbon footprint of an entity like Facebook. Some estimates place
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CONCLUSION
the number of servers necessary as 10,000 with an additional 300,000 user PCs connected at any one time [32, 42]. While all carbon footprint estimates are disputable the footprint of Facebook and its users is clearly large, perhaps, as some claim, the equivalent of a major city. The number of Facebook users is often compared to the populations of nations. If Facebook is a country you need a computer to live in it. Using Facebook to reduce energy consumption then may be rather like eating more pies in order to lose weight.
The paper has described the design, deployment and evaluation of a Facebook application designed to allow friends to compare their domestic energy consumption. The quantitative and qualitative analysis of the data collected from participants in this study suggests that social networking sites may be able to play a role in reducing energy consumption in the home by making monitoring more enjoyable. This was a small scale study and only a larger investigation could conclusively determine how effective such applications may be. However, these results are encouraging. Competitive carbon counting appears to be both more enjoyable and more effective than individual monitoring.
However there may be a value to endeavours such as this beyond an immediate and measurable net reduction of personal energy consumption. Such studies cannot help but raise awareness of energy consumption if only because of the Hawthorne effect. For ecological change to take place there must also be ideological change. This study generated a considerable amount of press interest [e.g. 45] which indicates that sustainability is now a very real concern of users. That said, the focus on individuals and personal energy consumption must not detract from larger political interventions. As Paul Dourish has argued we must raise awareness not just of the ecological consequences of leaving the lights on but the consequences of our decisions at the ballot box [13].
The limits of how much any individual can achieve by changing their own lifestyles are often pointed out. But collective behaviour change even on a small scale is increasingly recognized as a key to tackling global warming. The International Energy Agency, for instance, estimate that devices on standby cause a full one percent of world greenhouse emissions, this is nearly equal to that of the entire aviation industry[46].
It has been argued that in an age of potential ecological catastrophe user centred design is no longer appropriate [e.g. 4]. The user‟s needs and preferences should not take precedent over the impact of their technologies on the environment. However this is to configure the user solely as a consumer. Users may also be considered as citizens. Although some scientists continue to doubt that global warming can be attributed to human activity it is clear that a great many users / citizens are now entirely persuaded and want to do something about it. The impact of our technologies is a real concern at the level of user experience. User experience is already broadly conceived in terms of social and psychological perspectives, it is becoming clear that it must be conceived in still wider terms to address the ecological challenges of the coming years.
Social networking sites like Facebook and Twitter are increasingly being appropriated by users for political and social ends. Facebook is of course primarily for fun but it may be that the enjoyable aspects of the service make for effective platforms for persuasive technologies.
Slavoj Zizek has argued that enjoyment is a political factor in any social structure, even, or especially if it is extremely repressive. The jokes and private satires against the party in communist states were no threat to the regime, indeed they were entirely necessary for its smooth running [49]. Lovelock has argued that if we were to take the ecological challenges that we face seriously then we would adopt systems of rationing much harsher than those of the second world war [31]. Even if the cataclysmic predictions of climate change are wrong it is clear that the way we consume energy must change. If harsh measures are to be endured then perhaps we must find ways to enjoy them.
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ACKNOWLEDGEMENTS
The authors wish to express their sincere appreciation to the project participants and their families for their invaluable assistance in the research and development of this project‟s. Particular thanks also go to Crispin Proctor for giving permission and assistance in accessing energy data online from the myenergyusage.org web service. Thanks also goes to the staff of the Lincoln Social Computing Research centre for offering their valuable opinions on various aspect of the project‟s work. 1. Baumeister, R.F., and Leary, M.R.: The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Psychological Bulletin 117 (1995), 497–529. 2. Beck U. Individualisation: institutionalized individualism and its social and political consequences. Sage London UK, 2002 3. BERR, Energy consumption in the United Kingdom – BERR. http://www.berr.gov.uk/files/file11250.pdf 4. Blevis E. Sustainable Interaction Design: Invention and Disposal, Renewal and Reuse. In Proc. CHI 2007, ACM Press (2007), 502-512
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Empirical Investigation of Web Design Attributes Affecting Brand Perception Franca Garzotto, Fabio Sorce Politecnico di Milano Departments of Electronics and Information Via Ponzio 34/A 20133 Milano, Italy {Garzotto, sorce}@elet.polimi.it
Davide Bolchini, Tao Yang Indiana University School of Informatics - Indianapolis 535 W Michigan St. 46202 Indianapolis IN U.S.A. {dbolchin,taoyang}@iupui.edu the corporate branding strategy but also to identify the “value” resulting from a web user experience in forming or sustaining a positive “brand image”. The work presented in this paper contributes to the understanding of this issue, focusing on the role of web design in e-branding.
ABSTRACT
The web has become a mainstream communication tool used by companies, institutions, celebrities, and politicians to establish, reinforce, or repurpose their brand, almost bypassing more conventional branding media. In this scenario, understanding the effects of the different design qualities of a website on users’ attitude towards the brand is of major importance. This paper contributes to the exploration of this issue by presenting a wide empirical study that investigates the degree to which users’ perception of a brand is affected by different design aspects of a website, namely usability, aesthetics, and communicability. The results of this multidimensional analysis have implications on HCI research and practice, as they provide empirically founded guidelines to prioritize design choices in relationship to branding goals.
The practice of marketing and industrial design generally acknowledges that the user experience (UX) with any well design reification of a brand – being it a product, a service, a communication or advertisement artefact - translates to a positive attitude towards the brand itself [47]. An implication of this general principle is that the quality of the UX with a website affects the gamut of feelings, beliefs, or judgments that users associate to the brand. Recent HCI studies pinpoint that people’s opinion on a web user experience is modulated by a number of factors of different nature: subjective (related to the individual predisposition of the user [26]), objective (related to the design characteristics of the website), and contextual (how the experience is situated in place and unfolds in time). The objective (i.e., design-oriented) features that are usually considered to affect the perceived quality of the UX include both pragmatic attributes, which focus on the fulfillment of user’s “operational” goals, and hedonic qualities, which affect the psychological well-being of the individuals [28]. The former are typically associated to the general concept of usability. The latter are related to a broad range of design attributes, such as aesthetics, attractiveness, engagement, joy, and fun [4, 18, 25, 28, 37].
Author Keywords
Brand, Web, User Experience, Design, Value, Usability, Aesthetics, Communicability, User Attitude ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
The promotion of a brand through the web — a process known as e-branding — is reaching in importance, if not overcoming, traditional paradigms of branding that support more passive, “one-way” forms of communication (e.g., conventional advertising) and are less engaging for users [9, 23, 30, 47, 48]. In this arena, it becomes important for many stakeholders - managers, designers, and marketers – not only to align the design of a web communication artefact to Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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The purpose of our research is to investigate the aggregated and individual effects of different objective, design oriented characteristics of a web UX on brand perception. We focus on a pragmatic design attribute – usability, and a hedonic attribute – aesthetics. In addition, we consider a third attribute of the design of websites – communicability – which, to our knowledge, has never been taken into account in existing studies in the design/e-branding domain. Specializing a concept of traditional semiotic theories [16, 39], we define communicability as the capability of the sole information content of a website, abstracting from the “channel” that wraps up it (interface and the interaction capabilities), to convey meaning. The “meaning” we are interested in is the set of messages that the brand underlying the web application intends to convey to its target.
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The study involved overall 140 participants and was designed as a set of seven experiments. Each experiment considered a different website for which we evaluated the above design attributes and measured the effects of web exposure on users’ brand perception, which was operationalized using value-based metrics. We then analyzed the resulting data in order to identify the existence of significant correlations between each design attribute and the modification in brand perception, comparing the different findings.
brand value can be a moral, ethical, social, or cultural belief, benefit, or lifestyle which an entity is committed to thorough its overall behavior, its products and services, and is worthwhile for a given target group, either at individual or collective level. A brand value represents therefore those traits of an entity’s personality that the entity holds as salient to leverage on and to communicate via its products, interactive artifacts, services, or marketing actions. Syntactically, a brand value takes the form of a single statement or attribute, defining a trait of the brand, as in the following example of brand values for one of the applications considered in our study (Table 1).
To our knowledge, this is the first work that systematically investigates the effects of web design for e-branding purposes from such a multidimensional perspective, and provides some empirical evidence of the individual role played by different design qualities in the complex trajectory from a web user experience to the creation or modification of the brand image. At the same time, our findings raise a number of questions that highlight the complexity of this domain and the need for future research.
BV1
BV2
Magic/Fairytale Spectacular
BV3
BV4
BV5
Exciting
Amusing
Adrenalinic
Table 1. A subset of Brand Values (BVs) of Gardaland (the largest entertainment park in Italy - www.gardaland.com)
Consistently with this line of reasoning, we define Brand Perception in terms of Brand Values Perception, i.e., the users’ subjective opinion that an entity, its products and services, actually fulfill the promise of the values declared by their brand. Given a brand, we measure Brand Perception as the strength of the association, in the users’ mind, between the brand values and the entity, products, or services associated to the brand.
THE EMPIRICAL STUDY Research Goal
The research goal of our empirical study is to discover and isolate the individual effects of three web design attributes – usability, aesthetics, and communicability - on brand perception, identifying whether and at which degree these attributes are good indicators of the effectiveness of a website to convey the brand image, and discovering if there is any dominant factor in this process. We operazionalize and measure these three independent variables in seven different websites with the purpose of discovering their correlation with the change of brand perception (before vs. after using the site) as dependent variable.
Performance-based and Heuristics-based Usability
In our study we are interested in the most “classical”, functional view of web usability, which considers the operational ease of use and the degree of effective and efficient support to users’ information and operational goals. Among all the possible metrics that can be used to assess usability of a website, we adopt two complementary measures: standard performance-based usability — the degree to which users can successfully perform a set of tasks — and heuristics-based usability. The latter denotes the results of heuristics inspection of usability as performed by a team of expert evaluators examining the interface and judging its compliance with recognized usability principles. Rather than adopting Nielsen’s heuristics, we needed to consider finer grained and more structured set of usability principles that could specifically address the pragmatic qualities of the web design suggested by many existing web and hypermedia design models [41]. To this end, we adopted the set of “domain independent” heuristics1 provided by MILE+ method for web usability inspection [7]. MILE+ distinguishes between:
Study Variables Brand Perception
The modern concept of brand is extremely wide and deserves multiple interpretations that go beyond the simple, original notion of brand as a “sign” — word expression or symbol — which identifies the goods or services of a vendor and differentiates them from those of the competitors. A more recent approach to brand definition is more abstract, and encompasses the perceived qualities of both the good (i.e., the products or the service) and the “entity” that stand behind the good: a company, an institution, an organization, a person or, at a wider level, a community or a country. [17] proposes that the brand represents a promise of recognizable values that are unique to an entity and its goods, and they can keep to all their stakeholders - customers, trades, stockholders, employees, fans, or supporters. These are not necessarily functional, utilitarian qualities, but can be anything that gives rise to positive, emotional, or affective effects.
•
1
Content heuristics (8): they address pragmatic qualities of content like accuracy, consistency, linguistic
MILE+ also provides a set of heuristics for assessing usability features in specific web application domains, which are not relevant for the purpose of this study.
Embracing this approach, and in line with value-based design thinking in HCI [22] [10] [11], we model the concept of brand in terms of Brand Values [5, 6, 8]. A
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information
•
Navigation heuristics (36): they consider the consistency and effectiveness of information architecture and link structures;
•
Presentation heuristics (31): they address the consistency and effectiveness of the presentation of the different interaction elements and of the overall page lay-out;
•
process that involves multiple subjective and contextual factors and elaborates both explicit and implicit (indirect, evocative, symbolic, or allusive) references to such “objects”. As a consequence, it is difficult to identify objective measures of communicability. It is more feasible to consider the perceived communicability of a website, as the results from users’ subjective rating of the evidence of brand values messages in contents elements only. Scoping Our Research
Technology heuristics (7): they focus on technologydriven features of the application, e.g., system messages or page loading time, or effects caused by implementation defects.
To restrict the boundaries of our investigation and better scope our research, we focused our study on a “category” of e-branding artifacts: brand-oriented content-intensive websites2. These are characterized by the goals that inform their design: reinforcing, establishing or repurposing a brand, and satisfying substantial information and knowledge needs of users. In other words, brand-oriented content-intensive websites are designed both to trigger positive feelings and attitudes towards a given brand and to support the effective use of a large quantity of articulated content.
Usability assessment carried on using MILE+ allows us to measure web usability (although subjectively as any inspection method) along multiple perspectives, which in turn enables us to explore the effects of pragmatic design qualities on brand perception of web users in a much finer grained way. MILE+ offers all the known advantages of heuristic evaluation and has been empirically proved [7] to be easy to learn and more effective (in terms of quantity of discovered usability defects vs. time employed in the inspection) than conventional Nielsen’s method, since it provides a systematic guidance to perform the inspection process.
It is important to characterize the investigated websites in terms of both the above design goals (brand and information purposes) because these criteria are appropriate for the design qualities we set out to investigate in relationship to brand perception. We consider, in fact, hedonic factors like aesthetics, attributes that are more pragmatic (usability), and features related to content (communicability and content accuracy, consistency, linguistic correctness, readibility). “Brand-oriented only” websites tend to privilege the hedonic aspects of the UX and the creation of emotional engagement with a brand. As such, they would offer less significant case studies than websites that are also content-intensive, because we aim at comparing how design attributes of diverse nature affect brand perception and also at understanding the branding role of web UX also along its functional, utilitarian, and more rational dimension.
Aesthetics
The model of perceived aesthetics used in our study follows the one proposed by Lavie and Tracktinsky [33], which differentiates between classical aesthetics and expressive aesthetics. Classical aesthetics refers to “traditional” aesthetic notions emphasizing orderly, balanced, and clear design. It includes attributes such as pleasant, clear, clean, symmetrical, and aesthetic. Expressive aesthetics is modeled by qualities that capture the design’s creativity and originality. Relevant items in this dimension are creative, fascinating, original, sophisticated design, and use of special effects.
Instruments
The study was organized in two sub-studies, the first one addressing the evaluation of usability, aesthetics, and brand values perception, and the second one addressing communicability. Each sub-study involved different subjects and, in part, required different instruments, as discussed below.
Communicability
As mentioned in the Introduction section, communicability denotes the “communication power” of the sole information content of a web system. More precisely, it expresses the degree to which text, image, video, sound, or animation units in a website manifest the brand values of the entity underlying the application and are capable to convey them to the users.
“Original” Websites
We selected seven brands – all related to consolidated companies or institutions in different business sectors and the corresponding websites (see Table 2), meeting the criteria of being brand-oriented and content-intensive, as discussed above.
Our concept of communicability does not imply that we consider explicit brand messages only, as determined, for examples, by the entity’s mission statements, brand mottos, tag line, or logo. As Eco teaches us [16], the meaning of content signs is not necessarily determined by whether they explicitly refer to actual “objects” – brand values in our case. Indeed, the meaning of a message that is formed in a person’s mind is a result of a complex interpretation
2
The term “content-oriented” website is commonly used in web engineering, in most cases as synonymous of “data intensive”, to indicate websites that provide large amount of information items.
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Website #1 Apple #2 Bang & Olufsen #3 Fender #4 Gardaland #5 Mirabilandia #6 Egyptian Museum Turin #7 Nintendo
url www.apple.com/it www.bang-olufsen.it www.fender.it www.gardaland.it www.mirabilandia.it www.museoegizio.it
Business Sector High-Tech High-Tech Musical Instruments Entertainment Park Entertainment Park Cultural Heritage
www.nintendo.it
Digital Entertainment
to re-implement each entire application in this form, we used the following approach. For each activity scenario of a given website, we defined, an appropriate “path” on the website, i.e., a sequence of pages that a “typical” user would traverse to complete the tasks in the scenario. The path was identified on the basis of the results of the first study of usability and aesthetics, identifying the most frequent steps followed by the users to execute the assigned scenarios. For each sequence of original pages we created a sequence of content-only html or flash pages that we then submitted to the participants involved in the communicability assessment study. A content-only page provides all text, sound, video, animation, and image units extracted from its corresponding page in the real website but it does not include any interaction and navigation capability, and have minimal lay-out (e.g., no background or special fonts - see Figure 1).
Table 2. The websites considered in our study. Brand Values and Activity Scenarios
For each website, we performed a detailed analysis to determine how the entity behind the application wants to be perceived by its target audience and to elicit the entity’s brand values. We followed the process guidelines provided by the value-driven requirements method illustrated in [5, 8], which structures brand values elicitation into a combination of business analysis, techno-organizational analysis, and user analysis. In short, we carried out brand value extraction from explicitly declared brand sources (institutional mission statements, press releases, and other public domain information such as investor relations material), interviews (via phone or face-to-face) to both institutional stakeholders (e.g., marketing managers or CEO’s) and brand “customers”, and direct, contextual experience of the product or services (e.g., visits to the entertainment parks or brand shops). The qualitative and quantitative data collected with these instruments were distilled in a list of (ten, on average) brand values for each website, which were further validated with institutional stakeholders.
Participants and Settings
A total of 140 users were involved in the overall study, which was carried on from February to September 2009. For each website, two subject groups were recruited and randomly assigned to either the study on usability, aesthetics, and brand perception, or to the study on communicability. For each website, we assigned ten participants to the first study and ten different participants to the second study. One hundred and twenty students of two master classes in HCI at Politecnico di Milano carried out the recruitment of participants (involving relatives and friends) as part of the course homework. All subjects were screened from a larger set, using a pre-test questionnaire that elicited demographic data and consistency of their profile with the brand target of each website. It is important to notice that we considered only persons who never used the website under study, to prevent pre-conceptions and biases derived from previous uses of the application. The sample was composed of males (56%) and females (44%) of different ages (65% aged 1835, 20% aged 35-50), balancing the age distribution according to the profile of the targets of the different brands. Reward for participation was the gift of an interactive CD (either a multimedia guide of a local museum or an interactive game, both developed by the research lab of one of the authors).
During this preliminary phase, we also identified an articulated profile of the main target users for each website, including their information and operational needs and the motivations for using the application. We distilled this knowledge into the definition of a set of activity scenarios that helped us screen the participants involved in the study and define the tasks to be assigned to the users during the exposure to each website. A set of tasks, specific for each application, operationalized high-priority goals for the intended users (e.g., “planning a family visit” on a museum website). The nature and sequence of the tasks were designed to frame a plausible and realistic experience with the website as it would arise in a spontaneous situation of use.
Observers and Usability Inspectors (13 overall) were members of our research lab in Milan, all with a significant experience on UX evaluation both in academic and industrial contexts. To preserve ecological validity, the first study (assessment usability, aesthetics, and brand perception) was performed in the natural usage environment of the participants (at home, work office, or university). The second, more controlled study, given the technical skills required to prepare and administer the communicability test, was carried out at the laboratory of one of the authors.
Content-Only Web “Sites”
Measuring communicability requires distinguishing the effects of users’ exposure to implicit and explicit messages contained in the pure content units from the semiotic effects of the interactive experience of contents as mediated by the interface. For each website, we therefore created a “content-only version”, where we removed all lay-out and interaction or navigation features. Since it would have been too expensive
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Figure 1. Left: Home Page of an original website (www.gardaland.it); Right: content-only version (non-interactive experience).
Procedure
scenarios, the questionnaire used prior to the website explosure was administrated to the users, to collect their actual perception of the brand values after the experience with the website.
Measurements of Brand Perception and Performance
To assess Brand Values Perception, we used a questionnaire. Some questions aimed at identifying whether and at which degree users would associate an “entity”, or its products or services, to a set of brand values, inviting users to indicate, for each brand value, the strength of this association on a 5-points Likert scale (0 = Not at all; 4= Strongly). Other questions asked participants to express their level of agreement with a brand’s fulfillment of brand values statements, measured using a 5-points Likert scale (0 = Strongly Disagree; 4= Strongly Agree).
Inspecting Heuristic Usability
Each website was assigned to a team of 3 inspectors, who individually performed a systematic heuristics evaluation using the MILE+ method and its reporting instruments (structured data entry forms). Each inspector rated each applicable MILE+ heuristic with a 5 points Likert scale denoting compliance level (0=Very Low; 4 = Very High) and reported design problems according to shared guidelines. Then, as in conventional inspection methods [40, 46] the 3 inspectors came together to discuss the problems found and their severity, motivate their judgments, consolidate the results and finally converge their scores to an agreed level.
One important aspect of our procedure is the need to isolate the effects on brand perception resulting from the exposure to the website during the experiment from those resulting from previous experience with other brand reifications, e.g., traditional marketing actions, word of mouth, use of brand products or services or the website itself. To this end, we measured users’ brand perception before and after the use of the website, and considered the actual increment or decrement of these measures only. As mentioned in the previous section, study participants had never used the website before. This removed the potentially confounding factor that a previous exposure to e-branding actions could have introduced in our study.
Evaluating Aesthetics
Each website was evaluated by the users on each of the 10 adjectives (defined by the model in [33]) that denote classic and expressive aesthetics using a 5-points scale (0 = Strongly Disagree; 4= Strongly Agree). We administered a questionnaire after the exposure to a website and after compiling the brand perception post-usage questionnaire.
The brand perception questionnaire was administrated to the users before using the website. Then each subject was asked to use the website by following 3 assigned activity scenarios. The average overall duration of a session of use was approximately 40 minutes. During users’ execution of the assigned scenarios, observers collected data on performance, in terms of level of task success (task completion rate) and time-on-task. At the end of all
Evaluating Communicability
Each subject in the “content-only” group was exposed to a scenario-based experience of the content-only version of the assigned website. We removed any form of interactivity from the user experience by giving the facilitator the responsibility of opening, for each scenario, the corresponding “content-only” pages, one after another, in the proper sequence, at a pace defined by each user.
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Correlations
Dynamic elements (sound, video, animation) were also activated by the facilitator on user’s request.
To check whether the four predictors are measuring different characteristics of the considered applications, we looked for the presence of high correlations among the predictors. A high correlation may increase or mitigate the effect of a single predictor, which would make the situation much more complex to interpret. The VIF (Variance Inflation Factor), which detects strong linear relationships between predictors, shows that there are no strong correlations (1.196). The highest correlation is between classic aesthetics and expressive aesthetics, but it is not high in absolute terms (r=.478). Therefore, we can confidently conclude that the four predictors actually measured meaningfully different constructs of the user experience with the website.
A questionnaire was submitted to the participants after the overall content-only experience to assess communicability. Questions were articulated around brand messages, asking users whether and to what degree, in their opinion, each brand value “emerged” from the experienced content, on a 5 points Likert scale (0=Not communicated at all; 4=Strongly Communicated). RESULTS
We analyzed the data with standard effect and correlation analysis methods to investigate the relationships between the independent variables (performance-based usability, heuristics-based usability, aesthetics, and communicability) and the dependent variable (brand values perception). The main results are discussed in the rest of this section.
Overall, these preliminary results indicate that the selected websites are a “good” sample to represent content-intensive and brand-intensive web applications. They are normally distributed in terms of communication impact (Mean=.27, SD=.39), and they significantly differ in each of the four predictors.
Checking for Variability and Sample Quality Usability Performance
The level of usability performance on the seven websites is significantly different (one-way ANOVA, F(7,69) = 9.95, p < .01). On average, Turin Egyptian Museum has the highest score (mean = 88.65, SD = 5.36), while Gardaland the lowest (mean = 68.57, SD = 7.62). These results indicate that the sample of websites selected account for substantial variability in terms of usability performance, and this contributes to strengthen the overall reliability of the data.
Multi-Dimensional Effect on Brand Perception Factors Affecting Brand Perception Change
We run a multiple regression to discover relationships between performance-based usability, aesthetics, and content communicability as predictors, and brand perception change as the outcome variable (Figure 2). Based on the results of the multiple regression analysis (see Table 3), we used the standardized regression coefficient (β) as an indicator of the effect of a predictor on the communication impact. We were then able to quantitatively model how brand values perception is affected by usability performance, aesthetics, and content communicability. The model shows how much a given predictor affects the outcome variable (brand values perception), if the effects of the remaining predictors are held constant.
Classic and Expressive Aesthetics
The scales used to measure classic and expressive aesthetics are both reliable (Cronbach’s Alpha > .7). The websites are significantly different among each other both on classic (F(7, 69) = 5.29, p < .01) and expressive aesthetics (F(7, 69) = 5.19, p < .01). Apple has the highest score on class aesthetics (mean = 4.06, SD = .31), while Gardaland the lowest (mean = 2.88, SD = .78). For expressive aesthetics, Mirabilandia has the highest score (mean = 3.62, SD = .65), while Fender the lowest (mean = 2.38, SD = .86).
Constant Performance-based Usability Classic Aesthetics Expressive Aesthetics Content Communicability
Content Communicability
Like the other two factors, the values of content communicability of these websites are also significantly different (F(7, 69) = 6.87, p < .01). The content of Nintendo website has the highest communicability (mean = .44, SD = .34), however, the Fender website has the lowest and even a negative communicability (mean = -.31, SD = .41).
B -.740
SE B .388
β
.004
.004
.097
.206 -.024 .423
.069 .057 .106
.342* -.047 .416*
Table 3. Multiple Regression for Brand Values Perception: R2 = .364 (p < .001). * p < .01
Brand Values Perception
The communicability of the site is the predictor that most significantly accounts for the variability of the brand values perception (β =.416). In other words, the brand values perceived by the users when exposed to the multimedia content of the site only (in isolation from the interactive and graphic elements of the design) account for most of the overall brand perception in the fully interactive experience.
Overall, users’ perceptions of the brand values for each website are significantly different (F(7, 69) = 4.68, p < .01). The brand values for Nintendo website are best perceived by the users (mean = .64, SD = .46), whereas the brand values for Gardaland website are the worst perceived (mean = -.03, SD = .30).
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Classic aesthetics (β =.342) is the second most important factor that significantly affects brand values perception. Expressive aesthetics shows a negative, but not significant effect (β =-.47).
The fact that the considered design attributes can only explain 36.4% of the variation in brand values perception (R2=.364) is an indicator that there are a number of variables — of subjective and objective nature — we could not fully control for in our study, but have an impact on brand perception. Hedonic and pragmatic design factors other than usability, aesthetics, and communicability may play a strong role in forming or modifying the image of a brand in the user mind and are worth being investigated. Furthermore, the heterogeneity of the business sectors considered may have introduced a confounding variable. The selection criterion for the websites in our study was only to be brand-oriented and content-intensive, as this class of applications has design goals that are particularly relevant for the design attributes considered. As we wanted to study both hedonic and pragmatic factors in relationship to brand perception we needed to focus on websites whose design is informed by both branding goals and functional goals (such as information goals). Still, abstracting from the business sector brought in a broad variability of branding strategies and approaches. This in turn may have introduced a strong variability in the initial brand perception of the study participants who had familiarity with the brand; it may have acted as a strong mediating effect on the user’s judgment during the experiment [12] in spite of our attempt to control for this aspect (by isolating what impacted on user’s brand perception at the beginning through pre-use brand perception evaluation).
We also checked for a potential interaction effect between content communicability and classic aesthetics. In fact, we have seen that better communicability yields better brand values perception, but the effects of communicability could have been influenced by classic aesthetics (present in the stimuli of the communicability study). However, we verified that this effect is not significant (p > .05). Interestingly, usability performance does not significantly affect brand values perception (β =0.97). This suggests that, in our considered case studies, users could still strongly and positively perceive the brand values even when task performance is low but other design dimensions are well designed. Factors Correlating with Brand Perception Change
The assessed values of heuristics-based usability as a whole significantly correlate with the level of brand values perception (r=.817). This suggests that the level of usability of the design characteristics as inspected by the evaluators follows closely the variation in users’ brand perception. Still, when looking at the specific design dimensions considered during inspection, presentation design has the only significant correlation with brand perception (r=.775). The measures of the other pragmatic factors – usability of content, navigation, and technology aspects - do not have significant correlations.
On the other hand, focusing on brands in a specific business sector could reduce this variability factor but might introduce further complexity. Using the business sector as the only selection criterion for our case studies would have meant not to discriminate between brand-oriented only websites and websites that are also content-intensive, thus removing a confounding variable but adding another one.
In summary, we point out three key findings: 1.
Communicability is the most important predictor of brand perception impact, followed by classic aesthetics.
2.
As to the intrinsic characteristics of the application evaluated by inspectors’ ratings, presentation design has the strongest positive correlation with brand perception, while the other pragmatic factors seem to have a marginal effect.
3.
Overall, communicability, classic and expressive aesthetics, and usability account for little more than one third (36.4%) of the variation in brand values perception (R2=.364).
In spite of these limitations, we think that the results of our study have some interesting implications that are worth discussing and can be influential on the practice and research in user experience design and evaluation. Implications Content as Key Driver for the Brand Experience
Our findings clearly indicate that the brand values communicated by the content are the ones that mostly determine the overall brand perception. This goes much beyond the simplistic slogan that “content is king” and points to the fact that properly designed content is the most critical vehicle to effectively convey brand values and create a positive brand image in users’ mind. Note that content here does not indicate just “information”, but the organic, value-driven shaping of the messages (conveyed by various media) that the website intends to get across to its target users. We can summarize the key implication of our research as follows: Value-driven content is the primary concern when designing a website for branding purposes.
DISCUSSION Limitations of our study
Our research has its shortcomings which may have affected its validity, most notably the relatively limited sample size used for each website. Still, the fact that we have replicated the study in seven web applications using the same methodological framework partially compensates this drawback and strengthens the external validity of our results.
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Designing value-charged content plays an often underestimated role in UX design. A deep exploration of design concerns pertaining content requirements, conception, articulation, deployment and evaluation, and a seamless integration of this understanding into existing HCI methods and tools opens important perspectives for the future development of the field.
significantly affect brand value perception. This means, for example, that even strong (positive or negative) variations in user performance do not change significantly the user’s opinion on a brand. On the other hand, the overall usability of content, navigation and presentation design (as measured through usability heuristics expert rating) has a significant correlation with brand values perception. This suggests that the brand values communication effect originated by these pragmatic qualities is generally stronger than threats to the brand coming from breakdowns in user performance.
The Role of Aesthetics
The significant effect of classic aesthetics on brand perception demonstrates that implicit brand messages are effectively conveyed through design attributes that are very much related to the most conventional concept of “beauty”, such as clean, clear, pleasant, and symmetrical. This finding is somehow consistent with the high correlation found between presentation heuristics score and brand perception. In fact, the heuristics used by experts during the inspection of the presentation-related aspects of the website are conceptually akin to characteristics of classic aesthetics, since they mainly focus on the consistency of the visual characteristics of page elements and on their lay-out balance and regularity. In contrast, the attributes of expressive aesthetics, which concern more the emotional sphere, do not seem to significantly modify brand perception. This is quite surprising, since it seems to contradict, at least in part, the principles of emotional design [37] which suggests that emotions have a crucial role in the human ability of sense making. A possible explanation of this result is that users are more familiar with classic aesthetics attributes, which are more related to our conventional concept of beauty, and therefore can identify more immediately, transparently, and rationally the associations with intended brand values [46] Rating expressive characteristics, instead, require users to reach a deeper level of cognitive reflection, interpretation, and judgment, which in turn makes the association to brand values more indirect and distant.
RELATED WORK AND CONCLUSIONS
Recent studies pinpoint the complex role that different intertwined dimensions of the web user experience play in users’ judgment of a website and their attitudes towards its. Still, few of them specifically investigate these aspects in relationship to e-branding and brand perception. [12] illustrates that a subjective factor like brand attitude does influence the users’ evaluation of aesthetics, pleasure, and usability of websites, while [29] highlights the influence of brand awareness on the user evaluation of search engine results. [45] highlights the correlation between users’ perception of interface aesthetics and their judgment on system’s usability. [27] introduces a framework for users’ design quality judgments based on Active Decision Making Theory. [3] manipulates usability and aesthetics of an interactive system to assess the relative impact of these factors in users’ perceived “value” of the application. [32] considers a number of key visual design factors and identifies their quantitative relationships with 13 classes of emotions that people usually feel when viewing diverse homepages. In the field of persuasive computing [19], a number of studies have examined the design factors that affect consumer’s trust in e-commerce websites [21, 24, 44], influence people’s perception of the website credibility [20] and ultimately have an impact on consumers' product preference. [14] considers in particular the relationship between beauty and usability and the general impact of beauty on product choice and use.
It is also important to notice that the fact that classical aesthetic qualities of the design are related to the overall brand values perception across the sites analyzed, does not yet reveal which specific brand values are more influenced by this aesthetics dimension. Thus we cannot exclude that our results is influenced by the nature of the brand values of the websites considered in our study. A finer grained analysis of the relationship of each aesthetic dimension with specific values may reveal that the perception of values that have a more emotional, affective nature is indeed affected by expressive aesthetics. This analysis was outside the scope of our study, but the exploration of this and similar issues points to interesting future research directions. Based on the results of our study, we can suggest that after quality of value-charged content, designing for classic aesthetics is the most effective way to positively affect the brand image.
A number of authors claim that brand image - intended as the set of “brand associations held in consumer memory” [31] – is influenced by hedonic aspects of an interactive product [37] as well its pragmatic characteristics (e.g., usability [43]). [6] provides some empirical evidence to the correlation between usability and brand perception, and also offers a reusable, methodological support to replicate the reported study and to investigate additional design characteristics of a website in relationship to brand. [6] provides a useful operationalization of the notion of brand perception, which we have also used in the study reported in this paper, adopting a value-oriented perspective to model brand perception, and is centered around the concept of “value”. This notion is widely investigated in (online) marketing, also in relationship to measures of the perception of brand personality and the economic benefits derived from an improved brand image [1, 2, 13, 34, 35, 36, 38, 40, 42]. We instead embrace a notion of value that is
The Role of Usability
It is important to note the tension between two emerging results. On the one hand, usability performance does not
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content – communicability, followed by classic aesthetics, are the most important factors to consider to effectively generating brand values perception. Still, we have assessed that the considered design factors can only explain little more than one third of the variation in brand values perception, at least in our case studies, that focused on a specific class of applications. If confirmed by further studies, involving a larger size sample of testers and a wider number of websites, these results mean that, beyond usability, classic aesthetics, and communicability, there are other, subjective and objective factors in the web User Experience that may account for the remaining variation of brand values perception. Further research is needed to discover them and indentify their role for e-branding. Finally, other genres of branded websites are challenging domains for investigating the applicability of similar user studies. We think for example of brand-oriented applications that are mainly intended to provide services, and therefore stress the functional qualities of the interface and the interaction, or those that focus almost exclusively on branding goals and thus heavily rely on special advertising-like multimedia effects. These classes of branded web systems may require similar approaches as ours, but different constructs and investigation methods, more relevant to the nature of the brand communication strategy at stake.
closer to what has been investigated in HCI design frameworks, such as Values-Sensitive Design [22] and Value-Centered Design [10]. More specifically, we take inspiration from Worth Centered Design (WCD) [11] This paper substantially extends the results of [6] for a number of reasons. [6] only considered how web usability as a whole affects brand image, without discriminating the role played by the different design dimensions that modulate usability, as we do in this paper. The work reported here also expands the analysis to a spectrum of brand affecting design dimensions beyond usability that include [classic and expressive] aesthetics and communicability. This is the first work that empirically investigates the effects of web design for e-branding purposes from such a multidimensional perspective, and provides evidence of the role played by the different design characteristics in the creation or modification of the “brand image”. Among the considered design factors, communicability is novel. A branch of HCI named Semiotic Engineering uses this term with a different meaning, as “the degree to which an interactive system communicates efficiently and effectively to users the underlying design intent and interactive principles” [15]. Instead, we embrace the concept of communicability from a different perspective, more related to traditional semiotic theories existing before the advent of interactive multimedia [16, 39]. Based on these approaches, we consider communicability as the fundamental semiotic property of the sole content elements of a website to more or less transparently communicate meaning. In particular, we evaluate the degree to which “pure” multimedia content, isolated from all the interactive elements through which it is delivered, conveys the intended brand image, and define an original procedure to measure it.
ACKNOWLEDGMENTS
A special thank to all master students of the HCI classes at Politecnico di Milano who contributed to user recruitment in their families and work places, and to all the participants who volunteered for the study. REFERENCES
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Our work provides contributions both from a research and practical perspective. In terms of contributions to the body of knowledge on user experience research and e-branding, we have: (a) analytically modeled and isolated some hedonic and pragmatic factors of web user experience design influencing brand perception, in a class of web application that are both brand-oriented and contentintensive; (b) for this category of websites, empirically demonstrated and discussed the relative importance and role of communicability, aesthetics, performance-based usability and heuristics-based usability to influence the user’s brand values perception of a website.
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12. De Angeli A., Hartmann J, Sutcliffe A. The Effect of Brand on the Evaluation of Websites. Proc. INTERACT 2009, LNCS 5727, Springer (2009) 638–651 13. Delgado, E., Munuera, J. L., Yagüe, M. J. Development and Validation of a Brand Trust Scale. International Journal of Market Research. 45. 1, 35-54. 2003 14. Diefenbach S., Haasenzahl M. The Beauty Dilemma: Beauty is Valued but Discounted in Product Choice. Proc. CHI 2009, ACM Press (2009), 1419-1426 15. De Souza C.S, Leitão C. F. Semiotic Engineering Methods For Scientific Research in HCI. Morgan and Claypull (2009) 16. Eco U. A Theory of Semiotic, Macmillan (1977) 17. Fisher-Buttinger C., Vallaster C. Connective Branding. Wiley (2008) 18. Fishwick, P. (ed.) Aesthetic Computing. MIT Press (2005) 405422 19. Fogg, B.J. Persuasive technology. Morgan Kaufmann (2003) 20. Fogg BJ, et al., , What Makes Websites Credible? A Report on a Large Quantitative Study. Proc. CHI’01, ACM Press (2001), 61-68 21. Friedman, B., Kahn, P. H., Howe, D. C. Trust Online. Comm. of the ACM. 43.12, ACM Press (2000) 34-40. 22. Friedman, B., Kahn, P. H. Human Values, Ethics, and Design. In J. A. Jacko & A. Sears (Eds.). The HCI Handbook. Lawrence Erlbaum Associates (2003). 1177-1201. 23. Gilbert A. C., Iacobucci D. Marketing Research: Methodological Foundations. Thomson South-Western Publishers (2005) 24. Ha H., Perks, H. Effects of Consumer Perceptions of Brand Experience on the Web: Brand Familiarity, Satisfaction and Brand Trust. Journal of Consumer Behavior. 4. 6, 2005. 438452. 25. Hartmann, J., Sutcliffe, A., Angeli, A. D. Investigating Attractiveness in Web User Interfaces. Proc. CHI 2007 ACM Press (2007). 387-396. 26. Hartmann, J., De Angeli, A., Sutcliffe, A.: Framing the User Experience: Information Biases on Website Quality Judgement. Proc. CHI 2008. ACM Press (2008), 855-864 27. Hartmann, J., Sutcliffe, A., De Angeli, A. Towards a theory of user judgment of aesthetics and user interface quality. ACM TOCHI 15, 4. ACM Press (2008), 1-30 28. Hassenzahl, M.: The Interplay of Beauty, Goodness, and Usability in Interactive Products. Human-Computer Interaction 19 (2004) 319-349 29. Jansen, B., Zhang, M., Zhang, Y. The Effect of Brand Awareness on the Evaluation of Search Engine Results. Proc. CHI 2007. ACM Press (2007) 2471-2476.
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“Luckily, I don’t need it”: Elderly and the Use of Artifacts for Time Management Leonardo Giusti FBK-irst Trento, Italy
[email protected]
Eleonora Mencarini University of Siena Siena, Italy
ABSTRACT
Massimo Zancanaro FBK-irst Trento, Italy
[email protected]
In this paper we adopt the ecological perspective proposed by Forlizzi and colleagues [2] as a way to make sense of the experience of aging. This framework takes into consideration the complex interactions between, and the experiences that result. New technology should be conceived of as a part of an interdependent system encompassing people, products, and activities to support elderly values and practices. In particular, in this paper we address the specific ecology of practices and values that mediate elderly people use of time-scheduling artifacts.
In this paper, we describe the artifacts and the practices that a group of elderly people use to plan future events and remembering information about future event at the proper time. The role of such artifacts in the construction of a narrative and emotional account of elderly life is discussed. A particular attention is given to the description of the values that mediate the use of time-scheduling artifacts. By taking into consideration the whole complexity of time management ecology, we finally suggest a number of design opportunities.
We present the results of several semi-structured interviews and some contextual interviews in the homes of a group of 19 elderly people with no specific health problems and with a rich social life.
Author Keywords
Elderly, Time-management,. ACM Classification Keywords
In the followings sections, we will describe in details the artifacts and the practices that elderly people use to plan future events and remembering information about future events at the proper time. Furthermore, the role of such artifacts in the construction of a narrative and emotional account of elderly life will be discussed. A particular attention will be given to the description of the values that mediate the use of time-scheduling artifacts.
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
In this paper, we describe a research work aimed at understanding how older adults in Northern Italy use lowtech artifact for managing their time. The ultimate goal being to inform the design of time-scheduling technologies to better fit this class of users.
By taking into consideration the whole complexity of time management ecology, we finally suggest a number of design opportunities. In particular, we feel that any new technology aimed at supporting time-management should be considered not only from a functional point of view: the role that such artifacts have in supporting elderly in making sense of time should be considered as well.
The adoption or rejection of a new technology by elderly people is known to be strictly dependent how they find it intrusive, complex and revealing their limitations or disrupting their home environment [1]. It is therefore extremely important to take into consideration existing practices and values when designing new technologies for elderly people.
RELATED WORK
In recent years there have been many studies on the design of time management tools. They mostly concentrate within two main areas: the environment in which time management takes place, either working place [3] or the domestic environment [4, 5] and the use of calendars and notes [6, 7] as management tools.
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Notes have three main functions: immediate use, temporary storage and perspective memory aid [6]. They focus on
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present information and its future use as passive reminders; they have to be seen at the proper time by the user [6]. On the contrary, a calendar is a way to navigate the future (both personally and socially), it is an information management tool, a communication device (it provides awareness thanks to its visibility), it has a mnemonic function (reminder) and it provides a rationalized representation of time [4]. The calendar can be used to plan future events and to make decisions on how to organize the daily life.
retirement they find activities to fill their days, to socialize and to feel useful for the community. Activities and commitments make their life still meaningful while technology is perceived as threatening it [10, 2]. Literature on elderly and technology usually deals with home assistive technologies that aim to counterbalance physical impairments due to the age. To our knowledge, the only study involving elderly in the use of time management artifacts is Plaisant et al. [11]. This study focuses on the coordinating aspect of time managing, aimed at the whole family members and older adults were treated as special users. A noteworthy aspect that they reported is that maintenance of family calendars information in the majority of cases is up to more than one person, but when just a single person takes care of it, usually it is a woman.
In general, people still prefer paper to technological devices because of some of its availability (it is almost everywhere); portability (it can be brought everywhere) [8]; reliability (it does not run out of power); accessibility (anyone can use it) [8]; user-friendliness (it makes it easy to take notes when speaking on the phone) [5]; lack of structure (anyone can sketch on it in a way that suits his needs) [5]. Yet, paper can fail us by becoming misplaced, unintelligible, or ignored [6]. Indeed, the biggest contribution that digital technology has brought to time management until now is notification functionality. This function transforms a passive note into an active reminder [6]. On the other hand, digital calendars some disadvantages: in particular they must be powered up to display the content of the reminder; they are bulky and require too much time to enter information [6].
Forlizzi et al. [2] give important design guidelines based on elderly scale of values. Their research shows that elderly are constantly on the lookout for sense of self, independence and dignity; this affects how they use products. In the same way, Hirsch et al. [12] found that elders’ first aim is the maintenance of a good quality of life. Two main factors affect quality of life: independence and engagement. Between these two factors there is a special trade off to keep a stable equilibrium: as functional ability (and relative independency) decreases, connections to other people and engagement become exceedingly important in determining the individual wellness. A special matter in this area is users’ perception of their own abilities. Often perception is out of step with their actual capabilities. This can include an elderly operating at a level below his capacities, causing him to be fearful of attempting relatively safe tasks. Conversely, the elderly may overestimate her own ability, causing him to undertake risky tasks. This highlights that old people’s attitudes must be taken into consideration in design, in order to maximize acceptability.
Time management is often a social task. Organizing life in the immediate future may require information exchange with other people. Shared organizational systems turned out to be good for coordinating with other people in both domestic and work context because they share responsibility among people who use them [9, 5]. Indeed, the functionality of shared use relies on members’ compliance with coordination protocols [4]. Taylor and Swan [5] have shown how paper lists can help a mother to organize household activities and tasks as well as her children to grow in responsibility and to test the family order. On the contrary, Brzozowski et al. [9] have found that by using GCS (Group Calendaring Systems) in the working field the visibility of group members’ availability exerts a form of social pressure to encourage compromise and honesty but it can also raise problems relative to privacy and peer judgment about time allocation [3].
USER STUDY
The involvement of elderly people in a user research study greatly challenges the applicability of traditional methods such as in-situ interviews, shadowing or ethnography because of the peculiar psychological and ethical issues that enter into play [13, 14, 15]. Research in these contexts is often regarded as not merely difficult but often inappropriate and intrusive [4]: several researchers have noted the difficulty of obtaining the consent for in-home observations [16].
Other studies highlighted the emotional, reflective and narrative dimensions of time management tools [5, 8]. Sometimes people annotate events after they have happened in order to keep memory of them and to see them in a past perspective, often addressing to the emotional sphere [8].
For these reasons, we have adopted a comprehensive approach to motivate the participation of older people in the design team and to establish a long-term relationship with the other elders of the group. This approach is based on the work carried out by [13] and encompasses: (i) the endorsement by, and the direct involvement in the project of, local authorities and associations of older people with the role of mediators and guarantors; (ii) the establishment and nurturing of the sense of belonging to a pioneering
In digital calendars, personal signs and contextual marks for emphasizing certain entries reflect the emotional relation between entries and users. Yet, the sense of emotion embodied in material artifacts, such as paper, which is often missed by the technological tools [5]. Literature on the management of time by elderly people is too huge to be summarized here. An important aspect to mention is that elderly like having a busy life, after 2
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group, with emphasis on the value of both individual and group contributions.
daily routines and were easily integrated in the everyday activities of the center.
Following these principles, we have involved in the study a day center for senior citizen located in the city of Trento in Northern Italy. The staff of the center has established during the years a well-consolidated relationship with the attendants and has greatly contributed to the creation of a trusted atmosphere between participants and researchers.
While a structured interview has a pre-defined, limited set of questions, a semi-structured interview is flexible, allowing new questions to be brought up during the interview as a result of what the interviewee says [17]. The interviewer has a framework of themes to explore. This framework is generally a grouping of topics and questions that the interviewer can ask in different ways to different participants.
The study was articulated in four phases: (i) Preliminary group meeting, (ii) Individual Semi-structured Interviews, (iii) Contextual Interviews and (iv) Final group meeting.
An important aspect of the semi-structured interview is that questions are asked when the interviewer feels it is appropriate to ask them. Elderly people could consider some questions as inappropriate or intrusive; therefore, it is important to adapt the interview structure and the questions to the different subjects’ personality and sensibility in order to do not create conflicts. Indeed, interview sessions were also an occasion to establish and consolidate a trusted relationship with participants.
Participants
The participants were 19 older people (16 women and 3 men; age range 60-87; mean 75) living in the urban area. All of them are fairly healthy and autonomous people; 14 live alone (at the national level: 77.9% of older adults live alone), one live with his son and the 4 are married. The gender asymmetry reflects the gender distribution in the center.
In our case, the framework was focused on the artifacts and the practices that people adopt to make use of time, with a particular attention to the emerging cultural and emotional values. In particular, it was articulated in four relevant dimensions of use of artifacts: planning, remembering, coordinating and reflecting.
People attending the day center are involved both in day center activities (for example, the creation of hand-made toys for charity sales, volunteer work, support to the staff in the organization of events and so on) and personal activities related to their family (such as taking care of grandchildren). In general, these subjects look for a social and active life and strive for having lot of commitments during the day.
The dimensions of planning referred to how people use artifacts to plan future events and the strategies to scheduling them. The dimension of remembering had to do with what artifacts and practices people adopt to remember things to do (i.e. call a friend, payments), appointments and other kinds of up-coming events (i.e. travels). The dimension of coordination investigates the social dimensions of the artifacts that elderly people use to manage their life. Finally, the dimension of reflection investigates the use of artifacts and the practices by which people look retrospectively to their life.
Preliminary Group Meeting
In the first encounter with the researchers both the staff of the day center and several of the older adults that regularly attend the center were present: by creating a safe and protected social context, reducing the individual involvement and mitigating the fear to be exposed to a novel situation, the participation of people was favored. The staff of the center presented the main objectives of the study and stressed the importance of belonging to a group of people that could play a critical role in the development of new technology aimed to improve the elderly people’s quality of life. Then, the researchers explained the main phases of the study, detailing what kind of participation was required in each different phase. At the end of the meeting, the staff and the researcher had a very short conversation with the people interested in continuing the study and the appointments for the second phase of the study were scheduled.
Beyond the understanding of the functional role of artifacts in mediating the activity of planning, remembering, coordinating and reflecting we also wanted to investigate the emotional and the cultural values tied to the practices of use. Contextual Interviews
A contextual interview [18] is an interview conducted in the same environment which is the focus on the interested for the research. In our case, the main goal of the contextual interviews was to observe the role of the artifacts, in the natural context of use. Contextual interviews may help revealing reveal latent and tacit cultural values that are difficult to verbalize and report during an standard interview because artifacts can be shown rather than simply described and practiced can be enacted rather than told.
Semi-Structured Interviews
The second phase of the study consisted in individual semistructured interviews conducted in the daily center. The reason to conduct the interviews in the center rather than in the homes is because that the participants know the center very well and perceive it as familiar and comfortable place; furthermore, the interview sessions became part of their
The contextual interviews were mainly used to refine the results of the data collected during in the previous phase.
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The results of the semi-structured interviews have been used as a lens to conduct the contextual interviews. We asked people to show off the artifacts they use to organize their life and to describe related practices. By directly observing people using artifacts, we had the opportunity to observe the context where artifacts were located, how people mark the different events in a calendar or the different post-it (colors, size, materials) they use to jotting down a reminder. In this way, it was possible to elicit the cultural, emotional and personal values related to the practices of use of the artifacts.
daily life of elderly people. It is not common that a routine activity is forgotten. Furthermore, elderly people routines are very flexible: failing in performing a routine activity does not have any major consequence. Time management becomes critical when they have to remember future extraordinary events, such as an appointment with the hairdresser or esthetician, physical examinations, meals or trips with other people. These events are deviations from habits and could be easy forgotten. Moreover, failing in attending such events could result in serious consequences: in general, these events are appointments with professionals or public officers and have a very rigid social and temporal structure.
Final meeting
In the final meeting, the results of the study was presented to the older people that participated in the study and the staff of the center.
Finally, deadlines, activities that have to be completed at a given time, are the most peremptory events. However, they are not felt as a problem because our subjects’ deadline are usually bills payments almost all of them have their bills automatically paid. A special case of deadlines are medication prescriptions that are usually dealt with ad-hoc strategies.
Data Collection and Analysis
We conducted 19 semi-structured interviews and 3 contextual interviews in the homes; each one lasted in average 18 minutes for the interviews in the daily center and 30 for the interviews at home. Each interview was audio-recorded and transcribed. During the contextual interviews, we took several pictures to document the use of artifact..
As we will discuss in the next session, routines do not require specific time management activities but what elderly find really difficult to deal with is a sudden change in their habits. For this reason, extraordinary events like appointments and deadlines require a particular attention. In the next session, we will describe several practices that elderly people have spontaneously elaborated to deal with the limits of their perspective memory.
The semi-structured interviews were analyzed by a grounded theory approach. Three researchers independently codified the transcriptions and identified the main emerging categories. The three sets of findings were then reconciled and consolidated as a list of strategies and practices use by the older adults in our group to manage their time, and in particular to plan future events, to remember upcoming events, to reflect on the past experiences and to coordinate with others. Furthermore, a specific attention has been paid to the role and the proprieties of the artifacts involved in these practices and to cultural and emotional values relate to their use. Some less clear aspects were further analyzed with the contextual interviews by focusing the interviews on those specific aspects.
Practices on planning
Planning is mainly related to the scheduling of extraordinary events, such as physical examination, personal care (i.e. haircuts, pedicure) or visiting friends and relatives. As many interviewees pointed out, it is not a critical issue in time management: “I don’t need to plan. I’m not busy. I mean…I really know when I’m available. I’m available every afternoon but Thursday.”
DISCUSSION OF FINDINGS
Planning is not perceived as a critical issue for several reasons. Extraordinary events are not so frequent and daily routines ,which occupy most of the time in elderly life, are very well-consolidated in memory, elderly perfectly know when they are available and will easily avoid any future conflict with extraordinary events. Also elderly routines are very flexible events that that can be changed or modified without any major complication.
How Elderly use time
We have identified three main kinds of events that need to be accommodated in the life of our subjects: routines, extraordinary events and deadlines. Our subjects daily life is mostly characterized by the presence of well-consolidated and regular routines. In general, the first hours of the morning are dedicated to personal care and to house care, in some case also to worshipping. The rest of the morning and the early afternoon are usually dedicated to more social and public activities as shopping, meeting friends or volunteering or recreational activities at the day center (i.e. ceramics, painting courses, etc) and so on Usually routines do not present particular problems in terms of time management. Once they have been defined, they create a rhythm of in the
Even when the elderly people life is full of arrangements, the emergence of future conflicts is unlikely: “Yes, I have many arrangements but I’m not obliged to attend them. I’m old and I like to be free and relaxed.” In general, our subjects do not use external support for planning (only two ladies with a very busy life mentioned the use of calendars and agendas). 4
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Practices on remembering
activity. Furthermore, the information recorded in the notes is continuously presented to individuals and their memory is implicitly reinforced day by day.
Differently from planning, remembering up-coming extraordinary events constitutes a critical time management task for older adults: if a considerable amount of time passes from when the appointment is fixed to when it should be attended, it could be very difficult to retain the plan in the prospective memory.
Embedding reminders into daily routines: another practice for maintaining a general awareness of approaching future events is to arrange notes in the physical environment so that they directly interfere with daily routines. For example: “I have a list of what I have to do in the next days in the bathroom…right there, in front of the WC. So, you know, every morning, when I wake up…I can check what I have to do”. Or the following: “I have a wall calendar near the TV. I watch TV every afternoon, after lunch. I mark important things with a red circle. So I can see them from distance. When there are TV ads, I give a look at the calendar…”
This “remembering task” can be articulated in three different sub-tasks: recording, maintaining and recalling. Recording refers to the moment when the date, the time and the place of a specific future event are jotted down information (usually on on a piece of paper). This information need to be stored for a certain period (for example, in the form of a note attached on the fridge) and then recalled at the appropriate time to prompt the intended action. In order to deal with these tasks, elderly people have elaborated different strategies none of them based on the use of digital artifact.
Creating a new routine: several subjects do not to store notes in visible place or to embed them in daily routine, rather they invent new routines to daily check what they have to do in the next days.
Most of our subjects record the information about future events using small sheets of papers, such as Post-It, notebooks pages, etc. In general, they take a note of the future events, by writing down the date, the time and the place. In several cases, a referring person (such as the doctor or the hairdresser) writes the note and hand it to them.
For example, a lady said that she collects all the notes in a drawer bedside the table and every night, before sleeping she controls if she has to do something the next day. Another lady adopt the same strategy collecting the notes in a pocket of her wallet. Moving information from the background to the foreground: a more complex strategy is to move the notes in different location to mark the approaching of an event. For example, “I have a note for every appointment. I stick my notes on a painting near the entrance door […]. Everything is there: appointments; programs; medical examinations and so on. […] I regularly look at them and when I know I have an up-coming appointment, I move the note from the painting to the entrance door so that the morning when I open the door I see it.” (see figure 2).
If the event is far away in the future, a common practice is to transcribe the note content in the calendar or to stick the note near the appropriate date. In few cases people use a sort of dashboard: they create lists of future events and delete them once they have been attended. Another strategy consists in having a dedicated place in the home where to collect such notes. Transcribing or collecting notes in more structured and permanent places reduce the possibility of losing them and allow referring when it is needed.
This excerpt points out an important issue: remembering the time and date of future events is not sufficient to trig an appropriate course of action at the right moment. Routines are really well consolidated scripts in elderly life and they could interfere with the execution of an unusual action schema. This phenomenon is called “strong habit intrusion” [20] and the resulting error is called “capture error” [21] that happens when a frequently used schemas (like “going to work”) take over from a less frequent, less activated schemas (like “visiting a friend”). In order to deal with these kinds of failures of the prospective memory, participants have elaborated different strategies to move the peripheral notes from the background to the foreground at the right moment. The subject mentioned before uses the strategy of moving the note from the showcase to the door so that she cannot avoid looking at them before going out. Another participant is used to transcribe a note from the calendar (used as a long-term storage) and to leave this near the alarm clock.
The effectiveness of a note to remember an event depends on its being noticed at the right time, not too early and not too late. Several strategies emerged from our analysis.
Figure 1. Notes on the fridge and on a dashboard in a living room.
Peripheral visibility: Wall calendars, dashboards and place dedicated to note collection in general, are usually located in the kitchen or in the entrance of elderly people houses (see figure 1). These locations guarantee high visibility: elderly people spend a lot of time in the kitchen and the entrance is a natural home passage. The notes remain in the background and do not interfere with domestic daily
Keeping the note until the end: as noticed before, in most of the cases the note is not written by the older adults but by
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some other person and handed them. In many cases, we fund that elderly people keep the original note even when they transcribe them on the calendar.
emotional and narrative connotation. Another lady uses the calendar more as a sort of micro-diary than as a way of remembering future events: every night, before sleeping, she records with a list of keywords the most important facts of the day, personal thoughts, feelings and emotions. During the contextual interviews, the lady told us that she never throws away a calendar; she has the calendars of the last 12 years and she is used to look at them to remember what she did in the past. “When I’m alone at home, I really like to look at old calendar and say: oh, I did it, oh I did that, oh it was really snowing…”. During the contextual interview, we noted that there were a couple of weeks without any notes. She told us that it was a very sad period of her life and she did not do anything interesting. By discussing with the lady, we elaborated the idea that the calendar works as a sort of dynamic representation of personal moods and daily rhythms; it is a sort of wall display that stimulates self-reflection and contributes to create a self-understanding. By looking at the calendar, which is in a very prominent position in the dining room, this lady has an immediate representation of how she is in the current month.
Elderly people experiences some difficulties with working memory and having the note with all the information written down even if they transcribed them make them feel safer and confident.
Another subject has four calendars, a showcase full of notes, an agenda close to the phone and an agenda in her bag. All these artifacts have not a functional specification: information about future events is distributed across them in a redundant way without following any specific pattern. This practice is a clear example of a psychological need more than an organizational strategy: the calendar, the dashboard and showcases with notes are not only peripheral display that contributes to maintain a contextual awareness of future events, they also create a pervasive context that communicate a feeling of “a life full of arrangements” (see figure 3). As already discussed in literature, being busy and have the perception that time is not wasted is one of the most important value that characterize elderly life.
Figure 2. Notes stored on a dashboard (on the left) and then moved on the door. Practices on Coordination
Most of the interviewed people live alone and are autonomous, coordination with other family member is not a crucial issue. Even when daily routines are shared with other members of the elderly community, the coordination is facilitated by informal social context and it has never been mentioned as problematic in the interviews. However, we have identified an interesting coordination practice related to the moment of taking note of the relevant future event information. As already said, during the contextual interviews we have observed that elderly people often does not personally write the notes: it is the doctor, the day center staff or other people involved in the event that does so. Older adults have often hearing problems and some time also some difficulties in writing because of fine motor limitations, this practice therefore reduces the probability of transcription mistakes and misunderstandings. Practices on Reflection
Figure 3. Calendars with annotation and post-its.
Consistently to the literature of calendar usage, our subjects use the artifacts for managing future events, such as calendar, notes, dashboards also to support reflection on past experiences. For example, a lady mentioned the fact that she decides to plan an appointment with the hairdresser only after a month from the last time she had a haircut.
VALUES
Values are an important dimension that must be taken into consideration when designing for elderly [2]: values shape the practice of use, by directly influencing people attitudes towards products, both in terms of behaviors and emotions. In this paper we have specifically investigated the values embedded in time management practices and we have
However, the most interesting aspect of this topic is that the reconsideration of the past events could have also an 6
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described how these values affect the way people use time management artifacts.
some cases they could also refuse to use them, even if they could positively support their independence.
In our analysis, three values emerged as crucial in relation to time management: the need of proving to themselves and other that they are not wasting their time; the fear of memory loss as an evidence of cognitive decline and need of assessing themselves.
It is important to note that the practices previously described about the physical arrangements in the environments of notes are not in contradiction with this value. The people who adopt such practice declared to have a very busy life and they really stressed this point. In this case, having a busy life not only justify the use of such artifacts but also make their pervasive use an added value. In both cases the ultimate purpose is to maintain and elaborate a representation of the self that is gratifying and acceptable from a cultural and social point of view.
Making a good use of time: social engagement, outdoor physical activities (such as mountain excursion, bicycling) and volunteer work are perceived as useful and rewarding activities that is important to carry out. Spending too much time watching TV, staying alone at home or eating preprepared food are associated with bad moods or negative feelings: “After lunch, I’m used to watch TV. However, after a while I really feel something that is pushing my back…it says me: you have to go out!” Another subject said “Before sleeping I’m used to look back at my day and I’m really happy when I see that I did many things, when I did a wonderful walk in the mountains, I’m really happy”
Assessing myself: a recurrent theme with our subjects is their need to continuously assess their memory skill, for example “I still have a good memory. I remember everything, even the birthday of my grandchildren. Sometime I say: tomorrow it should be the birthday of Giovanni. Then I go to see the calendar - where I wrote down the birthday dates of all my grandchildren -…and I’m always right!” or a similar “I keep my notes in my wallet. I don’t need them. I remember things by myself. I use these notes only to see if I’m right”
From our interviews, it clearly emerges that elderly people like to be busy, to have a day full of arrangements and an intense social life. This confirms many studies that point out the importance for elderly people of being engaged with the social and the cultural world.
This value is deeply related to what we have described in the previous section and to the importance that elderly people attribute to memory skills in the construction of the self. As it possible to observe in the excerpts, this subtle affects the way elderly make use of time management artifacts: they are used not only as tools to manage the upcoming future but they also support elderly people in their activity of constantly proving their memory skills.
This value influences how elderly people use artifacts for organizing their life. It is closely related to the practice of reflection. As already discussed, artifacts used for time management not only have a functional role: they are also used to support reflection about personal lifestyle. By looking to a showcase full of notes, most of our subjects elaborate the impression that they are actively living their life and still engaged with the “real” world.
DESIGN OPPORTUNITIES
By elaborating on the analysis previously presented, we have defined a set of design dimensions that are aimed to drive the development of time-management technology in the context of elderly life.
Luckily, I don’t need it: during one of the first semistructured interview, a subject answers to the question about what artifacts she uses to remember things: “luckily, I don’t need them. Not yet.”. This lady perceives artifacts for time management as evidences of memory problems; by saying she does not need artifacts for remembering things, she is asserting her cognitive well being.
Beyond functionality
When designing digital artifacts for time management in the context of elderly life, it may be useful to widen the design space and not considering only functional aspects but also the personal, emotional, narrative and leisure dimensions.
This theme emerged quite often in the analysis in a positive or in a negative form: some subjects were proud of their memory skills while some were feared the possibility of losing memory in the next years. Several contradicted themselves by neglecting the use of artifacts for remembering things to do and at the same time “confessing” to have a calendar for the appointments far away in the future.
In general, we have observed that time management artifacts have a double nature: on one side they are used to support functional task such as remembering upcoming events or planning future appointments; on the other side they enable elders in making sense of time, by stimulating personal reflections. In respect to this latter aspect, we can identify two different uses: artifacts used to support the elaboration of a narrative account of past and present experiences and artifacts used as a sort of “gaming platform” to test memory skills.
Since artifacts for time management are often associated with memory aids, they have also a symbolic value. Some people see them as the evidence of their diminished memory skills. This has an impact on practices of use: elderly people could try to minimize the use of such artifacts, to make them as less visible as possible and in
Narrative account: task management tools, such as notes, calendars or dashboards can also used as object to think with, in order to make sense of time and elaborate a
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background to the background” we have describe how it is necessary to manipulate notes visibility in order to appropriately support the recalling process.
narrative and emotional account of personal life. From a design point of view, it could be interesting to investigate this dimension and to explore how to enrich the experience of use by working on the aesthetics of interaction [23] or by allowing people to integrate more personal contents.
In the section “luckily, I don’t need it” we have described the symbolic value of artifacts used for time management: they could be perceived as evidences of memory impairments. As a consequence elderly may tend to minimize their use or to make them invisible.
Gaming platform: time management artifacts could be used as a gaming platform to test personal memory skills. This constitutes an interesting design opportunity to change people attitude toward time management artifacts. Rather than being perceived as passive memory aids which could have a negative value, time management artifacts could be interpreted as tools that actively support elderly in improving or maintaining memory skills.
Time management artifacts should be considered within these complex set of values and practices; the way they are concretely used and adopted critically depends on personal attitudes. From a design perspective it is important to develop flexible technology that allow elderly to configure them according to their individual preferences. In particular, in respect to this class of artifacts, it is important to consider the visibility of information related to future events as a resource. Elderly should be enabled to modify and configure such a resource by moving information from the background to foreground or even making them invisible.
Beyond the domestic space
The design space may also be enlarged beyond the domestic space by taking into consideration a variety of different context of use. The whole lifecycle of event management might be considered: since when the information related to a future event is defined and recorded to when it is stored on a more persistent support, to when the information related to the event are referred to prompt the appropriate course of actions at the right time to when such information are used to support the older adult in arriving at destination and attending the event.
Proactive devices
As we have discussed in section “Making a good use of time”, elderly people are continuously looking on how to occupy their time: indeed, programs (such as theater seasons) are often near to their showcases and calendars.
The interaction context varies along with the evolution of the time management task: during the recording of the information related to a future event, elderly could be in an office (i.e. in front of an bank employee or a member of the day center staff); the temporary storage and the recalling of a note generally occurs in the domestic environment; then elderly tend to keep the note with themselves until the end of the attended event (this is a completely mobile context where the note is used, for example, to support elderly in remembering the appointment address). In particular, in the recording phase it is important to support the coordination between the older adult and other person involved: as we have discussed in the “coordinating” session, in order to minimize the probability of misunderstanding the note is written down by the other person involved in the event and not directly by the older adult.
This practice constitutes a design opportunity. We can consider time management artifact not only as passive tools that elderly people use to organize their life but also as proactive tools that suggest opportunities and possibilities. Calendars, dashboards and even showcases can be considered as interfaces to a wide set of services: by using such a familiar interface, elderly people could have the opportunity to navigate their future event reminders together with the proposals of public or private institutions such as cinemas, theaters, local events and so on. Public institution could also use these artifacts to communicate with elderly customers and present relevant information such as periodic physical examinations in the context of their daily life.
The design of task management technology should therefore take into consideration how information related future events are recorded, manipulated and propagated across different media, physical and social contexts, and it should guarantee a fluid user experience across different spaces and situations.
CONCLUSION
In this paper, we presented the results of a qualitative research aimed at understanding the time management practices of older adults. In particular, it emerged that although a busy life is often considered an important value that characterize elderly life, time management tools can carry a stigma of a prosthesis.
Visibility / Invisibility
In the section “peripheral visibility” we have described how elderly make arrangements of notes in the physical environment to support a peripheral awareness of future events they have to attend. In the “reflection” section we have discussed the role of such arrangements beyond its pure functional role (see also “narrative account”). Furthermore, in the section “moving information from the
Although the user group is limited in size, gender and geographical distribution, we feel that the issues emerged might have a broader validity and may contribute to a greater understanding on how to design for older adults.
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ACKNOWLEDGMENTS
11.Plaisant, C., Bederson, B. B., Clamage, A., Hutchinson, H., Druin, A., Shared Family. Calendars: Promoting Symmetry and Accessibility, ACM Transactions on Computer-Human. Interaction, 13, 3 (2006) 313-346
The work of this paper has been funded by the Internet of Services Joint Research Project at FBK. We would like to thank the “Centro Belenzani” day center in Trento and the people that participated in the study.
12.Hirsch, T., Forlizzi, J., Hyder, E., Goetz, J., Kurtz, C., and Stroback, J. 2000. The ELDer project: social, emotional, and environmental factors in the design of eldercare technologies. In Proceedings on the 2000 Conference on Universal Usability. Arlington, Virginia, 2000.
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13. Leonardi C., Mennecozzi C., Not E., Pianesi F., Gennai F., Cristoforetti A. Knocking on Elders’ Door Investigating the Functional and Emotional Geography of their Domestic Space. In Proceedings of ACM CHI 2009. April 2009, Boston, Mass.
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17.Lindlof T. R., Taylor B. C., (1995) Qualitative communication research methods. Thousand Oaks, CA: Sage Publications, p. 195.
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19.Glaser, B. G. and Strauss, A. L. (1967), The Discovery of Grounded Theory: Strategies for Qualitative Research. New York, NY: Aldine.
9. M. Brzozowski, K. Carattini, S. R. Klemmer, P. Mihelich,. J. Hu, and A. Y. Ng. groupTime: preferencebased group scheduling. In Proc. of CHI'06, pages 1047–1056, 2006
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22. Turkle, S. (2007) Evocative Objects --- Things we think with, MIT Press. 23. Rullo, A. 2008. The soft qualities of interaction. ACM Trans. Comput.-Hum. Interact. 15, 4 (Nov. 2008), 1-25.
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Studying Mobile Context-aware Social Services in the Wild Paul Holleis, Matthias Wagner
Sebastian Böhm
Johan Koolwaaij
DOCOMO Euro-Labs Landsberger Str. 312 80687 Munich, Germany {holleis, wagner}@docomolab-euro.com
net mobile AG Zollhof 17 40221 Düsseldorf, Germany
[email protected]
Novay Brouwerijstraat 1 7523 XC Enschede, NL
[email protected]
ABSTRACT
involves sensible context data has not been well exploited yet. In addition to technical aspects in the implementation of context-aware social services like IYOUIT, our research focuses on the usability, acceptance and market potential of such systems in practice. In this paper, we report on the results of a longitudinal user trial with 19 users from 6 countries over one month. We extend and discuss our longterm experiences made by releasing IYOUIT to the public since more than one year with the findings from this study.
We have implemented and evaluated IYOUIT, a contextaware application for the mobile phone that promotes a digital lifestyle, sharing, and life-logging approach for people on the go. The service incorporates context management technology to abstract data about and around the user into meaningful interpretations of the user‟s digital trace in the real world. Complementary to the public release of our service, we have conducted a longitudinal field study with 19 users for a period of one month. In this paper, we present findings from this coordinated user trial and provide researchers with advice on the design and implementation of similar systems.
After some related work, we present a system overview, followed by the setup and methodology of the study. After an in-depth analysis of the conducted user trial we summarize the results and derive guidelines for the design of context-aware mobile applications.
Author Keywords
Mobile Services, Context Awareness, Social Networking.
RELATED WORK
ACM Classification Keywords
IYOUIT comprises a broad range of concepts, ideas, and services into one system with various interfaces. To the best of our knowledge, no other system provides a comparable diversity of context-aware social services, also including an extensive mobile client application. A good overview on context-aware mobile computing research until the year 2000 is given by Chen and Kotz [5]. Interestingly, of the 19 projects they analyzed, only two used context information other than location (and the current time). These two added some notion of activity mostly recognized by specifically deployed sensors. In contrast, IYOUIT uses available phone sensors to sense and deduce a great variety of context information. Hong et al. [13] further report on general context-aware systems published until 2007. They categorize them according to five layers: concept and research, network, middleware, user interface, and application layer with various sub-categories. The diversity and rich feature set of IYOUIT is exemplified by the fact that it covers a total of 8 of the 19 categories of the first four layers and has elements from half of the application areas (information systems, communication systems, and web service). The authors also show that very few research projects provide a fully functional and publically available application.
H.5. Information interfaces and presentation (e.g., HCI): Miscellaneous. H.1.2 User/Machine Systems INTRODUCTION
IYOUIT is a mobile application that allows users to automatically collect context information centered on visited places and interactions with other people. It aims at making it easy to collect such data on a standard phone and facilitates instant and light-hearted sharing of personal experiences within communities together with rich contextual tagging for everyday life. In combining and aggregating context sources, IYOUIT derives a rich portfolio of personal information to be shared with others on the Web and on the mobile phone. By hooking up to Web 2.0 services like Flickr, Facebook, and Twitter, IYOUIT extends sharing experiences to social online communities commonly regarded as being widely adopted for the exchange of personal information. However, adding a mobile dimension to social communities that
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In the last years, many academic and commercial social platform projects have been created. Many of them are specific to a particular type of information. For example, Picasa, Snapfish, and Panoramio concentrate on sharing images, Google Latitude, Shizzow, and Plazes help people share their current location, and EveryTrail, Dopplr, and
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and mash-ups with other services and applications. The framework consists of two main parts. Management components, e.g., ensure secure authentication, implement finegrained access control, and allow the definition and exploitation of context ontologies. On the other hand, context provider components wrap basic context data sources and can implement aggregations and abstractions. The framework has been designed for an open integration with 3rd party services and is leveraging Semantic Web technology in various places. The platform can be accessed through a web platform and a mobile client application.
TripIt are used mainly for sharing travel plans. Obviously, several platforms exist that allow people to share messages, updates, and stories. Examples include Twitter, blogging, and other community platforms (see below) for short messages and status updates. As IYOUIT incorporates all these features, it can be used by a single person as a notebook and „digital life recorder‟ for his or her history of location and activity, encounters with others, etc. However, its true potential is unfolded with a community of users. On the same grounds, several social community platforms and applications have emerged. Most of them are specialized to some domain (e.g. LinkedIn for business; StudiVZ for education), restricted to some type of content (e.g. Flixster to movies; Last.fm to music), or are only available or popular within a certain region (e.g. Mixi in Japan; Qzone in China). Similar to IYOUIT, many of those have a web frontend and a mobile client application. However, especially the most popular platforms worldwide such as Facebook, Myspace, Orkut, and QZone do not exploit the rich feature-set of current smartphones and merely provide a simplified interface of their web portals. IYOUIT directly uses phone capabilities (see, e.g. [25] for a similar approach) and the users‟ mobility to create profiles and offer multiple services described below. In order to evaluate our system under real conditions and provide results with respect to its use, we chose a longitudinal field trial. Controlled lab trials or artificial test environments such as the one used for the evaluation of the health-monitoring application by Morla and Davies [15] cannot fully satisfy our needs as we wanted to focus less on the mere usability of the system and more on how it is perceived and used in the real world. There have in fact been very few studies examining the use of such powerful context-aware platforms with web-based and mobile interfaces. Most existing studies e.g. by Tungare et al. [23] concentrate on specific aspects or ways of applying the system or, like O‟Grady et al. [17], focus very much on the usability of the specific mobile application and its interface. In contrast, we were more interested in how users accept and use our system. A similar goal has been followed by Jacucci et al. [26]. However, their system is targeted at a quite specific usage scenario (communication at large events) and was trialed in very specific settings over a short period of time.
Figure 1: The IYOUIT component framework and connected 3rd party services. The Mobile Client
IYOUIT has been designed to run 24/7 in the background on modern phones. Our current implementation supports all phones of Nokia‟s S60 platform. Figure 2 shows some screenshots of the mobile client‟s interface. Each tab either displays a certain type of context information or accumulates various pieces of information in a contextual overview that helps assessing the situation of a user at a given point in time: Me: the home tab of IYOUIT and the standard entry point. It summarizes recently spotted information in the user‟s proximity, highlights the latest presence status, and provides pointers to more detailed information in other tabs.
THE IYOUIT PLATFORM AND SYSTEM
In order to cope with the plurality of context, IYOUIT is built upon a Context Management Framework (CMF) which hosts and combines various services and data sources [3]. As a prototype from our labs, IYOUIT is available free of charge. In addition to a mobile client available for Nokia S60 phones, we have implemented our own IYOUIT Web portal1 and open APIs to support 3rd party developments 1
Buddy: shows the real-time context of all social contacts, including their location, status updates, latest activities, shared photos, and more. It offers different views on context, various sorting orders and context-dependent groups. Places: summarizes the user‟s current whereabouts. The client uses GPS coordinates when available. Otherwise, the location is fixed using cell IDs or exploits existing location
http://www.iyouit.eu
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Figure 2: Various tabs of IYOUIT’s mobile client application.
information stored by the IYOUIT user community (e.g. at WiFi hotspots or fixed Bluetooth devices). Using statistical learning and clustering methods based on [16], places (abstractions from exact location values) are generated. These represent frequently visited places and map to basic semantic concepts such as the user‟s „home‟ or „office‟.
Initially, the level of accessible information is defined by the manually specified relationship to a contact (e.g. „wife‟, „colleague‟). In addition, it can be controlled at various levels (e.g. for all location updates or a single photo). Further tabs exist for displaying local information on a map, for showing GPS details and statistical overviews of the personal context history. Automatic context tagging is also available for books and products (via bar code scans) as well as sound and video recordings.
Experience: allows setting IM-compliant presence attributes like activity, mood or availability. Small text notes are automatically complemented with personal context information to be posted, e.g., on Twitter. Using built-in accelerometers measuring movement and gestures, we can automatically set states such as „sleeping‟ or „walking‟. Further (semi-)automatic methods are active research [11].
The Web Portal
While the primary personal use of IYOUIT is on the mobile phone, the application also materializes on the Web in its own portal. Daily hits on the IYOUIT Web portal currently average 100.000+ requests.
Photo: added pictures are proactively tagged with available context data and can be uploaded to 3rd party services such as Flickr. Beyond widely used tags such as geographic information, IYOUIT adds semantic descriptions like nearby people with the corresponding social relationships, the current place, qualitative weather annotations, etc. As a consequence, managing and sharing photos becomes more intuitive. For instance one can ‟find all family pictures taken at the holiday cottage on a sunny day„ or ‟subscribe to photos captured by friends on the university campus‟.
The Web portal offers similar interfaces as the mobile client but can be more suitable for the display and configuration of complex data. It shows latest public observations and selected bits of collected context together with hints on how the community is evolving. Users can conveniently define social relationships and configure personal privacy policies. Furthermore, the portal offers a hub to various other online services. Users can thus decide to share their personal context with, for instance, Flickr, Twitter, Dopplr or YouTube. The IYOUIT portal also serves as test bed for selected features from our research lab. In an experimental engine, for instance, users can configure automatic context blogging or profiling.
Events: displays a timeline of recently observed significant changes in the user context. Here, entries to places of interest are listed together with social encounters, network information as well as activities observed, e.g., by the accelerometer sensor of the phone. Actions such as switching the phone profile from „outdoor‟ to „meeting‟, can be attached to places. Similarly, activities such as „working‟ may be bound to nearby people.
Given the particular focus on real-time sharing aspects of personal data in the user study, the web portal and its features to display context in an aggregated view over a longer period of time has been of minor interest in this trial.
Scan: collects technical observations in terms of scanned Bluetooth devices and spotted WLAN access points. Observed devices can be associated with buddies while scanned WLAN access points are geo-tagged. Both can be associated with rules to trigger proactive actions such as setting the user‟s experience or automatically subscribing to WLAN network access in a certain place.
Public IYOUIT Community
IYOUIT makes it relatively easy to gather and share personal context data. During the design and implementation of the system, our assumption has always been that people will appreciate such sharing features given their privacy is preserved and under their control. We have started to test this assumption by releasing the system for public and free use about two years ago. For this reason, IYOUIT has also been promoted and eventually awarded as part of the
The owner of information (the user whose context is being sensed) has full control about what is accessible by whom.
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Mobile Experience at MobileHCI‟082. Since IYOUIT‟s public release mid 2008, more than 1.500 users from 50 countries registered with the service. More than 1.5 million location measurements were recorded, 10.000+ pictures were tagged and uploaded, and more than 55.000 local information items, such as weather forecasts, were requested. Albeit already of great value through direct feedback and observation, the global IYOUIT user community provides only limited contribution to a comprehensive and complete understanding of our system. To learn more about how mobile users perceive contextual tracking and sharing as well as other application features implemented in IYOUIT, a profound user study with a clear focus and a relatively controlled setting was indispensible.
collected feedback about the general concept, user experience and behavior, and application specific features and interfaces.
EVALUATION Figure 3: Demographics of the 19 study participants.
The study on which we report in this paper took place in 2009 and lasted four weeks. One main target of the study was to find details about people‟s acceptance of general context-aware sharing concepts and various special features within the IYOUIT system.
Final interviews: we also managed to have individual, faceto-face interviews with 14 participants to clarify some of their answers and to find reasons behind their judgment. Study Participants
Study Setup
We tried to recruit a variety of different user types from the existing user base and also encouraged additional persons who had not used IYOUIT before. In the end, we covered a range of different nationalities and age groups (26-65 with an average of 37 years, see Figure 3), 15 male, 4 female.
In the following, we briefly give an overview on the structure, methods, and tools we used. Initial tutorial: we met with all study participants to introduce the IYOUIT system, distribute compatible handsets if necessary and configure the application if not done already.
Table 1: Previous experiences and participation of the users.
Demographics: demographic information about participants was collected in this session with a short questionnaire.
Participants Characteristics Use of Facebook social platform Use of Flickr photo sharing Use of Twitter micro blogging Use of a location sharing platform
Triggering participation: as stated in Froehlich et al. [9], "participant compliance tends to decrease over time" and triggers can help to counter such trends. We provided weekly challenges and announced small prizes for those who would provide most constructive feedback. In fact, however, the consequences were very limited: only three persons attempted to address some of the tasks, and those only within the first two weeks. Thus, we can practically rule out any effect on the results of the study.
One half of the participants (47%) already knew IYOUIT (but only 21% for longer than 6 months before the study). We also aimed at a mixture of previous experiences with such platforms to study a potential correlation between the actual use of our system during the trial and previous experiences with similar services. Table 1 shows some of the characteristics.
Data Elicitation
During the study, we used three ways of gathering quantitative and qualitative data:
With respect to picture sharing, our sample mostly had experiences with Flickr or similar services. Regarding social community platforms, in total 17 systems have been in use by at least one participant. Among these, Facebook and LinkedIn were most prominent (mentioned >5 times).
Logging: the mobile IYOUIT client was fitted with additional routines to log and transmit information about actions and context experienced throughout the study in order to reinforce subjective opinions with actual behavior.
ANALYSIS
For this paper, we distilled results about four broad areas of interest and describe the instances from which we elicited the data: general use (usage data and personal feedback), context acquisition and sharing (photo sharing), context aggregation and abstraction (location and a concept called places), as well as social networking and privacy (connections to 3rd party sharing platforms and detailed treatment in the questionnaires).
Questionnaires: most subjective data has been gathered through questionnaires distributed by email as well as the IYOUIT Web portal. An initial questionnaire gathered demographic data and clarified previous experiences. After two weeks, a questionnaire checked people‟s participation and tried to spot trends. A final, elaborate questionnaire 2
Rate 58 % 53 % 32 % 21 %
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General Acceptance and Use
ly. Surprisingly however, and in contrast to what people indicated, the Experience Tab initiated more than twice as many interactions as the Location Tab. This indicates two aspects: the implementation and presentation of location information has been done in a way that needs little user interaction; and people are in fact interested in collecting and sharing more information than their position.
The application usage throughout the study was very high but varied largely between participants. As Figure 4 shows, the average uptime of the mobile client during the trial period was 38%. Given that these numbers assume a 24/7 usage, the measured average is actually surprisingly high.
Figure 4: Uptime of the mobile client application (avg. 38%). Figure 6: Types of context most important to users.
Although increased power consumption was mentioned as a major issue of the system by 47% of the participants, Figure 5 indicates hardly any correlation (r2 = 0.65) between problems due to power consumption and the actual runtime. The average number of times that people had the phone powered off because of an empty battery was only 4 times. In the end, battery problems seem to explain only 12% of the cases in which people had IYOUIT not running for some time. This is supported, e.g., by Froehlich et al. [9] who show that people most often recharge their phones considerably before the battery reaches a low level anyway. In addition, IYOUIT also offers several opportunities to conserve energy, e.g. cell triangulation instead of GPS for location estimation and an offline mode.
Still, location-based services are of high importance as the appearance of the Location, GPS, and Map tabs within the chart of Figure 7 proves. Less interesting seem to have been the possibilities to generate statistics (Statistics and Graphs) about past history of context of oneself or others. This correlates to the fact that no one described context history to be of top interest (Figure 6). However, this could potentially be improved with a better and more interesting user interface or more features such as comparing statistics across users. In fact, in the interviews, 43% pointed out that they would be interested in using IYOUIT as a life-logging application and a dedicated diary service was even requested as additional feature. This indicates a strong need for automatically generating and presenting context to the user in an appropriate way (cf. concept of places explained below). One interesting result from our final questionnaire was that people stated they learned habits of their buddies (2.9 on a Likert-scale from 0 to 4, σ = 1.0): “I just found out that a colleague’s hobby is airplane spotting! This buddy-based sharing is definitely a worthwhile feature for the application.” Japanese, male, 34 years.
Figure 5: Number of empty battery occurrences per users.
Context Acquisition and Sharing – Photos
To see which context categories are of most interest to users, we had the participants specify the top three most important types of information (cf. Figure 6). Location and pictures head the list followed by weather information. Curiously, people‟s activities and mood have not been mentioned very often. One advantage of running this study is that we were able to compare these statements with the actual behavior within the system.
The IYOUIT system provides an excellent framework for photo sharing. Pictures taken with the mobile client are automatically augmented with context information such as location, activity, or mood gathered by the application. Additionally, the user can manually associate tags and descriptions with photos. In conjunction with querying and grouping mechanisms, all this information helps in later retrieving specific pictures (using, e.g., information about the weather conditions or nearby people). As IYOUIT can be directly and seamlessly connected to 3rd party services such as Flickr and Facebook, features from these systems like Flickr‟s photo sets capability can directly be exploited.
Figure 7 provides more details about the most frequent use of the IYOUIT client. As expected, people were attentively following the context of their buddies. Also the Photo Tab for taking, tagging, and sharing pictures was used frequent-
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Figure 7: Relative amount of use of the client’s different tabs.
Figure 9: Photos with manual tags and transferred to Flickr.
During the trial month, 540 photos were uploaded allowing us to derive interesting insights into the way people share and describe pictures. First, the number of uploads is not related to the uptime of the client. Second, as expected, our current system could not fully challenge dedicated picture viewing applications such as Flickr as it was not designed for this purpose. However, its feature set was rich enough to be attractive and often used. Automated tagging and the transfer to Flickr were very much appreciated. This can be seen in Figure 9 that shows the percentage of photos with manual tags and descriptions. The right bars show only those users that have manually tagged or described at least one picture during the month. The numbers are unexpectedly high as adding descriptions requires some effort: use of the menu and entering text on the phone. This indicates that adding information to pictures is important and IYOUIT can help greatly by automatically adding tags and a title 3.
One main issue that arose within the feedback through the questionnaires and interviews was that many people prefer their digital camera to the mobile phone camera, e.g. because of image quality, flash, and zoom capabilities. Therefore, it has been very well received that IYOUIT also allows for post-processing Flickr images: pictures uploaded from an external camera can be automatically augmented with related context tags at a later point in time.
Figure 10: Categories of manual tags and descriptions. Context Abstraction and Presentation – Places
IYOUIT collects much data while in use. This raw data is often only of limited value to the user and becomes meaningful only after it has been combined and abstracted. IYOUIT uses context ontologies and Semantic Web technologies to implement key abstractions and reasoning features. We refer to Böhm et al. [4] for the details. We exemplify context abstraction through the concept of places: an IYOUIT place is a semantic concept that abstracts from a geographic position and describes it by type and name. Places may expand to cover whole areas. The concept of places is needed for three reasons: first, location measurement on the phone has to rely on imprecise data (Fagerberg et al. [8], note that “place labels are useful no matter the granularity of the positioning system”); second, several real world locations consist of the same place – e.g. within an office building; third, abstractions are necessary to give a more appropriate meaning to locations, e.g. “office” instead of a street (see, e.g. Ashbrook and Starner [1]). As has been stated before, location is an import type of context and people often rely on and share such knowledge. Grandhi et al. [10], e.g, found that up to 77% of people observed in New York over a 3 weeks period were willing to share their location data (17% even with total strangers).
Figure 8: Number of photos shared using IYOUIT (avg. 30).
Out of all tags that have been manually assigned by the users, five categories of tags have been identified. A large number of tags detail the location where the photo has been taken (Figure 10). The mobile application actually could have derived 53% of those (such as city, proximity to a recreational area, or the position close to some landmark). Two other main categories describe some detail depicted on the photo (such as a person or event) or some activity. Descriptions are longer but used for the same purposes, but favor detail over location (e.g. if covered by a tag). These findings strengthen the need for a system providing smart algorithms for automatic tagging that, at the same time, allows for manually adjusting or adding information. 3
See http://bit.ly/IYOUITpic for an example picture
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The IYOUIT system holds an ontology of places shared by everyone to coherently share places between users (e.g. „home‟ vs. „office‟). Participants used 39 different place types for 235 places indicating that this mechanism is both appreciated and used. Similar to setting experiences manually, we suspected that the manual specification of places would be too much work for most users. Therefore, complementary to manual places, IYOUIT runs specialized data mining algorithms (cf. Nurmi and Koolwaaij [16]) over aggregated location traces and proactively generates place suggestions. Similarly to the reasoning by Ashbrook and Starner [1] as well as Hightower et al. [12], this is mostly based on the amount of time the user stays within a certain region. We also abstract from concrete positioning methods taking inherent (in)accuracy into account. The user is provided with such place suggestions and can easily decide to name and typify, to ignore, or delete them. This was very well received (about two-thirds of all suggestions adopted) and acknowledged in the questionnaires and interviews.
Although places are obviously very personal, we introduced a feature that enables people to inspect and subscribe to places of others (only for places explicitly marked as visible by buddies or the public). Within the trial group, already about 6% of the places have been used in such a way. This is one of the features we think has a high value, especially as soon as the IYOUIT community reaches a certain size and more places are being created.
Figure 12: Time users spent within a specific place (avg. 69%).
As a side result, it is interesting to see that many people seem to move between places quite often. The data gives an average of 8.9 times (σ = 7.6) that a user enters another place per day. Still, this seems to be quite specific to individual users (also indicated by the high standard deviation). Judging from the available data, one could categorize users into the three clusters „rather stationary‟, „average mobile‟, and „very mobile‟ with the distribution within the trial group being 8-5-3. This also suggests that specifying rules based on places, e.g. automatically setting one‟s status or activity, can provide a constant stream of sensible data.
Figure 11: Manually named and subsequently visited places. 4
Figure 11 shows the distribution of named places of each user with an average of about 15 places per user. The same chart also displays the number of places that have actually been visited during the trial period (this includes unnamed places, see below). Our usage data over a longer period of time shows that, for the majority of people, an average of 12 places seem to cover most regularly visited areas of interest. This is in accordance with previous research, e.g. by Hightower et al. [12] who found that an average of 7 to 8 places are visited regularly within a year and Zhou et al. [24] who discovered on average 15 significant places.
Privacy and Social Networking
From the user‟s point of view, IYOUIT is primarily a sharing platform for personal information. Here, the social aspects of sharing data and communicating with people, indirectly with context updates and directly by sending messages, blogging, or commenting on other‟s context are vital to the application. Privacy Policies and Directives
A Privacy Manager is an integral part of the IYOUIT system (for details see Böhm et al. [3]). In contrast to most platforms such as Facebook that allow full access to personal information for one category of „friends‟, IYOUIT extends to more defined categories of social contacts and makes sharing fully bound to the personal social network through a fine-grained access control. Previous studies, e.g. Palen and Dourish [19], suggest giving users full control over privacy directives. In IYOUIT, this has been fully implemented by controlling access to personal information with a general system of rules defined by the user and resource specific access directives as an exception to the general rules. These fine-grained access control mechanisms allow for the definition of rules for groups of people or specific buddies, for distinct context categories as well as the level of detail that is being disclosed (a requirement also
Furthermore, people overall spent over two-thirds (69%) of the time they used IYOUIT in the defined area of a place (Figure 12). In fact, some people have spent about 75% of their time within one specific place (provided one can meaningfully extrapolate beyond the uptime of the client). This statistic is actually very similar when considering the whole IYOUIT community during the trial period with an average value of 67% to be within a defined place, thus further confirming the validity of the place concept. 4
Note that in this and the following chart, only the data of 16 participants are visualized as the short usage times of the 3 users who had IYOUIT running for less than 2% of the time could lead to inappropriate values.
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stressed by Consolvo et al. [6]). This means that, for example, access to the user‟s current location can be prohibited completely or allowed at a country, city or concrete address level. Users may also separately choose to grant access to historic information. Resource specific directives, on the other hand, provide means to explicitly choose the level of disclosure for specific items (such as a picture) case-bycase, independent of the general directive for this context category.
seem to fit the way people interpret these and want to have them: the user interface of the privacy manager was actually only accessed by 9 of the 19 users and only 6 of them modified the default directives. On the other hand, privacy directives could be adapted individually from the mobile client as well. The users‟ explicit opinions varied: 3 out of 17 people said to be fully comfortable in sharing their context with their buddies. However, in the trial, only one user actually granted full access for his buddies. 4 persons felt uncomfortable with sharing but again only one completely restricted access to others. This is similar to the findings reported by Consolvo et al. [6] who state that the Privacy Segmentation Model [18] into unconcerned, pragmatists, and fundamentalists through interviews does not seem to be a good predictor for actual behavior.
As Sadeh et al. [22] state, giving the user such a flexible and powerful control over privacy and sharing settings can increase the adoption of context-aware services. They also show ways of incorporating more complex rules for granting or denying access to information and provide guidelines in this direction. However, as they and Palen and Dourish [19] correctly point out, this can always be only partly a solution since (location) privacy is a "dynamic process of managing boundaries". Interestingly, the willingness to choose the level of disclosure for specific items rather than just relying on the previously defined rules or default settings varies greatly for different context categories. Our study participants often wanted to specify the sharing level of photos individually, whereas the sensitivity of location has been seen as rather static. For example, the majority of 62% of pictures were uploaded to be publicly visible, while 30% were for buddies only, and the remainder was only visible for the authors themselves. This indicates that there is a definite need for privacy preserving mechanisms and that they should be adapted according to the type of data.
Figure 13: Relationships used to categorize buddies. Social Networking Platform
In contrast to some systems for which a direct connection between usefulness and number of users is well known as the critical mass (see Rogers [21]), IYOUIT is already valuable without any or with only a small number of buddies. Yet, after the end of our study, everyone had a relatively large network of 2 to 25 buddies with an average of 10 and a total of 184 explicitly defined relationships. shows how study participants categorized their buddy relationships with 63% being tagged as business contacts, 7% as family, and 30% as friends. The high number of business relationships could indicate a potential use in the corporate setting, an application area that has in fact been suggested by several interviewees (Bardram and Hansen [2] show an application for hospitals using context to trigger social awareness between colleagues).
One finding derived from personal feedback and interviews is that it seems to become easier to define meaningful privacy directives when changing from low-level data to a higher level of abstraction. For example, most users easily understood how to judge the sensitivity level of places, whereas only more „expert‟ users were able to express the corresponding rules for spatial data in general. As a positive result, we regard that 79% were comfortable with sharing context with their buddies through IYOUIT. Furthermore, 63% of all trial participants expressed no need for a more sophisticated privacy management procedure. Others mainly argued for adding control about which picture is transferred to which 3rd party platform with which privacy setting or have not found the opportunities that the current system offers.
In order to make the most out of the IYOUIT platform and to increase added value, IYOUIT can be configured to connect to existing 3rd party services such as photo sharing platforms (Flickr), blogging platforms (Twitter), and social community platforms (Facebook). The automatic distribution of information across services was valued highly by many users. However, the actual representation or configuration of information within, e.g. Facebook needs to be revised as the following comment made clear:
We can support the discovery by various works [6, 20, 22] that people‟s sharing behavior depends on types or groups of people such as co-workers or close friends. To this end, IYOUIT allows to define personal social networks of buddies by defined and typed relationships such as „friend‟, „brother‟, „colleague‟, etc. which are more comprehensive than in most other systems. Relations are pre-configured in privacy settings that can be adjusted individually but mostly
“My friends really wondered why I suddenly started to comment on me waking up!” Italian, male, 26 years.
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RESULTS AND OBSERVATIONS
The vast majority of uploaded pictures (90%) were also automatically transferred to Flickr. As Flickr employs a categorized privacy mechanism similar to IYOUIT, the access labels „public‟, „private‟, and „buddy only‟ are directly mapped (the buddy groups differ, though).
In the following, we distill and abstract from the study findings reported in the last sections to provide a set of outcomes that have been proven successful in the design of IYOUIT and can therefore also be relevant for those active in the area of context-awareness and social networks.
For Facebook, e.g., not having this mechanism, only pictures uploaded as public are transferred. In the questionnaire, 55% were very positive towards the automatic addition of status updates in their Facebook accounts and several of them requested an even tighter connection with the IYOUIT application.
General Usage
Combining data and meta-data from various sources and with various services is an important feature, live and also after data collection (e.g. post-tagging pictures on Flickr). Most important types of context as expressed by the users are location, pictures, weather and presence information.
Trends throughout the Study
We also tried to spot trends and changes in attitudes during the course of the study. However, besides a slight general decrease in use, there were no significant changes to be observed. We cannot clearly say whether this is due to the duration of the study or the mere absence of changes.
Power consumption is an issue although, in our study, this had only minor impact. Still, users see which features impact battery life and should be able to turn those off. Proactive versus Manual Actions
The concept of places has been widely understood and used. Users highly valued automatic place suggestions. In general, automatic abstraction mechanisms from raw (sensor) data proved to be an effective tool for leveraging personalized information exchange.
As one example of analysis of the quantitative data we collected, we let people judge whether IYOUIT increased their communication between buddies before and after the study. The plus of 0.4 points on the Likert-scale (to 2.1, σ = 1.3) was not significant (F = 0.71, p > .2).
Automatic context tagging can relieve users from manual input. However, what the system can derive automatically must be shown, with the possibility to manually adjust it.
Some behavior also seems to be an individual preference, independent from the amount of use. For instance, there was no correlation between the number of photo uploads and photo tagging per user (r2 = 0.07).
Automatic activity recognition needs more research before the process can (if ever) be fully automated. However, recommendations from which a user can choose can be a meaningful shortcut to express assumed presence states.
Some interesting results appeared with regard to thoughts about privacy. Our questionnaires before and after the study revealed that, on average, the use of IYOUIT made people more confident to share data with close family members and friends (see Figure 14). However, people also became aware that the information being disclosed can be rather delicate and detailed and the readiness to share dropped slightly for more distant relationships.
Privacy and Sharing
Explicit sharing is more subject to privacy concerns than automatic sharing: people tend to be reluctant to share manually entered information (such as mood) in detail. Automatically gathered, yet personal data (e.g. spatial information), however, has been regarded as less sensitive.
On the other side, two people acknowledged that they learned to restrict the amount of information made available and thus also became more comfortable to provide some data even to lose contacts.
3rd party services offer high potential, especially a connection to social platforms and automated information updates provide a strong added value for users. However, the user must remain in control of what is transferred and generated content should be explicitly marked or separated. A dedicated privacy mechanism that is accessible, understandable, and modifiable by the users is essential. Although people like to be in control and use an item-by-item strategy for some data such as images, privacy settings per type of buddy relation are accepted. Thus, we suggest changing the opinion of Consolvo et al. [6] and Lederer et al. [14] that "who is inquiring about one's location" is a strong factor to "the relation to the one who is inquiring". This implies a greater number of relationship types than available in most current systems is beneficial.
Figure 14: Willingness to share context with specific groups. People generally shared more information with family members or friends and became more careful in sharing with more distant persons.
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SUMMARY
11. Györbíró, N., Fábián, Á. and Hományi, G. An activity recognition system for mobile phones. Mobile Networks and Applications 14(1). 82-91. 2009
We have evaluated IYOUIT, a freely available platform and mobile application for social, context-aware computing. A trial has been performed with 19 users over four weeks. Results have been presented in the categories of general acceptance and use, context sharing, context abstraction, as well as privacy and social networking. We collected and presented results in four categories about use, context sharing, context abstraction, and privacy.
12. Hightower, J., Consolvo, S., LaMarca, A., Smith, I. and Hughes, J. Learning and recognizing the places we go. In Proc. UbiComp’05. 159-176. 2005 13. Hong, J-Y., Suh, E-H. and Kim, S-J. Context-aware systems: A literature review and classification. Expert Systems with Applications 36(4). 8509-8522. 2009
We feel that this study has greatly enhanced our own understanding of context-aware social systems. In the future, we plan to further investigate and study the potential and acceptance of enhanced profiling algorithms to derive patterns about users, which promise more targeted personal services. As a starting point from a commercial point of view, 76% of the participants would accept targeted advertisements within the application. Complex derivations of suggestions and profile data will then, however, need further research to enhance their understanding and acceptance on the user side (cf. Dey and Newberger [7]).
14. Lederer, S., Mankoff, J. and Dey, A. K. Who wants to know what when? Privacy preference determinants in ubiquitous computing. In CHI’03 Extended Abstracts. 724-725. 2003 15. Morla, R. and Davies, N. Evaluating a location-based application: A hybrid test and simulation environment. IEEE Pervasive Computing 3(3). 48-56. 2004 16. Nurmi, P. and Koolwaaij, J. Identifying meaningful locations. In Proc. IEEE MobiQuitous'06. 2006 17. O'Grady, M., O'Hare, G. M. P. and Sas, C. Mobile agents for mobile tourists: A user evaluation of Gulliver's Genie. Interacting with Computers 17(4). 342-366. 2005
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1. Ashbrook, D. and Starner, T. Learning significant locations and predicting user movement with GPS. In Proc. ISWC’02. 101-107. 2002
18. P&AB. Consumer privacy attitudes: A major shift since 2000 and why. Privacy & American Business Newsletter 10(6). 2003
2. Bardram, J. E. and Hansen, T. R. The AWARE architecture: supporting context-mediated social awareness in mobile cooperation. In Proc. CSCW’04. 192-201. 2004
19. Palen, L. and Dourish, P. Unpacking “privacy” for a networked world. In Proc. CHI’03. 129-136. 2003
3. Böhm, S., Koolwaaij, J., and Luther, M. Share whatever you like. In Proc. Workshop CAMPUS’08. 2008
20. Patil, S. and Lai, J. Who gets to know what when: Configuring privacy permissions in an awareness application. In Proc. CHI’05. 101-110. 2005
4. Böhm, S., Koolwaaij, J., Luther, M., Souville, B., Wagner, M. and Wibbels, M. Introducing IYOUIT. In Proc. ISWC’08, 804-817. 2008
21. Rogers, E. M. Communication technology: The new media in society. 1 st edition. The Free Press. 1986
5. Chen, G. and Kotz, D. A survey of context-aware mobile computing research. Technical Report UMI TR2000-381. Dartmouth College. 2000
22. Sadeh, N., Hong, J., Cranor, L., Fette, I., Kelley, P., Prabaker, M. and Rao, J. Understanding and capturing people's privacy policies in a mobile social networking application. Personal and Ubiquitous Computing 13(6). 401-412. 2009
6. Consolvo, S., Smith, I. E., Matthews, T., LaMarca, A., Tabert, J. and Powledge, P. Location disclosure to social relations: why, when, & what people want to share. In Proc. CHI’05. 81-90. 2005
23. Tungare, M., Burbey, I. and Pérez-Quiñones, M. A. Evaluation of a location-linked notes system. In Proc. ACM-SE 44. 494-499. 2006
7. Dey, A. K. and Newberger, A. Support for contextaware intelligibility and control. In Proc. CHI’09. 859868. 2009 8. Fagerberg, P., Espinoza, F. and Persson, P. What is a place? Allowing users to name and define places. In CHI’03 Extended Abstracts. 828-829. 2003
24. Zhou, C., Frankowski, D., Ludford, P., Shekhar, S. and Terveen, L. Discovering personally meaningful places: An interactive clustering approach. ACM Trans. Inf. Syst. 25 (3). 12-42. 2007
9. Froehlich, J., Chen, M. Y., Consolvo, S., Harrison, B., and Landay, J. A. MyExperience: A system for in situ tracing and capturing of user feedback on mobile phones. In Proc. MobiSys’07. 57-70. 2007
25. Raento, M., Oulasvirta, A., Petit, R., & Toivonen, H. ContextPhone: A prototyping platform for contextaware mobile applications. IEEE Pervasive Computing, 4(2). 2005
10. Grandhi, S. A., Jones, Q. and Karam, S. Sharing the big apple: A survey study of people, place and locatability. In CHI’05 Extended Abstracts. 1407-1410. 2005
26. Jacucci, G., Oulasvirta, A., Ilmonen, T., Evans, J., & Salovaara, A. Comedia: Mobile group media for active spectatorship. In CHI‟07. 1273-1282. 2007
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Negotiating Privacy Boundaries in Social Applications for Accessibility Mapping Harald Holone Østfold University College, Norway
[email protected]
Jo Herstad University of Oslo, Norway
[email protected]
ABSTRACT
Typically, the approach to sharing of such information is largely based on personal communication, and the trust implied through personal connections. Making this process more public allows for greater reach of the information, and the collective gathering of accessibility information that can form the basis for route planning and other applications. On the other hand, exposing ones whereabouts, preferences, needs and opinions in a more public sphere raises issues not only related to trust, but also about aspects of privacy.
Privacy is often used as an abstract concept, and negotiating what information to disclose to whom, where, at what times, and in what situations is a challenging one. In this paper we apply a previously proposed framework from Palen and Dourish for understanding and discussing privacy to a setting of sharing and acting on information about physical accessibility. We do this by describing existing practice for sharing of such information among wheelchair users, and compare that with new practices emerging from the use of ICT, the mobile, collaborative route planning concept OurWay. Through highlighting these changes, we discuss concrete privacy issues, and hope to provide a contribution to users, designers and analysts for creating and using mobile, networked technologies for accessible navigation of urban and built environments.
We draw on research from Computer Supported Collaborative Work (CSCW) and Human Computer Interaction (HCI) to discuss the role of privacy and negotiation in collaborative systems. Further, we take a look at relevant accessibility literature to explore the need for user involvement in assistive technologies. To form a basis for our discussion of privacy, we build on the work by Palen and Dourish on privacy in a networked world [11], which in turn is adapted from Altman’s privacy theory from the 1970’s. The framework suggested by Palen and Dourish is useful both for illustrating the complex notion of privacy, as well as a vehicle for discussing the role of negotiation and privacy in a social application for accessibility mapping. We are using a concrete example firmly founded in an existing practice to discuss the boundaries and negotiation of information disclosure. In this context, the notion of privacy is not about law, it is about the experienced privacy.
ACM Classification Keywords
H.5.2 User Interfaces: User-centered design General Terms
Human Factors Author Keywords
CSCW, Social Navigation, Accessibility, Trust, Privacy, Negotiation INTRODUCTION
The contribution of the paper is twofold: First, we problematize the general use of social technologies for specific applications like accessibility mapping, and second we build on the work by Palen and Dourish to discuss the notion of privacy in social applications. The main research question we address in this paper is What privacy issues emerge when social software technologies are applied for specific situations like accessibility mapping?
The disability research area covers many aspects, including physical accessibility and e-accessibility. In previous work, we have suggested the use of ideas from social applications on the web to create and share information about physical access to built and urban environments. In this paper, we introduce the issue of privacy that arises when these technologies are applied in an attempt to solve the gargantuan task of collecting, disseminating and maintaining such information. We refer to this process Accessibility Mapping.
The paper is organized as follows: First we review relevant literature within the fields of accessibility, social applications, HCI and privacy. Then we re-cap the work with OurWay, a collaborative route planner, including our latest work relating to the re-framing of OurWay as a social application, and it’s potential for accessibility mapping. The discussion focuses on the notion of privacy in general, as well as specifically within the realm of accessibility mapping. Finally we conclude the paper with a summary of the role of existing practice and the
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negotiation of privacy in mobile, networked systems for accessibility.
The role of negotiation in CSCW systems is put forward by Schmidt et al. as important for coordination and articulation work [14, 15]. A complementary form of negotiation of contexts created by introduction of new technologies is introduced by Satchell and Dourish on their study of non-use in HCI [13]. This perspective is useful for understanding mechanisms by which new technologies are introduced, but not necessarily accepted.
RELATED WORK
We now briefly review relevant literature in the fields of accessibility, social software and privacy. This literature provides a background for next section’s discussion of privacy in mobile, networked ICT for collaborative, accessible route planning.
Privacy
Accessibility
ICT-related privacy research often focuses on technology and implementation, and related to rules and regulations (see for example [2]). Palen and Dourish have proposed a framework for a more nuanced understanding and discussion of privacy in a networked world [11]. Building on the seminal work of Altman, they identify three boundaries central to the negotiation of information disclosure. The first and basic boundary is the disclosure boundary, that is, what information to reveal or share, and what to keep from others. Secondly, the identity boundary is defined by the role taken on by the user. For instance, if the user is representing herself personally, or if she represents a group such as a company or organization. Finally, within the temporal boundary the effects of persisted information is discussed. That is, the information left behind in a networked system can be interpreted by unintended recipients at a later time, and there is little or no way of controlling the interpretation of information, or the context in which it is interpreted.
Accessibility is a term with many connotations, and covers a wide range of topics, such as the accessibility and usability of ICT, as well as to accessibility in the urban and built environment. In the work with OurWay, the primary focus is on physical accessibility, and the communication of information relevant to moving around in the physical world. Universal design and accessibility in general is currently receiving a lot of attention, as can be seen for instance in programs within the European Union with regards to accessible technology and urban planning. Our current focus is on use of mobile ICT for sharing information about accessibility in the physical world. Also in the physical world, accessibility can have different meanings. For instance, in results from the AUNTSUE project [5], social aspects like fear of crime are mentioned as important factors when users assess the overall accessibility of an area. V¨ olkel et al. [17] describes requirements for accessibility annotation of geographic data, with the aim to collect detailed information for different needs and preferences.
Altman’s insight is that privacy is not a static set of rules, rather it is a dynamic process, a constant negotiation depending on the situation. Grudin puts this in the context of situated action, which is precisely what allows the constant negotiation just mentioned [6]:
Existing literature on accessibility focuses mostly on the interaction between a single user and a computer system, with some notable exceptions, e.g. [18] and [8]. Hedvall [8] argues that the accessibility field is lagging behind the HCI field, focusing mostly on regulations and predictability. His work bridges work in the HCI field and the accessibility field, and by comparing the evolution of the two fields, he suggests that the accessibility field has much to learn from the work in HCI and CSCW. In particular, the focus on the individual is key to Hedvall’s argument, in what he calls experienced accessibility.
Why then the uneasiness, the widespread attention to privacy? It may reflect an awareness at some level of something more fundamental than privacy that is being challenged: The steady erosion of clearly situated action. We are losing control and knowledge of the consequences of our actions, because if what we do is represented digitally, it can appear anywhere and at any time in the future. We no longer control access to anything we disclose. The role of negotiation, according to Schmidt, is a key component for a successful CSCW system. It seems obvious from the privacy work cited above that this is particularly true when it comes to issues of privacy. In fact, we would argue that the experienced accessibility discussed by Hedvall has a parallel in privacy, in what may appropriately be dubbed experienced privacy. This experience is difficult to assess in situ, since the control over interpretation is no longer in the hands of the user.
Social Software
Grudin, although not using the term social software, puts forward four characteristics he considers key in these kinds of technologies [7]: . . . they 1) can be extremely lightweight, 2) make information and activity highly visible, 3) provide individual and group benefits, and 4) are grassroots, self-organizing phenomena. Grudin refers to studies of using project blogs and wikis as well as the use of hash tags for coordinating and maintaining project-related content and activities. We have used Grudin’s characteristics for discussing OurWay as a social application.
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RESEARCH SETTING AND METHOD
Dashboard [16] projects, where exposing the source and history of information is a key point. Perhaps the main drawback of the current OurWay prototype is that it only indirectly provides this information, through the resulting route suggested to the user. In other words, there are no clues provided as to who provided the annotations that led to the suggested route, or what context they were captured in.
We will now provide the background for our case, OurWay. First, the concept and early work is presented, before we summarize a discussion of OurWay as a social application. Finally, we present findings from interviews with wheelchair users to illustrate existing practices for sharing of accessibility information. The OurWay concept
Individual and group benefits
OurWay is a collaborative route planner, where users are providing feedback on accessibility through their interaction with the system. Users are equipped with mobile phones running a client application, which connects to a central route planning and feedback server over a mobile Internet connection. The client displays a map of the area, and allows the user to ask for a route between two locations, which is then displayed on the map. The user can at any time provide feedback to the central server about the part of the route being traversed. To keep the threshold for contribution low, we have used only three levels of feedback: good, uncomfortable, and inaccessible. The submitted ratings are attached to route segments, and are used as weights by the route planning server when calculating new routes.
Some individual benefits of a social software system for accessibility mapping are obvious, such as the opportunity to provide feedback on suggested routes and get immediate reward in the form of an alternative route from the system. The benefits for the group(s) are, as we have shown through the work with OurWay, more accessible routes over time. Another benefit for the group as a whole, is that this way of collecting and maintaining accessibility information is a potential resolution to the resource challenge mentioned in the introduction of this paper. Further, the social awareness of mobility challenges and special needs can be raised, also outside of the group of core users. Self-organizing grassroots phenomena
Social applications for accessibility mapping
There is obvious value in the networks, agendas and political power represented by established interest organizations. At the same time, parts of what make social applications work is the ability for users to rapidly form groups and processes, often to influence the organizations or establishments they are taking part in. There should be a mutual interest from institutions, individual users and user groups to make use of social software tools, however the suitable balance of initiative and power remains to be established. See for instance Borchorst et al. [3], where they look at the application of Web 2.0 technology in the interaction between citizens and municipalities in Denmark.
The OurWay project started as a technological prototype, without extensive work on designing it for collaboration. Throughout the project the focus has shifted towards the social aspects of use, and by using Grudin’s four characteristics we have re-framed the concept as a social application. A summary of this discussion is presented here, for more details see [9]. Lightweight
From the end user’s perspective, OurWay can be considered extremely lightweight. The feedback mechanism is a vast simplification of the typically form based inquiry taking place in traditional accessibility mapping. We do not propose that the OurWay concept should replace such detailed approaches, rather that the information generated by users can augment existing information. One obvious challenge is the use of mobile phones for people with special needs. Although mobile phones are ubiquitous among all user groups, the necessary HCI challenges related to use in the field must be considered carefully. One key argument for using an open, lightweight infrastructure for a social accessibility mapping application is that the opportunities for adaption to different needs and requirements are moved away from the core of the system and towards the end user.
Existing practice
We performed in-depth semi-structured interviews with three wheelchair users early in the OurWay project. The goal was to assess the interest in such technology, and the privacy issues related to use. Two of them have been active participants in organizations for the disabled over many years, and knew about the OurWay idea. The interviews were fully transcribed, and analyzed using an open coding process. This material is now used to describe existing practices for navigating the urban landscape with wheelchairs. Then we discuss the changes in practice introduced with new technology to provide a background for the discussion of negotiating privacy.
Information and activity made visible
For anyone, planning is an important part of a trip to an unknown location. The most common practice for planning a trip in a new or unknown urban landscape, according to our subjects, is direct communication with other trusted people who understand the needs of the person who asks:
A tool which provides route suggestions must adhere to high standards when it comes to dependable information and social transparency. There is little doubt that allowing the user to see the ratings and context which is used to calculate the routes is important. Some suggestions can be found in the WikiTrust [1] and Wiki-
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“When you are in a situation like ours, as wheelchair and crouch users, we become very creative in finding solutions, and we always have to think ahead. We can’t just go.”
mous] says that the criteria for universal design has been followed, I know that it works for me. But I also know that if Mrs. Olsen comes along, and she has problems with her hip, I’m able to say that you shouldn’t trust that these toilets will suit you. Because they suit me.”
This communication often implies an intimate knowledge of each other, including previous common experiences and knowledge of each others respective needs: “If I know that he has been there, right, and I know that he and I share the same needs, if he says this worked for him, then I can go there, too.”
Some urban features, like shopping malls, are considered accessible “by default” by many users. Both because of easily accessible and designated parking spaces, and because of thoughtful design of the built environment:
“I would use a mobile phone, right. And talk to them and then ask [. . . ] are you sure it will work with my chair? Of course, if [friend] was the one sharing the information, I would have done it anyway, right. Because I know him so well.”
“When it comes to shopping malls, they have trolleys, shopping carts, baby strollers, and they build for them. Everyone must have access, because they need to shop. And if baby strollers and trolleys can get in, a wheelchair user can also get in.”
This is emphasized by the fact that many wheelchair users have different assistive technologies for different occasions, be it motorized chairs (light and heavy), manual chairs and in some cases crouches. Says one user of an electric chair:
“. . . and the fire regulations. These regulations demand quite a bit with regards to escape routes, the size of those, that there shouldn’t be stacks of goods placed everywhere, and so forth. This makes it secure enough for you to use it.”
“I sometimes use a manual chair, but then I need someone along to push me. [. . . ] I can make two trips to the center and back between charging the battery. Then I’m not using this chair, I’m using the large chair.”
Thus, we get the impression that shopping malls are preferred over shops in the streets because of the general accessibility: “You know that if you’re going shopping you go to the shopping malls. You don’t go looking for the smaller local shops, right?”
One frequently recurring theme from the interviews is that of individual needs and the issue of trusting information coming from others. This anecdote aptly illustrates what can happen if the shared understanding of needs is absent, or different reference points exist:
Several initiatives to map out the accessibility of urban areas has been undertaken, mostly (so far) based on paper maps and by the help of volunteers. Further, other less formal activities have been carried out, like this attempt to signal the accessibility of individual shops:
“I called a hotel to book rooms for the National Association of Disabled, and they told me that their hotel was accessible to disabled, and they knew that because a Paralympics team had staid there. [. . . ] There were no obstacles, right? These people even used the stairs to get to the dining hall. [. . . ] The receptionists experience was that she had seen many people in wheelchairs, and it all worked well in her hotel.”
“We had this campaign once where we sold accessibility stickers. We made the criteria, but we were obviously not sufficiently specific about the criteria, and then we sold these stickers [to the shops]. So when you came to a shop and saw the sticker, you knew that everything was OK. That was the intention. However, after a while, when different people did this [sold the stickers], we blurred the criteria, and we knew each other, and it became more important to sell stickers than to [indicate accessibility].”
Even interpreting standardized accessibility, for instance by signposting toilets as accessible, requires the similar knowledge. In this situation, intimate knowledge of the formal requirements are needed:
In summary, existing practices for sharing accessibility information is often based on individual needs and personal relations. The information is local, and is interpreted based on the individual and the situation. As the examples presented indicate, even formalized regulations and knowledgeable people can create uncertainty regarding the experienced accessibility. Having presented existing practice as a background, we now move on to the main discussion.
“The toilets, for instance, are a problem for many. Some want them high, others want them low. I want them low, as I’m 145 tall. There are no regulations on height for the toilet seats. A whole group in the Association of Disabled of course want to change the regulations so that all accessible toilet seats should be high, right. [. . . ] I know the regulations so well. It’s impossible to make a toilet seat both low and high, right. [. . . ] So if [anony-
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DISCUSSION
conditions.
Introducing new assistive technologies will change the practice of getting around. Introducing aids for sharing of accessibility information will change the way people share this information. It will most likely not replace the existing practice, and it is key to our discussion that the technology is augmenting existing practice, not substituting it for something completely different. In the first part of the discussion we identify privacy issues that can result from use of a collaborative navigator, before we focus on negotiation of privacy in this context using Palen and Dourish’ framework in the second part.
Further, simply introducing a device like a mobile phone into the process of negotiating accessibility on the spot has practical implications, such as simply managing the extra device in an already demanding situation. Further, use of such a solution may be regarded as a special case of using a public terminal [4], which in itself has impact on the use situation. This is different from using navigation equipment in a car, where the car provides a private sphere in which interaction with the technology can be negotiated.
Privacy issues
Reach and persistent information
Staying focused on the individual, we now attempt to highlight some of the changes that will arise with the introduction of new assistive technology. We do this to answer our main research question.
Existing practices for sharing of accessibility information are largely local, personal and ephemeral. A mobile collaborative system can extend the reach of such information in more than one way. First, the potential number of people who can access and provide information to the system is increased. This means that information left behind can be used by people who would not normally have easy access to the information (they are not part of a local community, or lack personal relations in the area in question). It also means that users expose their activities to strangers, which raises privacy issues. Further, the exposure of activity can provide new and perhaps awkward situations, illustrated here by a quote from one of the interviews. The topic was whether annotating a goods lift as accessible could be justified if the benefits of getting to another floor were significant:
Change in practice
As we have shown, identifying accessible routes and locations for the individual is largely accomplished by intimate knowledge of respective accessibility needs and relations between people, and understanding of the criteria behind standardized accessibility. With the introduction of ICT for assistance, the communication forms changes, and the old practices cannot be directly applied. For instance, relying on persisted accessibility information provided by strangers will require support for sense-making, both through the technology itself, and by traditional means. However, to allow for this negotiation of meaning, the activity of other users in the system must be made visible, including information about the user(s) who provided the information.
“This is very dangerous. Because, as you say, this system could also be used by the municipality. If it [the use] in any way reflects that the group that I represent [when annotating the lift] accepts goods lifts as equally good alternatives to ordinary lifts, they might conclude that they won’t bother about [installing] an ordinary [accessible] lift.”
Providing details about other users in the system is a balancing act between full disclosure and privacy. Will full identities, activities and assistive technologies in use be required for this negotiation? Perhaps building trust networks and social relations into the application can be one way forward. In this way, some form of anonymity can be maintained, whilst still providing cues about the trustworthiness or relevance of information.
This statement highlights several privacy aspects, such as the representation of self and other, and the persistence of information over time and the interpretation of the persisted information. We will return to these issues in the next section.
In the existing practice, this information has an ephemeral and personal nature. Individual needs are communicated on a trusted need-to-know basis, and often it is not even an explicit part of the negotiation, as the knowledge is tacit and does not need to be addressed specifically. Another potential change in practice comes with the new opportunity for more spontaneous trips, since the information is readily available on the mobile device. There might be a shift from detailed pre-planning of routes to more ad-hoc route planning. The mixed reality of an annotated map with route planning capabilities provides the ability to adjust the route along the way, taking into consideration local and temporal changes in accessibility, such as construction work or weather
One of the premises for a collaborative navigator like OurWay is that users leave behind traces of their activity, in other words, that parts of their interaction with the system is recorded to facilitate calculation of accessible routes with updated information. Persistence of information is perhaps the most important source of privacy issues to be discussed in the next section. Persisting traces of user activity extends the reach, not only in terms of audience, but also over time and use contexts. Based on these observations about changes in practice and the introduction of technology to extend reach and persisting accessibility information, we switch gears and discuss these privacy issues with the help of the frame-
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work proposed by Palen and Dourish.
the need for negotiation of what information goes out to whom, and what activity is triggered by interaction with the system. Some activity might be extra valuable to make public, for instance to make visible ones own contributions to the system and community of users in order to gain credibility or good reputation. Making activity visible can also be a means for limiting vandalism or improper use. However, as we shall argue later, there are instances where visibility of activity needs to be kept private.
Negotiating privacy
Our focus in this part of the discussion is on the need for negotiation of privacy in different situations, emerging from the introduction of ICT for sharing of accessibility information. Disclosure: Privacy and Publicity
The way we interpret the framework, the fundamental boundary is that of privacy and publicity, in other words what information users in a situation regard as private, and what information it is desirable or necessary to share with others. First, we need to identify the core types of information at stake. Obviously, positioning information is fundamental in a navigation system. This might be geographical coordinates, or approximate information such as venues used in the social application FourSquare. Time can also be crucial, for instance for taking into account the temporality of certain obstacles (like weather conditions), or time of day (related for instance to opening hours etc). The level of accessibility experienced by the user must also be recorded. In previous research, we have observed that it is largely inaccessibility which is recorded, and mostly when users have to provide feedback in order to get an alternative route from the route planner [10]. This might change, though, if such a collaborative navigator is used in a campaign setting.
In summary, the negotiation of what information to disclose must be left to the user, and whether or not activity should result in public traces must be negotiable by the user at any time. Identity: Self and other
The first question a potential user must answer is whether to join the service or not. Trivial as this might seem, it is a fundamental question, and one that is well illustrated by the social pressure to join and participate in successful on-line communities like Facebook or Twitter. Once a participant, it must be possible to quit the system, and potentially delete traces of ones own activity. Quitting or changing ones association with the service will be a public activity, which again touches on the social obligation to be a participant in the community. As an example of the publicity of private actions we present an anecdote about Facebook from one of our colleges: Gisle joined Facebook when it first opened for the international audience. He added many friends, including his wife who he identified as such. Realizing that this resulted in public information on his profile revealing his private family relations, Gisle decided to change the relationship from “spouse” to ordinary friend. The unintended effect of this change was that all his friends got a system generated status message from Gisle that said “Gisle is no longer listed as in a relationship”, which in turn resulted in a number of concerned friends contacting him to investigate what they interpreted as a terminated relationship.
Who you are, who you represent and the role you have in a situation are key to the negotiation of disclosure. For instance, some obstacles might be considered to apply in a specific context, and not be valuable to others. A user who considers an obstacle to be “private” must still be allowed to use the system, for instance for getting an alternative route, without this activity being persisted for later retrieval. Even when deciding to share the information with the community, the role has to be negotiated. Does the user represent “all” wheelchair users, or only users of motorized chairs or manual chairs? Does the user represent an interest organization with an agenda, or is he a casual user only using the system as a navigation tool? These are all questions that in the existing practice is negotiated from situation to situation, and similar ability for negotiation must be in place in the new practice. The role taken on by the individual is negotiated in the situation, and evolves over time as well. For instance, the amount of effort put into the “cause” can change: “[These days,] I don’t sit down and write to the management and tell them how it should be. I don’t, because I get so angry, I go home because I’m so upset. [. . . ] So I don’t go to that church, because I don’t like it. I think the ramp is ugly. Now, in my younger years [. . . ] I wrote an angry letter to the council down there, right. But I left it at that. I was very angry.” The experienced accessibility is personal, however it can trigger actions taken on behalf of a larger group: “[. . . ] I don’t think much about the fact that other people are going to that church later. In a way, I have told them what I think. [. . . ] Well, I react on behalf of all [the other users]” And if the context is explicitly coordinated by a group, the role taken on can be very different:
In this story, it was not Gisle who decided to make this a public announcement, it was the system. It illustrates
“Then, sometimes, the Association of Disabled has
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decided to run a campaign against it [church accessibility]. And then I’ve gathered the church council. But I’m not taking on that fight regularly.”
it’s users. Again, Facebook is a prime example, where current analysis shows recent dramatic changes in privacy policy, where Facebook Inc. has made changes to their policy for providing access to user information for third parties1 .
Negotiation of identity is an involved and dynamic process. Capturing this process in an ICT system is challenging, and requires careful attention in the system design process. We suggest that the negotiation will take place mostly outside of the system itself, which means that the system must be open to the result of the negotiation, for instance by allowing anonymous or non-traceable activity, and the ability to revoke information at a later stage.
This also raises an important question about who owns the service and associated contributed data, and who can change the terms under which they are shared with others. By agreeing to conditions of use whereby the service provider can modify the rules without consent from the users, the user is effectively waiving the opportunity for negotiation of these issues. It is our recommendation that these issues must be publicly addressed and communicated to users prior to joining such a social service, and that any user should be allowed to easily opt out of the service and potentially remove traces of their activity and get their own data with them if they choose to do so.
To summarize, place, time and situation are key components in the process of negotiating ones identity - the answer to the question Who do I represent here, now?. An extra layer of concern is added when the reach and persistence changes are taken into consideration. The question then changes to Who do I represent here, now and later?. The time boundary is discussed next.
Another aspect of the time boundary is that of interpreting current activity in the light of previous activity. Again, an example from one of our subjects:
Temporality: Past, present and future
“. . . we’re very good at complaining when things are not OK, but we’re not very good at telling people that things are OK. [. . . ] I never go to the newspaper and tell them the new ramp is in place [. . . ] I like making a bit of fuzz, but I’m not very good at giving people a pat on the back.”
Arguably the most influential change to existing practice by introduction of a mobile, collaborative navigation system is that of persistence of information. Palen and Dourish address persistence by using the temporality boundary. In existing practice, it is largely taken for granted that communication about accessibility is of local and ephemeral nature. Sharing accessibility information through technology implies persistence of information, and thus the impact of sharing traces of activities becomes difficult to assess, as is the negotiation of what to share with others.
By constantly and publicly being complaining about accessibility, there’s a risk of later being regarded as a negative person. This is true in existing practice as far as actively public statements (like in the newspaper) is concerned. By the introduction of ICT, the aggregated statements made by single users can portray a negative image of a user, even though the user is only leaving traces by making use of technology as a tool to solve local, personal navigational problems. The converse is also true, of course, as in the example with the goods lift, where a positive attitude towards a undesirable solution can be interpreted as legitimizing sub-standard solutions - thus implicitly making the activity trace represent the user group collectively, and not merely as coming from an individual user.
The example about accessible goods lifts is an example of this, and the user who presented this continues: “. . . basically because we see that there are, like, economic interests at stake, and they would effectively create a barrier for many of us, in contradiction of rules and regulations. An we do definitively not want to be part of legitimizing that. You will find that attitude, guaranteed.” This user has been active in organized accessibility work for many years, and clearly comes across as reflected about the possible interpretations of information, made by others at a later time. There are numerous examples of lack of this kind of reflection, perhaps most notable in current use of on-line social applications like Facebook. For many, the idea that someone “outside the group” will have access to relatively private information seems elusive, and one likely cause is the apparent ephemeral nature of on-line conversations, and in particular the lack of technological understanding by users [12].
One could argue that aggregating and anonymizing information could limit the risk of standing out from the crowd as a person who provides critical feedback, however the use of aggregation also introduces new problems. These includes a higher risk of the information being interpreted as representing a consensus view withing a group, and it also makes it more difficult to assess the reliability of the information, which today is largely based on personal connections.
Further, changes in privacy policies for such on-line communities often introduces breaches of contract with
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CONCLUSION
3. Borchorst, N.G. and Bødker, S. and Zander, P-O. The boundaries of participatory citizenship. In ECSCW 2009: Proceedings of the 11th European Conference on Computer Supported Cooperative Work, 7-11 September 2009, Vienna, Austria, page 1. Springer, 2009.
The first question that has been addressed in this paper is specifically about what privacy issues that emerge when social software technologies are applied for situations like accessibility mapping. Introducing new technologies is not only about what the specific technology “does”, but also about what existing practices are changed with the new technology in use. We have seen that there is a balancing act between the disclosure of information and managing privacy when using social systems for route planning. What was local and only disclosed to trusted others in an existing route navigation practice, can potentially be disclosed to all other users of the system now and in the future, and thereby changing the reach of the information.
4. I. Bratteberg and S. Kristoffersen. Irreversibility and forceback in public interfaces. In Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges, pages 63–72. ACM, 2008. 5. G. Evans. Accessibility, Urban Design and the Whole Journey Environment. Built Environment, 35(3):366–385, 2009. 6. J. Grudin. Desituating action: Digital representation of context. Human-Computer Interaction, 16(2):269–286, 2001.
Through this study, it is seen that the everyday practice of route navigation is fundamentally changed when introducing social applications. This view is of importance, since it is often lost when discussing the potential benefit of new, networked technologies. The second research question is about what forms of negotiation emerge in accessibility mapping. The framework presented by Palen and Dourish was applied in order to discuss the negotiation of boundaries related to disclosure, identity and temporality.
7. J. Grudin. Enterprise knowledge management and emerging technologies. In Hawaii International Conference On System Sciences, volume 39, page 57. IEEE Computer Society, 2006. 8. P.O. Hedvall. Towards the Era of Mixed Reality: Accessibility Meets Three Waves of HCI. In HCI and Usability for E-Inclusion: 5th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2009, Linz, Austria, November 9-10, 2009, Proceedings, pages 264–278. Springer-Verlag New York Inc, 2009.
The everyday practice of negotiating information disclosure is changed when introducing social software. The negotiation will both take place within the system, but also by using technologies and communication channels outside the system. Thus, the system must be open to the result of such negotiation.
9. H. Holone and J. Herstad. Social software for accessibility mapping: challenges and opportunities. In Unitech 2010, Oslo, Norway. Tapir Forlag, 2010.
Privacy issues are both about enforcement of laws and the practice of responding to specific circumstances, like when planning and making a journey. The impact that mobile, networked technologies have on the practice of handling privacy issues is important. Our understanding of privacy issues, and the way this changes with introducing new technology is of crucial importance for users, designers and analysts. By addressing specific use situations of social software, we hope to contribute to this important topic.
10. H. Holone, G. Misund, H. Tolsby, and S. Kristoffersen. Aspects of personal navigation with collaborative user feedback. In Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges, pages 182–191. ACM New York, NY, USA, 2008. 11. L. Palen and P. Dourish. Unpacking” privacy” for a networked world. Proceedings of the conference on Human factors in computing systems, pages 129–136, 2003.
ACKNOWLEDGMENTS
We want to extend thanks to the ICCHP 2010 and Unitech 2010 anonymous reviewers, and to Sigurd Dahlseide and Torleif Gravelsæter for performing one of the interviews.
12. S. Patil and A. Kobsa. Uncovering privacy attitudes and practices in instant messaging. In Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work, page 112. ACM, 2005.
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Transferring Qualities from Horseback Riding to Design Kristina Höök Mobile Life @ Stockholm University Forum 100, 164 40 Kista, Sweden
[email protected] focus. The renewed HCI interest lies in designing for experiences – beyond efficiency and task completion [19]. In some respects the ergonomists were more sensitive of the body than we are.
ABSTRACT
We see more and more attempts to design for bodily experiences with digital technology, but it is a notably challenging design task. What are the possible bodily experiences we may aim to design for, and how can we characterise them? By analysing a horseback riding experience, we came to identify the following themes: (1) how certain kinds of bodily experiences are best understood through experiencing them yourself – the bodily ways of knowing, (2) how rhythm and balance create for particularly strong physical experiences of this kind, (3) how movement and emotion coincide in these experiences, (4) how the movement between seeing our own bodies as objects vs experiencing in and through our bodies is one of the ways we come to learn the language of expressing and understanding bodily action, and (5) how this in turn lets us describe the sensitive and delicate relationship of wordless signs and signals that represent, in the case described, two bodily agents – a human and a horse. When the human-horse relationship is really successful, it can be described as rare moments of becoming a centaur. We translate these themes into design considerations for bodily interactions.
As digital products have become an integral part of the fabric of everyday life, the pleasure they give, the contribution to our social identity, or their general aesthetics are core features of their design. We see more and more attempts to design for bodily experiences with digital technology, but it is a notably challenging design task. With the advent of new technologies, such as biosensors worn on your body, interactive clothes, or wearable computers such as mobiles equipped with accelerometers, a whole space of possibilities for body-based interaction is opened. But this begs for answers to three questions. First, what kinds of experiences are we aiming to design for? Glossing them over as all being about designing for flow [3] or inducing a game play experience is too vague [8]. We need to drill deeper and better understand exactly what experiences we are talking about. Are we designing for pleasurable or unpleasurable ones? Are we designing for those that are subjective and unique, or ones that are common and shared? Ones that deliver serendipitous experiences or ones that are evocative and emotional? These are not all the same, even if all may emphasise aspects of bodily experience.
Keywords
Embodiment, experiential qualities, bodily interaction, autoethnography ACM Classification Keywords
H.5.2 Information interfaces and presentation (e.g., HCI): Miscellaneous.
A particularly difficult issue lies in understanding how these experiences may unfold over time – both in the particular interaction with and manipulation of the artefact but also as parts of our everyday on-going lives. As Löwgren [17] puts it, a gestalt for interactive artefacts is defined as a dynamic gestalt which “we have to experience as a dynamic process” (p. 35 - 36).
INTRODUCTION
Originally, HCI spun off from ergonomics through its focus on the cognitive aspects of interaction. With the turn to third-wave HCI with its focus on experiences [2], we are now in a sense turning back to the body in interaction. But contrary to the main focus of ergonomics, instead of documenting and altering routines, finding error-free ways of involving operators in the complex beast of man and machine as a unity, or measuring how the body has its limitations, this turn back to bodily interaction entails a new Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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Second, once we know what kind of experience we are aiming to design for, we need to describe them in a form that makes sense and that we can share within a design team. Ways of knowing can arise from your bodily acts without any language translation in-between. The feel of the muscle tensions, the touch of the skin, the tonicities of the body, balance, posture, rhythm of movement, the symbiotic relationship to objects in our environment – these come together into a unique holistic experience. It is not the ability to fulfil a task, but the experience of the corporeality of doing so that matters here. Those descriptions also need to be shared with the users that we invite to test our designs, or even participate in the design process.
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Thirdly, if we try to design interaction that builds on bodily movement, seeking certain experiential qualities, many different aspects of the interaction have to be fine-tuned to enable the experience, as, for example: •
•
•
the riding experience after each of the seven lessons. These notes were juxtapositioned with the written transcripts of the videos. I also discussed the material with two colleagues who helped me analyse the data. The accounts I provide below are sometimes quite detailed as I am trying to come to the essence of the riding experience.
the timing of interaction: movement has to render response in exactly the right moment for exactly the right kind of length of time in order to create for a particular experience [27] linking emotion and movement: certain movements and body postures are more likely to coincide with certain emotional experiences [4, 13, 25] harmony of modalities: the modalities of the interaction, such as graphics, haptics or gestures, all have to speak together – harmonize [26]
At the time, I was re-learning how to ride in English style as I had been riding Icelandic style for many years. The Icelandic style of riding is quite different from English: the Icelandic horses are smaller, have more gaits (including tölt and pace), the saddle is placed further back on the Icelandic horse, the stirrups are kept longer, and the horses are trained to interpret the signs and signals the rider emits (from legs, hands, body posture) differently. The way to ride English style is to try to be relaxed and balanced, not disturbing the horse through squeezing your legs too tightly or pushing with your rear muscles. The aim is not to put any tension into the horse – while on Icelandic horses, it is necessary to put tension into the horse in order to enable (unusual) gaits such as tölt. The account given here is therefore the story of an instructional situation. Teaching and learning are at core.
To shed some light on these issues, we decided to study a non-digital activity that is unambiguously about the body’s involvement – a mundane activity to some of us – horseback riding. Also, as it happens, horseback riding is an activity the author has a passion for. There is a plenitude of activities that we do for the pleasure of moving – dancing, sports, jogging, cycling. The pleasures of these activities are of course not only soft, nice movements, since some of the activities involve pain, applying yourself really carefully to make your body do them, adjusting your own body in various ways, even making your body build certain muscles that you normally do not use so much, embarrassment when you do not get it right, and so on. But they are still rewarding. The pleasure of moving a muscle that is aching, or the adrenalin rush when you ride your horse and almost loose control, makes some of us feel that we are living life to its fullest – away from the safe office environment were the excitements (and there are of course plenty of them) will not, to the same extent, move your muscles, bones, joints and stimulate the nervous system of the whole body.
THE FELT EXPERIENCE OF RIDING
There are many ways I could look at the data from this horseback-riding experience. I could look upon it mainly as a learning experience, analyzing each painful step of getting my body to behave in the English-riding style, and figuring out the ways by which my teacher Christian is trying to help me ‘see’ and correct my posture. This is similar to a study by Laurier and Brown, where they talk about Laurier’s father teaching him to see the various phenomena involved in fly fishing [14]. I could describe the ergonomics of the interaction between me and the horse in terms of errors, task completion time or bodily muscle acts. Or I could analyze how the two agents (me and the horse) are communicating. I will attempt to give some accounts of all those situations, but I want to approach the difference between describing various moments in the interaction (from what can be seen e.g. in a video of my riding), to instead describing aspects of the feeling of my experience. Rather than glossing over that experience as flow or other experiential qualities, we would like to describe the unique experience of horseback riding with Christian and his horses, named Blue, Henry and Liberty in terms that hopefully preserve the essential elements of that experience. Here I do not want to suggest that there is a unique subjective experience that I want to describe, so much as preserve what the American philosopher Quine called the inscrutability of reference: the actual thing that is empirically existent, for any and all persons [22]. I would like to describe how we sometimes become part of each others’ lived experience [5], how I experienced my own body, the horse’s body and the rare moments when we were in synch and I became totally absorbed by the situation.
STUDY SET-UP
The study is done by the author, who is not a professional horseback-rider. Instead, we portray a mundane activity of someone doing her favourite leisure activity, an amateur. From here on, I will therefore use the pronoun ‘I’ when I speak about my subjective, personal experiences of riding. The account is an autoethnography, that is a form of autobiographical personal narrative that explores the writer’s experience of life. It has been used in the sociology of new media, journalism and communication studies. Autoethnography (though controversial) has recently started to be used in HCI [15], most notably by Boehner and colleagues who also use it as a design method [1]. The study was done through video taping and taking notes of seven riding lessons. The videotaping was done both by the riding instructor, Christian, and by cameras placed next to the paddock where the riding happened. The instructor also watched one of the videos and made comments to it that I used in the analysis. All of what was said in the videos was transcribed, and snippets of video were cut out and analysed in detail. I wrote down detailed accounts of
The following themes are extracted from the analysis of my experience. They have to do with the various orientations to
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my knees tightly to the horse’s sides and pushing with my sitting bones into the saddle, I could not understand what he meant. I tried making my heel the lowest point of my body rather than my toes, but I was still not getting it. It became a contrived position for my body, my heels were forced down and as soon as I forgot about pushing them down, they crept up again. Christian decided to help me understand where my weight should be through a special exercise. He asked me to stand up in the saddle, see Figure 1, at first while the horse was standing still, then while walking and finally while trotting. Standing in the saddle like this forced me to try and find my own balance without squeezing my legs to the sides of the horse whatsoever. Suddenly I realized what Christian had meant by putting weight into my heels. My whole weight had moved down to my heels and it was from there that I found my balance. I felt my own weight travelling down, gathering around my ankles, and the sole of my feet became like a floor. When I was allowed to sit down back into the saddle, I knew what the feeling should be – which muscles should be activated, what my ankles and feet should feel like and I experienced, inside my body, inside my balance, my own weight.
Figure 1 Standing in the trot to feel the weight in my heels, finally loosening my legs from Blue’s body.
experience that are constituted in the domain of horse riding: •
• • •
•
•
how certain kinds of bodily experiences are best understood through experiencing them yourself – the bodily ways of knowing, how rhythm and balance create for a strong physical, aesthetic experience how movement and emotion may coincide in this particular instructional setting how I move between seeing my own body as an object vs. experiencing in and through my body is one of the ways we come to learn the language of expressing and understanding bodily action how this in turn lets us describe the sensitive and delicate relationship of wordless signs and signals that represent, in the case described, two bodily agents – a human and a horse rare moments of becoming a centaur – that is feeling as ‘one’ with the horse
While I can rationalise what was needed afterwards and decompose exactly which body parts needs to be loose or tensed, it is not this decomposition that I learnt. I learnt a whole body schema, a wholeness that only made sense if I got all parts at the same time. This was a key element in the vocabulary of rider-horse relationships, how the sense of being a centaur is realisable. This insight did not come from being told a visual metaphor (I had already been told, repeatedly, in various ways to put weight into my heals), or from Christian showing me through riding himself what it should look like. In my case, I had to experience it myself in order for it to be meaningful to me. This is not to say that it is impossible to be told how to move your body or simply imitate and thereby constructing meaning. The more experienced you are in listening to bodily instructions, as a rider, dancer or in other bodily activities, the better you will be in following the instructions and thereby experiencing the movement. But the knowing itself does not come from the description of movement – it comes from the experience of it. Or in this case, the concept “putting weight into your heels” did not make sense to me until I had experienced it – the meaning of the words was intrinsically tied to the action. Without the action they conveyed insufficient knowledge to let a person ‘do’ the action in question
Bodily ways of knowing
The interaction with a horse is obviously not word-based. It happens through physical signs and signals: the riders use the muscles in their legs, the placement of their sitting bones, bodily balance, head movement, hand and arm connection to the horse’s mouth and sometimes tone of voice. The horse talks back through its movement, direction, pace, activations of muscles that can be felt throughout the horse’s body, its head movements, tail movements, flipping ears, bend of neck and noises. In order to be a good rider, you need to learn this wordless language. As in any language, understanding and communication arises in interaction over time. When you have experienced a particular bodily schema or concept yourself this understanding may arise. Let us provide one example of such a process.
Out of rhythm and embarrassment
As horse and rider move together, they create a rhythm. Depending on the gait, it can be a two-beat (trot, pace), three-beat (canter), or four-beat (walk, gallop, tölt), in different paces. To allow the horse to keep the beat in a balanced way, the rider needs to make herself invisible in the saddle, not disturbing the rhythm.
During the lessons, Christian kept saying that it was important that I put weight into my heels. This was where my balance was going to come from. As I had been squeezing
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In one of the earlier lessons, as I was repositioning my body from Icelandic style to English, I totally lost everything. In particular, I lost my ability to follow the rhythm of the horse. I was ‘behind the movement’ as Christian phrased it when commenting on the video of me riding: “As you come into better balance the horse is more forwards. But then you lent forward and pulled on the reins so that he slowed down and fell in on the circle. There is still the tendency with the leg to go too far forwards so the seat of the rider is pushed to the back of the saddle and the shoulders come forwards so the rider is turned as what we would call ‘behind the movement’. You are not in time with the horse but you are always trying to catch up with the horse. You can actually see that quite clearly there. He is trotting in one rhythm and the rider is in a slightly different rhythm.”
Figure 2 Feeling very embarrassed by how badly things are going. I make a stupid remark, lean forward as if to release tension, sit down again, and pull my shoulders up, face upwards, giggling awkwardly.
horse compared to the small Icelandic horses. The movement was more of a huge big ship moving up and down, rather than the fast up and down rising on Icelandic horses. I had to make my body listen to and get into this bigger rhythm. As I was trying to adjust my way of sitting, experimenting with where my weight was, loosening the grips of my knees, avoiding to flex my back too much, pushing my heals down, and avoiding to push my sitting bones into the saddle, the rhythm did not come ‘naturally’. I did not have the ability nor prior experience of the feeling that would allow me to attune my body posture to how the horse responded, and make it respond the way I wanted.
The experience of being ‘behind the movement’ is very awkward. The trot is a 2-beat movement in which the horse’s legs move in diagonally opposite pairs separated by a moment of suspension. In a rising trot, the rider needs to rise from the saddle in every second stride. You need to let the movement come from the horse moving you upwards. When it does, you continue the movement forwards, rather than straight up. In the next stride of the horse, you then come back down, and if you are in rhythm, you will come back into the saddle, briefly, at exactly the right beat, immediately going up again. Your whole body needs to listen to the rhythm of the horse, because unless you are in perfect synch with the horse, the horse’s strides will not be perfectly even – your movement disturbs the horse.
Being inside a dynamically rapidly changing situation where you are simply not getting it right, it is very hard to make sense of what to prioritise, what to fix. When Christian stopped me, I was therefore totally devastated by the situation. I was out of synch with the horse and I had no hypotheses about what to do or what was actually wrong. I tried joking about it and made some embarrassed movements with my body, as you can see in Figure 2.
The problem was that I was sitting back into the saddle with a ‘splat’ slightly out of rhythm with the horse. Given how many years I had been riding before going to lessons with Christian, it was horribly embarrassing for me to be out of synch. Following the rhythm of the horse is one of the most important pleasures of riding. As discussed by others [21] rhythmic movement as in dance or riding, moves us in way which are immediately appealing. But just as it can be very awkward to watch someone dancing out of rhythm, it is very awkward to experience it. Being out of rhythm on the horse, is especially awkward as it inflicts on the horse to have the weight of an adult human rider bouncing down into its back at the wrong moment, just as the horse is about to rise.
In a sense, this is similar to Ingold’s description of plank sawing [9]. He nicely shows that no matter how experienced you are, sawing through yet another plank will never be exactly the same. There are number of different sensations that synchronise in a particular riding experience. Rapidly adjusting to each one of them, will in every new instance be a unique experience. Getting into the rhythm – being one with the horse
Towards the end of the third lesson, after having been embarrassed, out of rhythm and very confused, I had, in a way, given up all my good intentions of putting my body in the right place and working hard to make it work. Instead, I allowed myself to be distracted by Christian who was talking about something irrelevant, I relaxed and then I finally got the rhythm of the horse. Suddenly, without consciously trying to, I shifted my weight further back in the saddle and suddenly it worked. I rose at the right moment, I was relaxed in the way I was sitting and the whole thing felt fleeting and nice.
But my embarrassment did not arise only from knowing that Christian could see me and condemn my riding. Nor from my worry about how the horse had to deal with my weight bouncing into his back at the wrong moment, even if this also contributed to it. The embarrassment came from the actual physical experience of being out of rhythm. Our bodies are used to rhythms, our own bipedal swagger [25], our mother’s heart beat, waves beating the beach, music and dancing, and, for those who are fortunate enough to experience it: the horses’ different gaits.
At this point, as I was relaxing, just feeling the rhythm of the trot, I was not really thinking of where my different body parts are placed, nor was I thinking about the rhythm as such. I cannot say that any clearly formulated thoughts flew through my mind. Indeed, one could say that I am not
This particular incident happened when I was still trying to get to terms with how much bigger the stride was with a big
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Figure 3 With my body in balance, more or less straight back, weight in my heals, in rhythm with the horse’s trot, rising at the right moment, and overall relaxed.
thinking at all. Thinking is precisely not what is required, I was simply entirely absorbed by the situation. My muscles were doing what they should be doing, my eyes were directed towards where we should be going, my hearing followed the rhythm of the horse’s hooves on the ground, and I felt as one with the horse. We were no longer separated but moved together with one intention, one will. My whole self was simple there, in synch with the movement.
trying to do then their body takes over their reflexes kick in and then people tend to ride in a more relaxed and better balanced way because they are not thinking too much about what they are doing, they are just doing it and that is better. So sometimes you just chat about going to the hairdresser or something.” When Alan Kay talked about how he worked through the ideas of the desktop metaphor and the use of the mouse for drag-and-drop, point-and-click, he picked up on the same insight [10]. He had been inspired by a TV-show of how a tennis teacher was able to distract his pupils by making them sing songs while learning to do backhands, forehands and serve. Through these distractions, the pupils were distracted and their bodies simply imitated the right physical movements without giving it much thought.
In Figure 3, we can see that my body is not leaning forwards, my legs are not too much forward (though still not perfectly in line with shoulder and hip), and I am looking in the direction of where we are heading. I asked Christian to comment on the video of me, and at this point, when I get into rhythm, he said: “Much better rhythm. And again, the rider is better balanced the horse goes forwards more fleeting. He is more even in his rhythm. A lot of this you can see straight, anybody watching this can see the difference. There is much better. You can argue that yes ok you are still a little bit forwards and the rider is still a bit behind the movement. But overall it is much better.”
Seeing my body as an object vs experiencing in and through it
When learning bodily practices such as tennis, golf or skateboarding [29], you occasionally will have to change your posture or aspects of your movements in order to correct some aspect of your performance. These changes can be very painful as they feel unnatural – the prior, faulty, behaviour keeps interfering. Those situations require that you consciously reflect upon different body parts, where they are, what they feel like in that position and how to move them into the new, required position or tension level.
He also confessed that he had used one of his strategies to get me into this state: “Very often, especially with adult riders or nervous riders, if you stop them thinking too intensely about what they are
Figure 4 My leg actively lifted away from the Henry’s side, without putting any weight into the heel, leaving me unbalanced (left). Leaning far too much forwards (middle) annoying Henry. Not putting any weight into my heel on Blue (right).
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Christian, talked me through one of these re-positionings of my posture:
tion, see Figure 6, he touched or pointed to parts of my body that needed to relax or be more tensed, he rode the horse himself so that I could watch his body and imitate, and he made me do some ‘extreme’ exercises to provide me with a bodily experience (as described above when standing in the stirrups), or as he phrased it, helping me to create “a muscle memory” of where he wanted certain parts of my body to be placed or what it should feel like.
“Sit in the centre of the saddle, balance squarely on both seat bones, your back should be straight, your legs should relax along the horse’s sides, and the idea is that there is a straight line from your shoulder, through your hip to your heal. Your arms should fall softly by your sides. There should be a straight line running from your shoulder, through your elbow, through your wrist and down the rein to the horse’s mouth. There should be a ‘spring’ between your heal knee and thigh that makes it possible to do a rising trot. You should put your weight in your heels and not lean your body forwards but be straight.”
Through these exercises, Christian occasionally helped me to get into a position where I was balanced, experiencing the kind of interaction between me and the horse that he wished to see. Being in synch with the horse, following its rhythm, and being perfectly balanced myself, happened rarely. But at those moments when I went from actively thinking about where a certain body part was placed, to actually feeling that “this is a good position”, I also typically would switch from seeing that body part as an object from the ‘outside’, to instead being ‘inside’ my body, feeling the interaction from inside my body. In Figure 5, we can see one such moment. Again, my body is not leaning forwards, my legs and knees are relaxed, and my head is turned in the direction of where we are going. The horse also has a nice forward movement. It gave a sense of relaxed concentration – I am totally inside the experience, but in a relaxed way.
You may note how each body part has to be in the right position and how each muscle needs to be activated or relaxed exactly in the right way. In this description, there is an emphasis on being soft, relaxed and balanced. Christian kept emphasising that I should keep my own balance, that I should not disturb the horse. Christian used some visual metaphors to describe what it should feel like, such as “the horse should be flowing like a river through the reins, your arms, and between your legs”. As I had been riding in the Icelandic style for most of my adult life, the re-learning of how to sit proved to be very hard. The problem for me was that as soon as I tried to do something with the horse like steering it or asking it to move somewhere, rather than just thinking hard about how I sat or where my different limbs where, I immediately fell back into squeezing my knees tight to the horses sides, pushing my legs to be straighter and more forwards, and pushing my butt hard down into the saddle. My whole body was screaming that Christian’s way of sitting was not the way I was used sitting and I comfortably moved into the position my body ‘knew’ best.
Learning a movement, a posture, a rhythm, as was required of me here, is to try learn a habit or as phrased by Game [5], “the movement of music, riding, writing, lives in us as we live in it.” Being In the World Together
When things go really well, I feel the presence of the horse’s way of being in the world as part of my own and we act together. This sense of another agent being present relies on a process of recognition. The horse and my self become one, as the centaur mentioned above. But sometimes – indeed in my case quite often as I struggled with learning to ride in a new way with horses unfamiliar to me – my orientation to other, the animal in this case, evokes the idea of the mind and how it is somehow separate from the body. To be able to merge with a horse, one has to get the feeling that the horse’s mind and its body are as one, and the mind is not being mischievous in a way that leads the body to convey misleading signals.
When re-learning how to position my body, my body become an ‘object’ that I controlled with my will. Or rather, what has hitherto become a matter of habit, a way of the body that one takes for granted, now becomes something that I focused on. My mind starts to think again, about how the body should be. During my third lesson riding with Christian, he had decided that he was going to change my way of sitting and thereby influencing the horse. He did so by lounging the horse around him so that I could focus entirely on how I was sitting without having to steer the horse or control it. Halfway into the lecture, I was still sitting all wrong. Since Christian had asked me to relax my legs and last time he had complained about my knees squeezing, I was now letting them hang down totally free from the horse’s sides – even actively lifting them away from the horse’s sides, see Figure 4. To overcome my difficulties Christian had to find a way to show me what the problem was. Describing it through the visual metaphors he used had not helped. In the seven lessons I took with Christian, he used a range of ways of showing me: he showed with his own body what my body was looking like when I was in the wrong posi-
This sense of another mind being present relies on what Jane Heal describes as an empirical exercise of the imagination [6]. I recognize the individual horse, how I imagine it is thinking, it’s personality and I ‘talk’ to it. Through this operation, I come to see that it is not alien to me at all, but an individual that I emphatically recognise through its horselike way of thinking and being in the world and how it is trying to listen to me. The problem with Christian’s horses is that I did not know them as I was a newcomer to his stables – my ability to construct in my mind’s eye, a sense of them, of their personality, of their mind, could not work. The ultimate test of this failure: I did not recognise what they were thinking.
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Figure 6 Christian showing how my butt is sticking out and my legs are pointing forwards (two leftmost pictures). Then showing what my body position should be, and how I can be rising from the position (three rightmost pictures).
Their stride was much bigger than the Icelandic horse and it made me feel that maybe this is a different kind of animal. Not a horse as I know them but some other kind of intelligence. These horses do in fact have quite different behaviours compared to Icelandic horses as they are more nervous, higher strung (a quality that breeding has emphasised as these horses were used in war and therefore bred to be very fast and have quick reactions).
interested in me. I therefore tried to distract him, make him listen to me. I pulled at the reins to say “hello, I am here – listen to me”. I shifted in my seat, and I made my legs ‘present’ in the interaction. But it felt as the more I tried to get in contact, the more he closed off and did not want to listen. He just became more silly, more easily spooked. I did not feel that I was in control of the horse, something that makes any rider very nervous. As I did not feel that I could decide what to do on the riding track (Christian is in charge of what we do after all), I could not use the tricks that I would have liked to use – going into smaller volts, changing direction, distracting Liberty and getting his attention through saying “here I am, I want to do these things, let us have fun together”.
Christian’s way of teaching and my focus on the way I was sitting did not give me much room to establish this kind of relationship or explore who the horse was. His horses were also very well behaved, allowing me to concentrate on my way of sitting rather than controlling the horse. An exception was perhaps the horse named Liberty. Liberty was a huge, big horse that kept chewing on everything in a playful style, mirroring a teenager. Not dangerous, but a bit nervous and silly. The kind of horse who like to pretend to be spooked by some dangerous shadow in a corner, allowing it to get away with jumping here and there in a way that makes riders like me totally distraught and immensely nervous.
As I was doing all of this ‘give me attention’-business, I fell back into a bad habit of watching Liberty’s head. By doing so, you can get some more signs of where the horse is heading, what it is thinking or looking at, and whether it is listening to you. But the rider should not be watching the horse’s head. My head should be directed towards where we are going, since the balance of my head and the position of my shoulders tell the horse where we are heading. I also need to plan ahead where we should be going next, preparing the horse and myself for what is going to happen. If I look in the direction of where we are going, I will still see the horse’s head in the periphery. And by looking at where we are going and planning our route, I stay in control, rather than acknowledging and giving the horse the control. On and off, I tried to stop watching Liberty’s head, but because of this lack of contact or dialogue between us, I kept looking back at his head to be prepared for any action he would take. We were not ‘one’, but two that were not collaborating.
At the beginning of the lesson with Liberty I was immensely tensed. Liberty has already on our way towards the riding track decided that there were ghosts everywhere and was ‘spooked’. I could feel his tension and how it increased by my tensed movements. My butt-muscles and armmuscles were extremely tensed. I tried to make them relax, but failed. The tension in my arms made them straight and stiff rather than bent at the elbow and relaxed along the sides of my body. Christian could see how tensed I was and asked me to stop being so silly. During the lesson, I felt that Liberty was not listening. My feeling was that I needed to take more control, provide more signs to make him listen to me and start collaborating. I did not feel that Liberty was testing me, more like he was genuinely into his own thing, being spooked, and not that
Towards the end of the lesson we finally connected. I was asked to canter, and for some reason, this made a lot of my tensions go away. I took more control in the canter, was not
Figure 5 Finally, I am in the right position, balanced, and Henry is “flowing freely” with a forward gait (more or less).
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worried that he would start being spooked. As the speed increased, some of the nervous energy was let loose, and the steering was easier. The speed and the rhythmic beat of the canter are exhilarating in themselves – it became physically enjoyable. In particular, I felt that the canter helped me to get into rhythm and after each canter both Liberty and I were more loose, relaxed, flowing in our joint stride. Liberty’s canter was big in its stride. It had a nice big, rolling rhythm. Together we went from canter to rising trot on and off. Both felt really good and relaxed. Liberty became more interested in the dialogue. The experience of it was fun, which in turn made the whole thing work. I only had to think ‘forwards’ or ‘let’s canter’ and it happened.
agents with quite different ways of being in the world – my own human body’s perceptual way of being in the world, vs. the horse body’s perceptual being in the world. I learn to express with the horse so that I, as a rider, can come to emphatically understand how the horse lives in its world – our world in common. When I do, and when I manage to capture the horse’s interest and attention, we sometimes get into an experience where there is only one being, one center of experience, a centaur, an animal of two in a world made the same for both: for the horse and for me. But when this is achieved, the two do not entirely merge. Important in horse-back riding is to leave space for the horse do its job – there is this space that I need to open for the horse to prefer to go there. I need to be out of the way, balanced in my own body, to not disturb the horse and its movement. As a rider, I found it very interesting to hear Christian’s account of how he could see when I was sitting wrongly or inflicting in a bad way on the horse:
To make this happen, true sympathy is required [5]. You have to recognise the otherness and difference in the horse and create a lived experience together. You have to forget about your own human self and instead turn yourself into a centaur self – consisting of two agents acting together. It is not without risks or wilderness, you might fall, the horse might take off in an unexpected direction. But when the connection and collaboration between the two minds happen, we both enjoy it.
“I watch the horse. The horse tells me what the rider is doing. The shape of the horse. The dynamic confirmation. The shape of how the horse is moving. We saw that earlier on this video clip earlier when you were out of balance and the horse was going very short in his stride and he was coming into the middle of the circle all the time. And then when you became better balanced he opened his stride and went into the bigger circle.”
TRANSFERRING LESSONS LEARNT TO DESIGN
In my view, there is no need to replace the horseback riding experience with a digital riding experience. This is not why I wanted to describe this experience. Instead, I want to transfer some of the qualities in the human-horse interaction into other applications we might want to create with digital technology – what Ljungblad and Holmquist name transfer scenarios [16]. Their idea is that we can learn from people’s specific practices and use the qualities of those practices and transferring them into innovative design that can attract a more general audience. They have tested this process on e.g. studying reptile owners and transferring qualities of their relationships with their animals to the design of home robots. The difficult step in their method is narrowing down on (1) what the qualities are, and (2) which are worth transferring and (3) how to implement those in an innovative design. Here, I want to suggest what some of the more important qualities from my horseback riding experience that we may want to transfer to design.
This could be a quality of design that we might find interesting to transfer to some kinds of human machine interactions – such as robot-interaction or interaction with various intelligent systems in our environment. Rather than making that relationship an explicit language, it could build on bodily signs and signals, allowing robot and machine to create a mutual understanding (cf. the work by Sengers [24] and discussions on machine intelligence by Taylor [28]). Bodily Learning
Many of the lessons learnt above where about bodily training. I found learning processes that to a large extent are already known from the literature on learning: •
I also want to point out that while others have also considered the importance of the body in design, e.g. [7, 12], their focus is most often on how to improve a function or serve a another purpose in the interaction, not on the aesthetics and enjoyment as an end-goal in itself (with some notable exceptions [21, 27, 30]).
•
•
A sensitive and delicate relationship of wordless signs and signals
The relationship between the horse and myself is based on non-verbal, very subtle signs and signals – a language of sorts even if not lexographical. There is a mutual space of signs and signals that we are involved in – to some extent translated by Christian, the instructor – but to a large extent happening between the two of us. This language worked to bring us together even though I assume that we are two
If you distract the conscious self, you can make people use their ‘muscle memory’ or imitate and thereby get it right [10] That you can get into an all-absorbing state as I did towards the end of the lesson – which is similar to flow, being in the zone in sports, and a range of similar descriptions That we move back and forth between states where we can think about body parts and where they are placed or what they are doing as objects or instruments (present at hand) and states where we are inside the experience doing the thing (ready to hand)
But when we design interactional systems involving our bodies, we rarely discuss how this bodily learning process is supposed to happen. Intuitively, many designers build these kinds of processes into their systems, but there is no systematic description of how to do it. In a sense, HCI-
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research has been very concerned with zero-learning time. But as we could see from my account of riding, a great deal of the pleasure comes from applying yourself really hard, learning the movements that are needed in order to get to states of aesthetically appealing rhythmic interaction. Rhythm – an aesthetic experience
I have kept coming back to rhythm, as it is an important aspect of riding. At the same time, it is an interaction quality we rarely talk about in our design processes even if we know that any interaction, be it bodily or a more traditional desk-top system, reveals its dynamic gestalt over time and space [17]. Any such interaction will have its rhythm – its ebbs and flows, intense or more slow reflective parts. But in the horseback riding, rhythm is a more intense experience, strongly intertwined with all the different parts of the riding activity. Many of our everyday bodily experiences that we may want to mirror in interface design for sports, life style and heath applications will be rhythmically oriented. They may follow our circadian rhythm (biological processes following our 24-hour day), heartbeat, movement-oriented rhythm (picking up on walking or running behaviours), or everyday events (sleep, work, lunch, work, home). In my group, we have designed one such system named Affective Health [18, 23]. It picks up on bio signals from sensors placed on the body, transmits them in real-time via Bluetooth to your mobile phone were they are portrayed as an animated, pulsating torus. Similarly, the artist George Khut has created a range of art installations where visitors can see their bodily states mirrored in captivating, colourful animations [11]. These are just a couple of examples of interactions where our own bodily rhythm makes the interaction come alive – obviously we could imagine many more. Especially interesting are rhythmic interactions where the technology has some agency, moving us rather than us moving it. Describing Movement Experiences
Above, I tried to provide an account of exactly how I was sitting, which muscles were tensed, how I balanced on my sitting bones, the direction of my head and vision, the position of my legs and the tension in arms and hands. Still, the experiences I am trying to describe are wordless, and putting detailed descriptions of them still fails to cover the complexities and the uniqueness of my embodied experience. We rarely describe bodily, experience-oriented, system interactions in such a detailed way (in CSCW, there are system interaction descriptions based on conversation analysis, but their focus is mostly on the functionality, not on the subjective experience.) But in order to design for such interactions, we will have to do so. In particular, we need to start considering the aesthetics of movements. Why, for example, certain rhythmic movements feel awkward, and other states makes us leave our analytical selves behind, and instead allows us to be all-absorbed by the experience. Through my description of riding I want to show how those bodily postures corresponded to my experience of being in those lessons with Christian. That experience was a mixture
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of my bodily posture, my expectations on my own expertise and embarrassment of having to relearn so much, my interaction with the horse, with Christian, and with the physical location – my embodied, lived experience. When MerleauPonty writes about the body he begins by stating that the body is not an object [20]. It is instead the condition and context through which I am in the world. Our bodily experiences are integral to how we come to interpret and thus make sense of the world. Our experience of the world depends on our human bodies, not only in a strict physical, biological way, through our experiential body, but also through our cultural bodies. Merleau-Ponty [20] attempts to get away from the perspective of the doctrine that treats: “perception as a simple result of the action of external things on our body as well as against those which insist on the autonomy of consciousness. These philosophies commonly forget – in favour of a pure exteriority or of a pure interiority – the insertion of the mind in corporeality, the ambiguous relation without body, and correlatively, with perceived things”. (p. 3-4) Through integrated descriptions of both our experiential and cultural bodies, living everyday, mundane, practices such as horseback riding, we may be able to reach a body of work that we can use in the design processes. Similar to any artists, as designers we have to practice our sensitivities in seeing, feeling, doing, hearing bodily experiences. SUMMARY
From a detailed account of my horseback riding, I have extracted a number of experience-oriented qualities. I have hinted at how those might be considered in design processes, such as: • • • •
Designing spaces for mutual wordless understanding between human and machine Letting bodily learning take time and be a pleasure in itself Putting more emphasis on the aesthetic pleasures of rhythm when designing for bodily interaction Finding ways of describing experiences of bodily interactions that can serve as inspiration to design
Hopefully these kinds of insights can take us beyond designing for the experiences of the body to the narrow domain of games and entertainment. In my view, we need to return to being more concerned about our bodily experiences, returning to the care that ergonomics shows the body, but with a stronger focus on experience, and not only function. Acknowledgments
This study was done while I was a visiting researcher at Microsoft Research in Cambridge, U.K. I would like to thank Richard Harper and Alex Taylor for comments on this study and their help in the analysis of the data. REFERENCES
1. Boehner, K., Sengers, P. and Warner, S. (2008). Interfaces with the ineffable: Meeting aesthetic experience
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on its own terms. In ACM Transactions on ComputerHuman Interaction, 15 (3).
16. Ljungblad, S. Holmquist, L-E. (2007) Transfer scenarios: grounding innovation with marginal practices, Proc. of the SIGCHI conf. on Human factors in computing systems, San Jose, California, ACM Press.
2. Bødker, S. (2006) When second wave HCI meets third wave challenges. Keynote paper, Proc. of NordiCHI.
17. Löwgren J. (2001). From HCI to Interaction Design. In Chen, Qiyang (ed.), Human-Computer Interaction: Issues and Challenges, Hershey, USA: Idea Group Inc.
3. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial, London. 4. Darwin, C. (1872/1998) The expression of emotions in man and animals, Third ed. by Paul Ekman. Oxford University Press, 1872/1998.
18. Kosmack Vaara, E., Höök, K., Tholander, J. (2009) Mirroring bodily experiences over time, Proc. of the 27th international conf. extended abstracts on Human factors in computing systems, Boston, MA, ACM Press.
5. Game, A. (2001) Riding: Embodying the Centaur, 7 (4): 1, Body & Society, 2001; 7; 1.
19. McCarthy, A. Wright, P. (2004) Technology as Experience. Cambridge, MA: The MIT Press.
6. Heal J. (1989). Fact and Meaning: Quine and Wittgenstein on Philosophy of Language, Blackwell, Oxford.
20. Merleau-Ponty, M. (1962). The Phenomenology of Perception, C. Smith, trans., London: Routledge & Kegan.
7. Hillerup Fogtmann, M., Fritsch, J., Kortbek, K. J. (2008). Kinesthetic interaction – revealing the bodily potential in interaction design, Proc. of the 20th Australasian Conf. on Computer-Human Interaction: Designing for Habitus and Habitat, 2008, Australia.
21. Moen, J., (2006). KinAesthetic movement interaction: designing for the pleasure of motion. Doctoral Thesis, KTH, NADA, Stockholm, Sweden. 22. Quine, W.V. (1960). Word and Object, MIT Cambridge.
8. Isbister, K. Höök, K. (2009). On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners, In 27th international conf. on Human factors in computing systems, Boston, MA, ACM Press.
23. Sanches, P., Höök, K., Kosmack Vaara, E., Weymann, C., Bylund, M., Sjölinder, M. (2010). Mind the Body! Designing a Mobile Stress Management Application Encouraging Personal Reflection, In Designing Interactive Systems, DIS 2010, ACM Press.
9. Ingolds, T. (2006). Walking the plank: meditations on a process of skill, in J. R. Dakers (ed), Defining technological literacy: towards an epistemological framework New York: Palgrave Macmillan, 2006), pp 65-80.
24. Sengers, P. (1998). Anti-Boxology: Agent Design in Cultural Context. Ph.D. Thesis, School of CS, Carnegie Mellon University. Technical Report CMU-CS-98-151.
10. Kay, A. (2003). Education in the digital age. (27:45) http://video.google.com/videoplay?docid=2950949730059754521&hl=en.
25. Sheets-Johnstone, M. (1999) Emotion and Movement: A beginning Empirical-Phenomenological Analysis of Their Relationship, Journal of Consciousness Studies, 6, No. 11-12, pp. 259-277.
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26. Ståhl, A., (2006). Designing for emotional expressivity. Unpublished Licentiate Thesis in Design, Umeå Design Institute, Umeå University, Sweden.
12. Klemmer, S., Hartmann, B., Takayama, L. (2006). How bodies matter: five themes for interaction design, In Proc. of DIS 2006: ACM Conf. on the Design of Interactive Systems. State College, PA, 2006.
27. Sundström, P., Ståhl, A., and Höök, K. (2005). eMoto Affectively Involving both Body and Mind, In Extended abstract CHI2005, Portland, Oregon. 28. Taylor, A. S. (2009). Machine intelligence, Proc. of the 27th international conf. on Human factors in computing systems, Boston, MA, ACM Press.
13. Laban, R., Lawrence, F.C., (1974). Effort Economy of Human Effort, Second ed. Macdonald & Evans Ltd., London, UK.
29. Tholander, J., Johansson, C. (2010). Bodies, boards, clubs and bugs: A study of bodily engaging artefacts. In Extended Abstracts 28th ACM Conf. on Human Factors in Computing Systems, Atlanta, ACM Press.
14. Laurier, E. and Brown, B. (2004) Cultures of seeing: pedagogies of the riverbank, Manuscript, Institute of Geography, Edinburgh Univ., 2004 online: www.geos.ed.ac.uk/homes/elaurier/texts/Laurier_cultur es_of_seeing.pdf
30. Tweneboda Larssen, A., Robertson, T., Edwards, J. (2007). The feel dimension of technology interaction: exploring tangibles through movement and touch, Proc. of the 1st Intern. Conf. on Tangible and Embedded Interaction, ACM Press.
15. Ljungblad, Sara (2009) Passive photography from a creative perspective: “If I would just shoot the same thing for seven days, it's like...What's the point?”. Proc. of 27th International Conf. on Human Factors in Computing Systems, Boston, MA, USA, ACM Press.
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Controlling the Use of Collaboration Tools in Open Source Software Development Heli Ikonen, Netta Iivari & Henrik Hedberg Department of Information Processing Science, University of Oulu P.O. BOX 3000, 90014 Oulu, Finland
[email protected],
[email protected],
[email protected] ABSTRACT
model relies on communities where large amount of people can improve the software, adapt it to their personal or organisational needs, and fix defects. [31] The most wellknown OSS products are Linux operating system, Apache web server, OpenOffice.org application suite, and Mozilla Firefox web browser.
This paper analyses control in the open source software (OSS) development context, focusing specifically on how the use of collaboration tools, such as bug trackers and mailing lists, are controlled in OSS projects. The tools are vital for the functioning of distributed OSS projects. One OSS case project was analysed in the paper. The findings show a surprising amount of control in the OSS project. In addition, when compared to traditional information systems (IS) development projects, different control modes and mechanism were found. Strong evidence for informal ‘clan’ and ‘self-control’ were found, but also a lot of formal control was in use. The results are discussed in connection to OSS literature and critical IS literature.
The OSS project is often depicted as a hierarchical or onion-like structure [5, 6, 13]. Usually, the decision-making power is centralized on a core team consisting of one to a few skilled and recognized developers. Other active participants positioned in the next layer are often called 'codevelopers' or simply 'developers' emphasising the importance of the programming. However, it must be noted that there are also other tasks in OSS projects, such as documenting, web page and other infrastructure maintaining, and testing. The outer layer of the OSS project structure consists of users. The furthermost individual is solely using the software, but some users may also communicate with the project by, for example, filing bug reports. The granularity of the structure may vary from project to project, but in most cases it forms the same hierarchical setting with very few developers in the centre making decisions and increasing amount of individuals around them with lower activity and communication levels.
Author Keywords
Control, open source software, collaboration tools ACM Classification Keywords
H.5.3 Group and Organization Interfaces INTRODUCTION
This paper examines control in the open source software (OSS) development context. More specifically, the research question addressed in this paper is: 'How is the use of collaboration tools controlled in OSS projects?' OSS means software of which source code is available for everyone to read and modify. Open Source Initiative defines OSS through its license, which has to comply with the given criteria (see http://www.opensource.org/docs/ definition.php). The key idea is to let software evolve freely without any restrictions to its usage or development. Traditional software development is carried out in closed settings, where only a few paid people can access the code, and end users have just the binary form of the software enough for using it. On the contrary, OSS development
The OSS development process has been introduced as a solution to software industry's problems of slow and expensive software development that does not fulfil quality expectations [10]. It has been argued that OSS can even challenge commercial software products in the quality of the product as well as with their development speed and cost [31]. OSS communities are in many cases based on voluntary work [9]. However, OSS development has been noticed to evolve into a more commercial direction. OSS developers are increasingly getting paid to do their jobs and the users are more often willing to pay for open source products or the supplemental of open source products. [11]
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In OSS development it is usual that the members work at geographically dispersed locations. Carmel and Agarwal have argued that geographically dispersed organizations cannot work efficiently without control and collaboration. Collaboration to these researchers is "the act of integrating each task with each organizational unit, so the unit contributes to the overall objective" and control is "the process of adhering to goals, policies, standards or quality
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levels." [4: pp. 23] A geographically dispersed organization can form social relations and create organizational tacit knowledge. It has been argued that this happens through a collaborative development environment. [3] Due to geographical dispersion, OSS developers need to have reliable and efficient collaborative development tools that offer them a channel to communicate and to distribute the work tasks between them [23]. This way of working also requires collaboration systems to work efficiently [9]. However, open source communities are organized quite freely and due to this, methods, processes and tools are heterogeneous [5]. Most commonly used development tools in OSS communities are OSS solutions themselves. Widely known and used collaborative development tools are bug trackers (e.g. Bugzilla), revision control systems (e.g. CVS Concurrent Versions System), automatic code builders (e.g. Tinderbox) and different way to communicate via Internet (e.g. mailing lists). [22]
developers. [25, 32, 34] Therefore, OSS development has made the long-standing boundary between design and use very fuzzy [1, 15]. Furthermore, OSS development has blurred the boundary between leisure and work, since it typically relies on voluntary developers with motivations such as gaining a reputation among peers, loving to code, altruism, fighting against proprietary software, learning and scratching own itch, but also companies and paid developers have entered the scene with economic motivations [2]. In this paper, we complicate the picture even further by examining the OSS developers as users of their collaborative development tools, and focus particularly on how these users and their tool usage are controlled in this voluntariness and openness emphasizing context. This control is partly enabled by the way these tools have been designed, which bears some implications for HCI research and practise. The paper is structured as follows. The next section discusses existing research on control in traditional IS and OSS development contexts, as well as outlines some studies critically addressing the issue of control in IS context. In the third section, the research setting and data collection and analysis methods are outlined. The fourth section presents the findings of our empirical examination, the fifth section discussing their implications. The final section summarizes the results and their limitations and identifies a number of paths to future work.
There is a lack of research on the adoption and use of these collaborative development tools in OSS projects. However, there is an ample literature base on the adoption and use of different kinds of information systems (IS) in organizational context. This literature has long ago indicated that the success of IS implementation is not selfevident. Orlikowski, for example, has shown in numerous studies (e.g. [26, 28]) that there might be huge differences between the goals of the management and users, and users might be very powerful in obstructing the implementation process. This may be the case even if the system was technically of good quality. Users may still choose to use it in different, surprising or even in harmful ways. [28]
RELATED RESEARCH Previous studies about control
Control covers all the methods and processes that aspire to predictable behaviour. In IS context, the target for control is the user and his/her way of using it so that it would be consistent. [16] Control is usually divided into two subcategories: formal and informal [29, 16, 4]. Formal control typically consists of budgets and explicit guidelines. Informal control could be for example peer pressure. [16] In this study, we have chosen to use Kirsch's portfolio of control to recognize and classify different forms of control. Kirsch was chosen for real examples of control in commercial information systems development (ISD) projects. Kirsch’s definitions are based on Ouchi's view of control, which is widely used also in IS studies. Kirsch has divided the two subcategories of control into four modes: behaviour, outcome, clan and self-control. The control mechanisms that are used to exercise the control mode overlap among the different modes. The implementations of these four modes are introduced next.
The traditional way to control how an IS is to be used is to provide user trainings in the implementation phase. In groupware systems’ case, this has been said to be particularly efficient. [27] In training sessions, users can compare their experiences and create shared work practices for using the system. Also guidelines, walk-throughs and recommendations by expert users may be used for establishing the desired usage patterns. [28] Furthermore, project plans and meetings can be used for this. [16] Supervisors are typically assumed to exercise control, but actually it is not always related to a relationship between a supervisor and a worker, but control can also exist between same level workers, even in hierarchical organization [17]. OSS development process is a complicated phenomenon that is influenced by technology, human behaviour, economics, culture and society [32], offering a new and fascinating research context for Human Computer Interaction (HCI) research. Traditionally, software has been developed by technically skilled engineers for people without these skills, but in OSS development the boundary between developers and users has been blurred. The developers tend to be the users of the software they develop, and all users need to be considered as potential
Behaviour control is a formal control mode that is implemented with rules and procedures. There are rewards based on following those rules. Behaviour should be visible and observable. Outcome control is also formal control mode that is implemented by the outcomes and goals. Also with this control mode rewards are based on producing
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those goals. Outcomes should also be measured against those goals. [16]
regulating relations, and where the network consists of individuals rather than institutions." So he does not see control or regulations as important factors in OSS development model. [19]
Clan control mode is implemented in common values, beliefs and problem solving philosophies. Also the identification and reinforcement of acceptable behaviours is implemented. New members are selected with care and taught to follow the clan regulations. These regulations are commonly unregistered. It is also noticed that specific task goals evolve over life of the task. Finally, self-control mode is implemented with task goals and procedures that individual define. Individual also monitors, rewards and sanctions self. Rewards are based partly on individual's self-control skills. Self-control is visible in individual's efforts. [16]
In another study, the results are somewhat the same. Persson et al. concluded in their OSS project case study of Argo project that control is weaker in an OSS project than in a typical commercial systems development enterprise. They specify this as lack of predictable time scales. They also notify that the developers in Argo have wider access to the code base that they would have in a commercial project and this can be seen as a burden to developers as they cannot focus on their specific modules. [30] Thus, it seems that previous studies have come up with contradictory conclusions about control in OSS communities. The way of working openly has been seen as an advantage and a disadvantage. The aim of this study is to clarify OSS communities’ way of controlling by focusing on their collaborative development tool usage, as using them is essentially important to OSS communities as many researchers have concluded.
Also users of IS can be involved in controlling an ISD project [16] In addition, communication is nowadays a mediating factor in both control and collaboration [4]. In overall, it is important to understand that control is directed to the interaction between the user and the system. This is based on the view that qualifies technology as a neutral element and suggests that all the factors that determine and constrict the usage of the system are coming from the user's attributes or from the organization's attributes in which the user is a part of. [26, 28]
Critical studies
In this study we also approach controlling from a critical point of view. Studies concerning controlling have introduced many different critical views to it. In this chapter, we introduce some of them, which have also inspired us completing this study.
Previous studies about open source and control
OSS development process has been characterized as meritocratic. Decision power is normally concentrated on only a few people. This has also been seen as a problem: for governance and quality practices trusting only to a few people's know-how the quality of the software is depended on how good these few people are. [24]
It has been said that control is based on invisible social norms and relations. Control can therefore provide an efficient way of using a system consistently or as an opposite; control can also completely prevent the usage of a system. Doolin has carried out an empirical study of how an IS can be used in controlling a workplace. According to him, the thought that IS users are only items that the system monitors is far too simplistic. Users can always choose to work in another way. Interesting comment that Doolin represents is that the introduction of an IS can lead to an organization-wide debate about what the system can monitor. The users can question the entire system and the need for it when they question the monitoring and controlling aspects of the implemented system. Doolin has said that using too many resources for governance can add the possibility for the resistance of the system. Too much control can also make users questioning the purpose and usage of the whole system. [8]
Latteman and Stieglitz have proclaimed OSS communities to be highly depended from different support and communication systems. They mention revision control systems, news groups and mailing lists as examples. They particularly emphasize the importance of these systems during the community’s growth. [18] Gallivan has conducted a study where he examined the results of nine different OSS case studies and focused on the findings of control and trust. His discovery was that OSS projects have clearly used a variety of control mechanisms and policies. Gallivan also suggests that the OSS projects cannot operate effectively based only on trust. [14] Lundell et al. have studied communication, cooperation, and control in the OSS development context. They conclude that control in OSS projects is generated through maintaining a shared vision that guides developers to share a common understanding of the goal of the project and protects it from forking (branching). [20]
Zuboff has also argued that too strict control can lead to a deskilling of user and the freedom to use a system differently should be seen as a learning possibility and may lead to an increase of new skills. Zuboff has stressed the possibility for the negative consequences of technologyassisted control and surveillance. IS can store all tasks and operations and there may be no one supervising them. [35]
Ljungberg argues that OSS project "could be seen as a virtual organization, but where trust has replaced law in 3 238
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Earlier we noticed that OSS development process is a complicated phenomenon influenced by technology, human behaviour, economics, culture and society [32]. In a larger perspective it is worthwhile to notice how control is a part of the society and its trends. Many scholars (Zuboff, Lyon, Deleuze) have used a prison type designed by Jeremy Bentham, the Panopticon, as a metaphor for computermediated surveillance and control. The first who made Panopticon well-known was philosopher Michel Foucault who saw it as "both a sign of and metaphor for this new disciplinary society" [35]:
One OSS project was selected as a case for this study. Before selection the following criteria that the case should fulfil were defined: the project should have publicly available information about project management and it should have a public bug tracking system. The project should be medium sized so that there would be enough data for analyzing without being over-exhausting. Too large and too small projects were discarded. Other criteria were that the project should be active one and develop an open source licensed software product. The selected case project is based completely on voluntary work. The project has forked from different project in 2002 and it publishes software under LGP-license (Lesser General Public). Project has documented their project activities remarkably well in project's wiki. The project has also defined its purpose in vision document in the wiki. It is argued that this community should be driven by “innovation” and “experimentation” and that it should be “fun”, “stimulating” and “educational” (Project's Community Vision, wiki, 2009).
"Hence the major effect of the Panopticon: to induce in the inmate a state of conscious and permanent visibility that assures the automatic functioning of power. So to arrange things that the surveillance is permanent in its effects, even if it is discontinuous in its action; that the perfection of power should tend to render its actual exercise unnecessary; that this architectural apparatus should be a machine for creating and sustaining a power relation independent of the person who exercises it; in short, that the inmates should be caught up in a power situation of which they are themselves the bearers." [12: pp. 201]
The data was collected in a time period of May to October 2009. At the time there were about 20 developers in the project with two of them as lead developers. The project stored most of its development related data in the wiki. It also functioned as the project’s public web pages. In addition, the project used several other collaborative development tools: mailing list, bug tracker Mantis, revision control system Git and IRC for communication. The project had stored mailing list conversations to public archives since 2006. The mailing list and Mantis were examined totally. There were 1813 bug reports on Mantis and about 1500 e-mails in mailing list archive at the time of data gathering. Between the years 2006 and 2009 project had organized several IRC meetings. The minutes from these meetings were stored to a website which was publicly available. All these minutes were collected and examined for this study. From the wiki, 8 different web pages with their history data were collected and analysed. The collected pages represented guides and definitions of different work tasks. In addition to all material being publicly available, the permission to use data was asked from a lead developer of the project.
Deleuze argues that the disciplinary society that Foucault represented is already changing to a control society where people are confined by continuous control and instant communication. Control for him has especially taken place in the continuous monitoring of people. He also suggests that control in society cannot be explained just by the machines and computers that are used for control; it must be seen as collective arrangements where the machines are only one component. [7] Also Lyon has made a significant contribution in the area of surveillance and control. He writes "... to a virtual reality where the spaces and times to be controlled are manufactured ones. The environment can be perfectly controlled. Indeed, it no longer requires control; the environment is control". [21] RESEARCH DESIGN
This research was conducted as a qualitative case study. The case study method aims to understand complex social phenomena such as organizational processes. Case study method also aims to investigate a phenomenon within its real-life context and within multiple sources of evidence. Case study can benefit from previous theoretical propositions: they can guide data collection and analysis. [33] In this case study previous theoretical contributions were used as sensitizing device guiding and inspiring empirical analysis.
The data analysis was executed as follows. The email archive and bug tracking system data were examined in two phases. First phase was to make a swift look on the collected material and make a selection of seemingly interesting e-mails or bug reports. In a second phase, this selected material was inspected more carefully and Kirsch's definitions were used to identify different kinds of control methods and their implementations. For IRC meeting minutes and wiki pages there was no need for the first selection phase as their overall content was smaller so they were inspected with Kirsch's definitions as a classifier. A
OSS projects use many kinds of collaborative development tools efficiently and are actually highly reliant on them due to the distributed nature of the projects. It has been noticed that as a by-product the tools offer valuable research data [23]. All the data in this research was gathered from Internet sources that are public to all.
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number of quotes were collected during this phase as examples of different control modes and related issues.
reporting system Mantis and in the mailing list to refer to the wiki documentation and to ask to read the instructions from there:
The data that was used as a source for the empirical results was collected from several sources. From the project's mailing list archive, totally 103 e-mail were analyzed. The archive consisted of emails written during the years 20062009. From Mantis, the project's bug tracking system, 51 bug reports were analyzed. In Mantis archives the oldest reports were written in year 2005, yet the newest were from the summer 2009. Of the project's IRC meeting minutes, 10 of them were analyzed. These meetings were conducted in years 2006-2008.
You should check out the wiki related to installation to get more information. (Lead Developer, Mantis).
The project participants did also look after that the Mantis users were following the documentation: See http://project.sourceforge.net/index.php/Reporting_bugs which is a reference that contains useful information related to what should go into bug reports. (Developer, Mantis).
It was frequent to refer to the wiki. The referred pages included also other pages that were not related to Mantis or a bug:
From the project's wiki the following pages were analyzed: • Changelog Format • IRC-Meeting • Release Checklist • Submitting Code • Development Processguide • Wikipolicy • Project's Vision • Reporting Bugs The wiki pages were written in years 2005-2009.
Next time you should at least read the style guidelines :) (Developer, Mantis).
The guideline refers to project's Coding Style page. It is noticeable that the advice to read the wiki for more information was given between developers and between developers and users. However, the strictest control was in use in the project IRC meetings:
EMPIRICAL RESULTS
I propose that we have a regular (e.g. every week or so) project meeting for contributors and other interested parties, on #channel @ Freenode.... (Developer, project's mailing list).
This section examines how the OSS project participants as users of their collaborative development tools are controlled. The empirical results are grouped based on the control mode that they are identified with.
The project had formed a very precise guide to communicating in IRC meetings. The guide defined that all should prepare a one-line status report, which they should present in the beginning of an IRC meeting:
Behaviour control
Behaviour control is a formal control mode that is based on rules and procedures and rewards based on following them. Mechanisms for this mode in Kirsch’s study were project plans, meetings, progress reports, walk-throughs, ISD technical documentations, organizational roles, conference calls, management travel, and systems demonstrations. This control mode was the most important one in Kirsch’s cases: all projects had project plans and different types of reports and meetings. However, only one project had ISD technical documentation. [16]
I have updated on the wiki the IRC Meeting page and added that several items should also appear in one line. Our goal is to keep things as succinct as possible, so think catefully your statements in advance and condense them into one line. (Developer, project's mailing list).
This line should contain information about what the developer has done (DONE), has there been any problems (BLOCKING), what the developer will do next (TODO) and whether he had anything he wanted to discuss about (DISCUSS). The line could look like this:
Based on the empirical analysis, we claim that behaviour control was the strongest control mode in the case project as well. The project had even more this type of controls than Kirsch’s cases. The most important finding was the wiki documentation. There was a considerable amount of documentation stored in the wiki (see the previous section). There were checklists for different work phases, like Release Checklist for publishing a new version of the software. There was also a guide to using the Git revision controlling system and policies for using and editing wiki and for committing a bug report.
DONE: pack libjava together with classfiles into the jar, much x4x development, TODO: have a look at the new full methods, probably useful, BLOCKING: none, DISCUSS: javabindings in next version. (Project's IRC meeting log)
However, as an IRC meeting went on, the discussion changed to be more informal. The project did also quit having these meetings: the last meeting minute was from year 2008. As mentioned, behaviour control is connected with observability: project members’ actions should be visible. This indeed happens; the tools the case project uses make possible for anyone to observe how the project is working.
Actually, the wiki can be seen as the most used tool in controlling the project. It was a common event in the bug
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Another observation related to behaviour control is that in Kirsch's definition there were rewards as a result of following the rules. However, there is no evidence that the case project used anything particular to reward the developers. Still, this does not ensure that there weren't any.
Kirsch cases there were only some findings of clan control: two cases had IT culture related findings but the two other cases had no clan control mechanisms identified. [16] This mode appears as a strong control mode in the case project. The strongest mechanism for this mode seemed to be peer pressure. Findings in the case project show that it had a particular culture of its own and also open source culture can be seen as an effective factor. Physical and IRC meetings were used as mechanisms of clan control. The project members had met face-to-face once a year in the years 2008 and 2009 at open source developers' meeting:
Outcome control
Formal outcome control is executed through measuring outcomes and rewards based on achieving the goals. The mechanisms for this mode in Kirsch’s study were project plans, requirement documents, standards, organizational roles, presentations to user community, system testing and 'walking around'. [16]
Still another idea that came up in the FOSDEM [Free and Open Source Developers' European Meeting] is that we ought to document the development process somewhat better and have a good discussion about it to ensure that everybody is one the same level. (Lead developer, project's mailing list).
This type was the least used mode of control in the case project. However, comparison between a traditional ISD project and an OSS project is difficult, since the case project didn't have budget or time related targets or requirement documents. The case project had the Vision document that described the aims of the project at general. They also had some organizational roles defined. One of the developers conducts himself as a person who is in charge of the wiki:
As the quote shows, there were discussions about the project’s ways of working in those meetings, so the meetings were identified as part of the control mechanisms of the project. For this mode it is characteristic that the rules are not articulated, but they are still followed [16]. There were some findings of this kind of action:
My approach up to now has been that I have allow people to edit and add anything they want, and then I may have reformatted the content and polished it a little, if required. It might be the case that I am the one who takes care of the wiki, but I do not like to think that I am alone responsible for all that is there. (Developer, project's mailing list)
Please don’t change reporter to me in case I haven’t got any idea how on earth it concerns me :) (Developer, Mantis).
The bug report that was directed to this developer was not in his area of responsibility. However there were no findings indicating that these areas were defined publicly.
Surprisingly he incites others to use the wiki without following the wiki policy.
There were also some indicators that suggested that the participants were not supposed to question the project’s way of working:
The project's Vision document, as mentioned, defines that the target goal for the case project is to be an innovative and experimental project. The document can also be seen as a high level agreement of the common goals for the project. Furthermore, it should be noticed that the extensive documentation found in this project could be seen also as an outcome control type. The documents aim for the outcomes to be something that has been defined beforehand. Thus, some of the wiki documents can also be seen as outcome control: for example filing a bug report was defined strictly in the Bug Reporting page and there was also very precise checklist for publishing a new version of the software in Release Checklist page.
Keep in mind that there aren’t guarantees in this business. It is very simple. In case project sucks, you just go somewhere else. :p (Developer, project's mailing list).
There also seemed to be implicit rules maintaining that using personal email is not desirable although it was not forbidden in any of the documents. A developer, replying to another person in the project’s mailing list, claims with an exclamation mark that the other person had exhibited “bad behavior” and commands the recipient to go “sit in the corner”. This case was about replying to a personal email address and not to a mailing list address, but as mentioned, there was no written policy guiding towards the proper behaviour in the project’s mailing list.
Clan control
Clan control is an informal control mode based on unregistered information. Control is based on common values, beliefs and problem solving philosophies. It is also influential how the new members are selected and taught to follow the clan regulations. One mechanism for clan control is also the clan culture guiding the clan’s actions. Other mechanisms identified are the culture and the norms of the organization’s IT department, peer pressure, photo exchange, team member travel and conference calls. In
Self-control
Self-control is visible only in individuals' efforts and is an informal control mode. An individual monitors, rewards and sanctions himself. Rewards are based partly on individual's self-control skills. Kirsch has defined this mode to be implemented through organizational roles, culture of the IS department, and project goals and procedures. In the
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findings by Kirsch only two projects had some mechanisms used and the other two had none whatsoever. This was the least used control mode in the Kirsch's study. [16]
members to do certain tasks, meritocracy being widespread in OSS projects [24]. It was mentioned earlier in connection with the behaviour control mode that typically there are rewards as a result of following the rules, but in the case project no evidence related to this was found. On the other hand, there is a lot of research on OSS developers’ motivations, which may explain why they don't need any rewards for following the rules of the project or that they gain rewards but they differ radically from those in the traditional IS development. Based on this study, it appears that peer pressure and selfcontrol seem to be important factors contributing to the compliance with the rules.
On the contrary to Kirsch's findings, there were many findings of self-control in the case project. The findings can be connected with organizational roles and project culture, but self-control could also be seen to operate via the methods and collaborative development tools of the project encouraging the developer to control himself. The working methods and the tools used could be seen as a part of the project culture. Evidence of self-control can be found for example in a comment in the bug tracker in which a developer is asking for the lead developer to close an incorrect bug report filed by the developer himself. The problem in the report was that the problem did not actually exist; the developer just misread the log. The developers is requesting for closing the bug report and argues that the reporter (i.e. himself) is either “a brainless idiot” or “illiterate”.
Results compared to previous OSS studies
Some results of this study seem to be in line with the previous studies, but also some exceptions were found. Gallivan concludes in his study that OSS projects use a variety of control modes and suggests that the earlier assumption that the work in OSS projects is mainly based on trust is not durable. He argues that control in OSS projects is implicit and invisible and therefore it is hard to notice. He also states that OSS projects cannot use only trust to organize the work, on the contrary, the project members observe each others' actions. To sum up, he concludes that there is a surprisingly great amount of different control mechanisms used in OSS projects and many of them are social and self-control sort of control. [14] The results of this study are in line with Gallivan's view: lots of control was found in the case project. Some were characterized as social and self-control modes, but besides there was also strict behaviour control identified in the way that the case project used formal documentation.
Another, somewhat similar example of self-control can be found from another comment in the bug tracker, in which the developer requests to delete his “stupid patch” and asks someone else to do it. In this case the developer has made a software patch for a bug that was reported but he is not satisfied with it and asks publicly to remove his patch. DISCUSSION
All the control modes identified in the earlier IS literature were evidenced in this study. Some of the control modes even seemed to be more evident in this OSS project than in the traditional IS projects. This is somewhat surprising, since OSS development is praised as a voluntariness and openness-emphasizing context.
Latteman & Stieglitz [18] propose that social controls are especially important in the OSS context, even more important than in commercial projects. This view also equals with the results of this study. However, they promote the importance of trust among social control methods, which in the light of this study is questionable. In the case project there seemed to be little left for trust: most of the important tasks were described in the wiki with details. In addition, the developers monitored each other’s actions carefully. Also Lundberg [19] has said that OSS projects have replaced direct orders with trust. This statement cannot be supported with the results of this study.
On the other hand, there were some difficulties in applying the Kirsch’s [16] framework in this new context and in comparing the results. Next few observations related to this are outlined, after which the results of this study are discussed in connection to the existing OSS research as well as in connection to critical IS tradition. One problem in applying the Kirsch’s framework is that in it ‘organizational roles’ was associated with three different control modes: behaviour, outcome and self-control. In this study organizational role is discussed in connection to outcome and self-control. However, there was only one finding related to an organizational role in the case project, the developer who mainly was responsible for wiki. There surely are more informal roles in the project but only one explicit role was identified from the gathered data. Also, some code related tasks were concentrated only on lead developers to do (i.e. merge), but actually this could be seen more as an evidence of the clan control mode; the culture in this OSS project as well as in OSS projects in general seems to allow only the highly experienced and recognized
On the other hand, the results of this study seem to support Latteman's and Stieglitz’s view that social control exists in different kinds of social rituals, ceremonies, morals, and peer reviews. They linked the motivations of OSS developers with the use of these kinds of controls, as the normal monetary rewards are not used in OSS projects. [18] They also make an interesting claim: ”Even if direct and indirect monitoring may be possible, direct and indirect control is hardly feasible” [18: pp. 7]. In the case project,
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there were many signs of indirect and direct monitoring and the project also used control successfully as they controlled whether the project members followed the instructions stored in the wiki. So, based on this study, one could claim that both direct monitoring and control can and do exist also in OSS projects.
It was interesting to notice that the metaphor also fitted to this case. One of the researchers that linked this metaphor to technology-enabled supervision and control was Zuboff. She argued that one of the threats of technology is the expansion of control and surveillance which technology can assist. Systems record every action people execute without any supervision. [35]
Lundell et al. emphasize the importance of a shared vision as a part of project control. They suggest that this is an easy way to maintain a common understanding of the goals of the project and in their opinion a shared vision also protects against project forking. [20] The case project had a shared vision: the project's vision document in the wiki. However, there was no evidence that this document supported control methods in any way. On the contrary, the vision document seemed to be conflicting with the way the project actually worked. In the project's vision document the lead developer emphasised fun, innovation and experimentation. However, the culture in the case project seemed to be based more on control and discipline than having just fun and experimenting.
In Deleuze's post-Foucauldian society, control society, people are confined by collectively arranged continuous monitoring and control. As he emphasizes it is not only the machines that monitor and control, it is the whole arrangements. [7] The case project participants did work efficiently as part of the monitoring and controlling processes which were computer-mediated, but which also needed the human actions for the real control to be implemented. Furthermore, Lyon's view that the environment is control [21] is also linkable to the collaborative development tools that the OSS projects use. These tools are designed and implemented by other OSS projects [34]. Maybe due to that background and the conventions of OSS projects, they are designed to be very open for monitoring as well. As the OSS projects do not work in co-located setting due their members’ dispersed locations, control might be built into their virtual environments. Gallivan concluded that control in OSS projects could be implicit and hard to notice. In the light of this study, it could be argued that the collaborative development tools that the OSS projects use are essentially the source for control and controlling the use of them is almost equal to controlling the whole project. Maybe the implicit decisions made in the design and implementation of these OSS tools is the key to understanding of the OSS projects ways of working and controlling, altogether.
Regarding the possibility of forking, in OSS development it is a typical way to resolve a conflict related to organizational or technical disagreements: if one founds a new project he can control it as well as continue from the existing foundations. However, it is not given that other developers will follow, and thus, established projects usually stay alive and successful branches are rare. This situation may be changing as companies are entering into OSS development. They have resources to ensure the progress of the development, but the project leaders may not be recognized and trusted, as they are just paid workers. Persson et al. conclude based on their OSS project case study that in OSS projects control is weaker than it is in a typical commercial systems development enterprise. They specify this weakness as lack of time related control and time related goals in comparison to a commercial ISD project. [30] In the case project, there was no evidence of time related goals or controls either. Another similar observation is related to the openness of OSS projects working. Also Persson et al. notice that OSS projects are more open to feedback and monitoring because the OSS projects way of working is so transparent. All developers can access and review each other’s code. [30] This was true also in the collaborative development tools of the case project: they were accessible even for outsiders.
On the whole, it seems that monitoring and control are essential parts of OSS project's working. It is surprising as the OSS projects are still in many cases based on voluntary work. Interestingly, there was no visible critique among the participants against the controlling and monitoring. This differs from the traditional view that strict control leads to criticism and the more resources are used to maintaining control the more critique against it appears. As Doolin has put it in IS context, the critique can lead users to start questioning the whole purpose of the system [8]. In the case project analyzed in this paper, instead, one might claim that the users of these OSS tools were controlled and they were willing to allow that – they voluntarily subjected themselves to that. However, maybe the OSS developers as users differ from the user population of many other IT tools. This is a question to be answered by future research.
Results connected to the critical studies
The way OSS projects operate is very open and exposed to anyone who is interested. The case project allowed a free access to documents, logs and conversations. This openness for anyone to observe can be linked to a view that technology can enable continuous observation that can be seen also as disciplinary power, much quoted Foucault's metaphor Panopticon as a sign of disciplinary community.
CONCLUSIONS
This paper inquired control in the OSS development context, focusing specifically on how the use of collaboration tools is controlled in OSS projects. The tools
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are vital for the functioning of distributed OSS projects. One case was analysed in the paper. The findings show a surprising amount of control in the OSS project, even more than in traditional ISD reported by Kirsch. All identified control modes were found in this case, but emphasis was different: traditional ISD had mostly behaviour control whereas clan and self-control were strong in this case. Surprisingly much formal control was also found. Different control mechanisms were in use than in traditional ISD projects. In OSS projects, control focuses more on outcomes and behaviours but not on time related objectives. Maybe because of that, Persson et al. did not found much control in OSS projects, as opposite to this case. However, in more commercial based OSS project this finding could be very different. Regarding the existing research, this study contradicts the view that trust is an essential factor in OSS projects. Instead, control was very dominant; it seems that there wasn’t much space left for trust.
mentioned here. It has been proclaimed that innovation and learning in IS context is based on the user's possibility to "choose to do otherwise”. [28] It would be an interesting area of research to try to investigate how OSS projects could release their full potential in innovative and educational way of working. In addition, it would be interesting to study how OSS projects led by companies can control their communities: is it money that ensures resources, or should they invest on recognized individuals who lead the project following the OSS philosophy. REFERENCES
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The publicly open environment OSS projects work in is an ample environment for controlling and monitoring and realizes Lyon's view of environments that are the control. As the critical opinions argued, controlling can be also seen as undesirable and harmful phenomenon. In this light it is surprising that the developers voluntarily put themselves under monitoring through the open collaboration environment and they did this without any noticeable resistance.
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Regarding implications for design, this study highlights that design of tools always entails also the design for monitoring and control - in the workplace as well as nowadays in the everyday life and during leisure activities. The designers should always keep this in mind and consider its consequences in their specific design context. However, it is not only the designers responsible for this, but it also always depends on the users and on their tool use. Users may choose to use them in different, surprising or paradoxical ways (cf. [28]), or even choose not to use them at all. In our case, the users voluntarily subjected themselves to the continuous monitoring and control, but this surely is not the case in every design context.
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Regarding the limitations of this study, only IRC meeting minutes were examined, but not actual conversations and other synchronous communication. Maybe critique towards strict control could be found there. Furthermore, OSS projects vary in every characteristic. As a single case study, this does not aim to be a comprehensive view of control in OSS projects. Therefore, different kinds of OSS projects should be examined and compared to this study. Finally, interviews made amongst the case project participants would have complemented this study tremendously. Interviews were planned and the intention was to interview the lead developers but this didn't come true.
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13.Gacek, C., Lawrie, T. & Arief, B. (2001): The many meanings of Open Source. Technical report. Centre for Software Reliability, Department of Computing Science, University of Newcastle, Newcastle upon Tyne, UK.
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30.Persson, A., Lings, B., Lundell, B. Mattsson, A & Ärlig, U. (2005): Communication, Coordination and Control in Distributed Development: an OSS Case Study. In Proceedings of the 1st International Conference on Open Source Systems (Scotto, M. and Succi, G, eds). Pp. 8892. Genoa, Italy.
18.Latteman, C. & Stieglitz, S. (2005): Framework for Governance in Open Source Communities. In Proceedings of the 35th Hawaii International Conference on System Sciences. 2005.
31.Raymond E. S. (1999): The Cathedral & the Bazaar. California: O'Reilly.
19.Ljungberg, J. (2000): Open source movements as a model for organizing. European Journal of Information Systems. 9(4). (Dec. 2000). Pp. 208-216.
32.Ye, Y. & Kishida, K. (2003): Toward an understanding of the motivation Open Source Software developers. In Proceedings of the 25th international Conference on Software Engineering (Portland, Oregon, May 03 - 10, 2003). International Conference on Software Engineering. IEEE Computer Society, Washington, DC. Pp. 419-429.
20.Lundell, B, Lings, B, Ågerfalk, P & Fitzgeard, B. (2008): The Distributed Open Source Software Development Model: Observations on Communication, Coordination and Control. In Proceedings of ECIS'2006, Gothenburg, Sweden. 21.Lyon, D. (2001): Surveillance Society. Monitoring everyday life. Buckingham: Open University Press.
33.Yin, R. K. (2003): Case Study Research Design and Methods. 3rd edition. California: Sage Publications.
22.Michlmayr M., Hunt F. & Probert D. (2005): Quality Practices and Problems in Free Software Projects, International Conference on Open Source Systems, Genova.
34.Zhao, L. & Deek, F. (2005): Improving Open Source Software Usability. In N. Romano (ed.), Proc. of 11th Americas Conference on Information Systems – A Conference on a Human Scale, 11.-14. August, 2005, Omaha, USA, pp. 923-928.
23.Michlmayr M. & Senyard A. (2006): A Statistical Analysis of Defects in Debian and Strategies for Improving Quality in Free Software Project. Bitzer, J. & Schröder, P. (ed): The Economics of Open Source Software Development, Published by Elsevier B. V.
35.Zuboff, S. (1988): In the Age of the Smart Machine: The Future of Work and Power. New York: Basic Books.
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Piles, Tabs and Overlaps in Navigation among Documents Mikkel Rønne Jakobsen and Kasper Hornbæk Department of Computer Science, University of Copenhagen Njalsgade 128, Building 24, 5th floor, DK-2300 Copenhagen, Denmark {mikkelrj, kash}@diku.dk ABSTRACT
Much research has aimed at supporting general window switching and switching between tasks or activities. General window switching techniques [26,29] help switching between applications, which are often visually distinct. However, switching between documents often takes place within one application and documents switched between may be visually similar. Also, while users’ frequent switching between tasks or activities needs support [7,18,27,28,30], often users must switch between multiple documents related to one task.
Navigation among documents is a frequent, but ill supported activity. Overlapping or tabbed documents are widespread, but they offer limited visibility of their content. We explore variations on navigation support: arranging documents with tabs, as overlapping windows, and in piles. In an experiment we compared 11 participants’ navigation with these variations and found strong task effects. Overall, overlapping windows were preferred and their structured layout worked well with some tasks. Surprisingly, tabbed documents were efficient in tasks requiring simply finding a document. Piled documents worked well for tasks that involved visual features of the documents, but the utility of recency or stable ordering of documents was task dependent. Based on the results, we discuss the effects of spatial arrangement, visibility, and task-dependency, and suggest areas for future research on document navigation and its support by piling.
Problems with existing switching mechanisms
One facility for supporting navigation among documents is overlapping windows, standard in most operating systems. Hutchings et al. [19] found that 78% of the time people had eight or more windows open, making locating a particular window within a group of overlapping windows difficult. Switching between windows using the taskbar is also hard because users may only see a short part of the windows’ titles and because the taskbar occasionally collapses documents into one tile [13].
Author Keywords
Document navigation, window switching, overlapping windows, piled windows.
Another facility, using tabs to represent multiple documents within a single window, is seen in many web browsers, spreadsheets, and programming environments. But tabbed interfaces can only show a limited number of documents at any time, necessitating further interaction with scrollbars or drop-down lists. When several documents are open, tabs provide minimal visual cues for finding a particular
ACM Classification Keywords
H.5.2 User Interfaces (D.2.2, H.1.2, I.3.6): Graphical user interfaces (GUI). INTRODUCTION
Users frequently navigate between multiple documents, for instance to copy-paste text, compare web pages, or capture notes when reading. But navigation between documents is hard. Multiple windows or tabs are increasingly used in web browsing, for example, but users find it hard to manage multiple web pages [31]. In programming, source files are often viewed one at a time, requiring frequent navigation between files. Tabbed document interfaces that are common in widespread programming environments, such as Eclipse and Visual Studio, make navigating among many source files cumbersome [21]. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1: Interface with two piles of spatially arranged Figure 1: Interface with two piles of spatially arranged documents. documents.
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document. Although recent studies show increased use of tabs in web browsing [15,31], attempts at improving or reinventing tabbed interfaces are needed [3]. BeaudouinLafon [6] suggested techniques for interacting with tabbed documents, such as leafing through tabs, but these techniques have to our knowledge not been widely adopted.
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Still other facilities support navigation among multiple documents by a notion of piles. People pile and spatially arrange paper documents to see many of them at once, to structure their tasks, or to remind [22,25]. Although techniques for working with piles of electronic documents have been explored [4,5,6,23], questions about the design of interfaces that use piling remain unanswered. For example, how can a pile be spatially arranged so as to support navigation between its documents? Furthermore, empirical studies that investigate the usefulness of piling electronic documents are lacking.
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.1&&7!%8,( ./)(0/*$,*$(%*$,)#0$%/*( ),"),!,*$,-( 6%$3(0/*$,*$( ./)(/5,)5%,6( #0)%,220)/"",-( ( #))#*+,-(%*(
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Table 1: Taxonomy of document interface designs that use piling. The terms describing the interfaces used in the experiment are highlighted in bold.
This paper explores the design space of interfaces that support document piling and investigates possible benefits of spatially arranged piles (see Figure 1). In an experiment, we compare variations of interfaces for supporting navigation between documents, including two that arrange documents in a pile. The results contribute insights about the effect of visibility and spatial arrangement in different tasks involving navigation between documents. These findings may inform design of techniques for navigating between documents and indicate areas where further empirical research is needed.
hiding the title bar of windows underneath, as illustrated in Figure 2 (a). Spatial memory can be utilized to help people organize and find documents. Figure 2 (b) illustrates a spatial arrangement of documents in a pile that makes the spatial location of individual documents more distinct. Data Mountain, which allows users to arrange web page thumbnails on a perspective plane, showed faster and more accurate retrieval of pages compared with a text-based bookmark list [14].
SUPPORT FOR DOCUMENT NAVIGATION
Studies of office work have found that people benefit from piling as a way of spatially grouping documents [22,23,25]. Arranging and piling electronic documents may also help users navigate among documents. However, methods for spatially arranging documents and techniques for interacting effortlessly with them are needed.
Scanning through documents in a serial manner may be easier if the documents are aligned. Compared with the arrangement in Figure 2 (b), the alignment in Figure 2 (a) and (c) may provide for easier scanning of the documents. Agarawala et al. explore pile interaction techniques that use various aligned layouts for leafing through piles in a serial manner [4].
The use of electronic piles has been researched mainly as an alternative to filing documents by storing them as named files in hierarchical folders, and work on iconic document representations [4,5,23]. Instead, we focus on using piles for supporting navigation among documents that are in use. Based on a review of the literature, we have developed a taxonomy that incorporates important dimensions in the design of document piling interfaces (see Table 1). We relate each dimension to previous work and we explain the approach taken in the design of the piling interfaces used in the experiment presented later in the paper. Spatial arrangement
(a)
Documents can be spatially arranged to help users navigate among them. Four concerns of spatial arrangement in design of piling interfaces are visibility, spatial memory, scanning, and focus/periphery.
(b)
(c)
Figure 2: Spatial arrangements of four documents. (a) Pile of documents with titles and part of content visible, aligned diagonally. (b) Pile of documents with titles and part of content visible, arranged irregularly. (c) Document window with titles partly shown in tabs; tabs aligned horizontally.
Visibility of documents reminds users of the documents and allows them to interact with the documents. In overlapping window interfaces, windows open in a cascade to keep from
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Focal/peripheral areas seem to play a role in the spatial layout of documents [25] and how users manage space in large or multiple displays [8,16]. Robertson et al. divide the display into focal and peripheral regions in a window interface that supports task switching. Their Scalable Fabric uses animated transitions to shrink windows to thumbnails as they are moved into the peripheral region [27].
Transient views that can be called up temporarily can support navigation without permanently using display space. Widespread examples of transient views are the Exposé feature on Mac OS X [1] and the
- window switching technique. Several techniques have been explored for browsing and leafing through piles that use transient views of the piled documents [4,5,23]. However, we are unaware of studies that compare how users navigate among piled documents with permanent and transient views.
In this paper, we arrange a pile of documents vertically so as to make the upper part of each document in the pile visible, including its title. To further improve visibility in piles with many documents, we reduce overlap by staggering the documents, which may also help users find documents by spatial location.
In this paper, we arrange documents in a pile to provide permanent visual cues for navigation so as to compare piles to permanent views techniques for navigation between documents that are common in widespread interfaces.
Manual vs. automatic layout
Document interfaces must provide the user with control of the layout to arrange the documents in ways that are appropriate for different tasks, with as little effort as possible.
Document representation
Full-size views of documents allow the user to interact directly with the documents’ content. In contrast, small document representations using thumbnail views, icons, or text make many documents visible in limited display space.
Manual layout in overlapping window interfaces allows users to pile windows manually—users have full control over moving, resizing, and overlapping windows. However, arranging windows and switching between overlapping windows require time-consuming window management [10]. Compared with overlapping windows, automatically tiled windows may increase performance, but users may prefer overlapping windows [9,20].
Windows can be reduced for instance by scaling the windows [11,27,28], or by scaling or cropping the content of windows [24]. Using a 3D document space, The Web Forager showed a document at a focus position in full size for direct interaction between user and content, whereas documents that are not the immediate focus are placed at greater z-distances (and thus smaller) [11]. Aiming to reduce screen clutter, Miah and Alty studied an adaptive window management system that reduced the size of windows [24]. They found that identification of a window became difficult when the window’s size was below 30% screen utilization. Their results also indicate marginally higher accuracy in identification tasks when a window’s content is cropped rather than scaled. Users may identify a document by a thumbnail view from among visually distinct documents (e.g., pages from different web sites). However, if documents are visually similar (e.g., source code files or pages from digital library), a thumbnail view contains no salient features for identifying the document.
Automatic layout of documents in piles may help users arrange documents and navigate among them with fewer efforts. Task Gallery provides an “ordered stack”, in which windows are automatically laid out with fixed distance between them, as well as a “loose stack”, which users lay out manually [28]. Clicking on a window in one of these stacks moves the window forward to a selected window position. The study focused on the system’s task management support and it is not clear how the stacks were used. Lightweight interactions have been explored for automatically gathering a selection of items into a pile on the desktop, for manipulating piles, and for arranging piles in different layouts with few user efforts [4]. However, it is not clear how these techniques would work for piles of document windows.
Semantic zooming or use of colors can make visually similar document thumbnails distinguishable. Other features of the document representation can help navigating among documents in piles. For instance, to help finding one among many equally-sized windows piled on top of each other, Beaudouin-Lafon suggests rotating windows [6].
In this paper, we explore piling interfaces that automatically maintain the layout so that all documents in a pile, and in particular the documents’ titles, are visible. When the user opens or closes a document, or drags a document from one pile to another, the piled documents rearrange to maintain a consistent layout of documents. We thus aim to reduce the user efforts required for rearranging and navigating among documents in piles compared with overlapping windows.
In this paper, we change the size of documents in a pile so that documents at the bottom of the pile are smaller. To reduce a document’s size, we scale the document’s content, but show its title in a fixed font size so that the title remains readable. The readable title is aimed at helping users in searching among visually similar documents.
Permanent views vs. transient views
Permanent views that support navigation among documents provide visual cues of the documents. For instance, in many desktop environments the task bar often shows windows as icons or text, including windows that are hidden.
Adaptive vs. fixed ordering
The order that documents are shown in the display may influence how users navigate between the documents.
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In most desktop environments, windows overlap each other in the order they were last recently used—and windows are shown in this order when switching using -. Recent research adapts the order of windows used in window switching techniques based on semantic or temporal information about the windows [26,29]. These examples use adaptive ordering: the order of windows changes as the user switches between the windows. Alternatively, documents can have a fixed order. In this case, the user may order documents manually or documents may be ordered automatically by the system (e.g., by creation date). In this study we investigate different ways of ordering documents in a pile to see how that influences the way users navigate among the documents. We use a fixed ordering where documents are piled in the order they were opened and an adaptive ordering where documents are piled in the order they were most recently used. Summary
We have described the design space of interfaces for document piling based on five dimensions in the taxonomy shown in Table 1. Using this taxonomy, we have explained the approach taken in the interfaces used in the experiment. Earlier studies of document piling have mainly focused on piling document files in desktop environments, use of iconic representations, and use of transient view techniques to provide visibility of a pile’s documents. In contrast, we focus on piling documents in use, documents represented as zooming windows, and spatial arrangement to provide visibility of a pile’s documents. We are unaware of earlier studies of automatically arranging piles of documents that aim at providing permanent visual and spatial cues for navigating among the documents.
Figure 3: The Overlapping interface. The bar at the bottom of the display contains a tile for each document.
brings the document on top of other documents. Tiles appear from left to right in the bar in the order the documents were opened. All tiles have the same size and all fit in the bar, but only about 10 characters of a document’s title is shown. A tooltip with the entire title appears if the mouse cursor hovers over a tile. Rationale: This interface is included in the experiment because overlapping windows are standard in most systems and graphical user interfaces of many systems include a task bar. Studies have found that the task bar is often used for switching between windows [19,29]. Hutchings et al. found that 78% of the time people had eight or more windows open and consequently, users may experience problems with using the taskbar because only a short part of the windows’ titles are visible [19].
EXPERIMENT
To investigate the influence of spatial arrangement and visibility of documents on how users navigate among documents, we conducted a controlled experiment in which four interfaces for viewing multiple web pages were compared. We use web pages because the Web is a widely used source of information, for instance in sense-making of research literature using digital libraries [32], and because users often have many web pages open simultaneously [31].
The Tabbed interface
The Tabbed interface (shown in Figure 4) contains one window fixed in the center of the display. The window contains multiple documents represented by equally sized tabs under the title bar (see below). Tabs appear from left to right in the order the documents were opened. If there are more documents than tabs, which are minimum 120 pixels wide, a chevron appears to the right of the rightmost tab. Clicking the chevron opens a drop-down list of the titles of all the documents in the order they were added. Documents not visible in the tabs are at the bottom of the list on a gray background. This tab behavior resembles that of the Safari browser, and drop-down lists are common in tabbed document interfaces.
Interfaces
The interfaces consist of windows, where each window contains only the view of a web page, framed by a border and a title bar at the top. The active window is indicated by blue. Windows have a fixed size of 800 x 700 pixels. The Overlapping interface
In the Overlapping interface (shown in Figure 3), windows can be moved by dragging the title bar. Document windows open in a cascade to avoid hiding title bars of windows underneath. A horizontal bar (see below) at the bottom of the display contains a tile for each document (similar to the Taskbar in Windows XP or Vista [2]). Clicking on a tile
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The Piling Recent interface
The Piling Recent interface (shown in Figure 5) contains document windows piled in the order that they were last used, with the least recently used document at the bottom of the pile and the currently active document on top. As shown in Figure 6, documents are reduced in size and arranged vertically relative to their position in the pile so that the document at the bottom of the pile is smallest (at 30% size) and nearest the upper display border. Documents are reduced in size by zooming the view of the documents’ content. However, the document titles remain in a fixed, readable font size. When documents are opened, their windows are staggered so as to reduce overlap. Also, the staggering may help in remembering documents’ location. If the user clicks on a document in the pile, the document moves to the top of the pile and the other documents are rearranged, all with animated transitions. Rationale: Compared with Overlapping and Tabbed, the Piling Recent interface aims to provide better visibility of the documents, and titles of most documents are readable in full. The Piling Ordered interface Figure 4: The Tabbed interface. The document tabs below the window title bar contains the tabs for seven of the documents. Clicking the chevron near the right border opens a drop-down list showing all document titles.
The Piling Ordered interface (shown in Figure 7) is similar to Piling Recent, except document windows remain in the order they were opened. When clicked, a document is moved from its place to the top of the pile—the document returns to its place in the pile when another document is selected.
Rationale: This interface is included in the experiment because tabbed interfaces are common in widespread web browsers, spreadsheets, and programming environments. Common in many tabbed interfaces is that only a limited number of documents are visible as tabs and users either have to scroll in the tabs or otherwise get a view of the documents that are not shown.
Rationale: The spatial layout of document windows in Piling Ordered is more stable compared with Piling Recent, which can potentially help users in revisiting previously used documents.
Figure 6: The size and vertical location of a document at each position in a pile of five documents. At the top of the pile, the document is shown at full size.
Figure 5: The Piling Recent interface.
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When document titles were not all shown in full, participants could not determine if the term occurred in a document title directly in the interface and titles were particularly truncated in the tiles in Overlapping and in tabs in Tabbed. In the Tabbed interface, however, participants could call up the list to read the titles in full. Navigate All tasks required participants to navigate to every document shown. An example task read: “Click the link to the first author of the document with the highest ‘Citation Count’” Each task used a different set of documents. We hypothesized that participants could traverse the documents quickly in the bar of Overlapping, and also in Tabbed in as far as the documents were visible in tabs. Compare References tasks asked participants to inspect the ‘References’ of three of the documents and determine the most referenced author. Each task of this type used a different set of ten documents. The three documents named in the task text had about 15 references each and at least one author referenced in all three documents.
Figure 7: The Piling Ordered interface. Participants
Eleven participants (eight male) between 25 and 51 years old (M = 34.6) were recruited by word of mouth.
We expected Piling Recent to be suitable for this task because participants could easily find the three documents close together at the top of the pile. We also were curious to see if participants arranged windows for comparison with the Overlapping interface.
Tasks
Ten web pages were opened in the interface before each task. Pages were selected from among 420 web pages from the ACM Digital Library and showed data on papers published 1994 to 2005. Documents in the experiment were thus all uniform in layout and appearance. Four types of task were used.
These four tasks were chosen to cover basic types of navigation among documents that occur in web browsing or programming. The tasks are similar to tasks used in earlier research [e.g., 20,29]. We are aware that not all user tasks that involve document navigation are among these four types of task. Also, tasks are limited in that they are taken out of context and involve already opened documents.
Navigate Title tasks required participants to do 25 tasks on finding a particular document, for instance “Click the link to the first author of the document: Pen computing for air traffic control”, where the document title varied between eight of the ten documents shown. We wanted to see how spatial layout of pages in the interfaces influenced performance in re-finding documents. Therefore, we used a Zipf-like distribution similar to the one used in Tak et al. [29] for selecting the target documents. The distribution was generated by randomly selecting eight targets. One target was then cued 10 times, one 5 times, then 3, 2, 2, 1, 1, and 1 for the others.
Materials
Participants used the 1440 x 900 pixel 15” display of a laptop computer. A mouse with scroll wheel was used for input. Tasks were presented in a view in the left side of the display. The interfaces used an area of 1040 x 878 pixels and document windows were 800 x 700 pixels. Design
The experiment employed a within-subjects design with the factors interface type (Overlapping, Tabbed, Piling Recent, Piling Ordered), and task type (Navigate Title, Navigate Term, Navigate All, Compare References). The order of interface type and task type was systematically varied and counter-balanced across participants. Participants completed 35 tasks with each interface: 25 Navigate Title tasks, four Navigate Term tasks, four Navigate All tasks, and two Compare References tasks.
We hypothesized that participants could find the cued document title quickly by scanning in the bar of Overlapping or the tabs in Tabbed. Navigate Term tasks required participants to find and compare documents with a given term in the title. An example task read: “Click the link to the first author of the document with ‘learning’ in the title that has the second most recent Year of Publication.” Each task of this type used a different set of documents, four of which contained the given term in the title.
Procedure
Participants were first given an introduction lasting about 15 minutes, which included instructions on how to use each interface and time for participants to practice tasks similar to the experimental tasks. Participants then completed tasks using each of the four interfaces. After completing the tasks
We hypothesized that participants could find the term in document titles faster and with less interaction using either Piling interface compared with Overlapping and Tabbed.
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with each interface, participants received a questionnaire about satisfaction with the interface just used. The questionnaire contained nine questions from QUIS [12], two questions from NASA-TLX [17], and two additional questions asking how easy it was to find or re-find documents. Also, participants listed benefits and drawbacks of the interface. After completing all tasks, a final questionnaire asked participants to rank the four interfaces by order of preference. Last, participants were given opportunity to comment on the interfaces. The experiment lasted about an hour and 15 minutes for each participant. RESULTS Accuracy
We find no differences in the accuracy with which participants answer tasks, F(3, 8) = 0.25, ns. On average, participants answered 87% of the tasks correctly, ranging from 88% (with Overlapping) to 86% (with the two Piling variants). We had also expected no difference, as the tasks were relatively easy to solve with all interfaces.
Figure 8: Average task completion times (in seconds). Bars indicate the standard error of the mean.
reason, supported by our informal observations, is that participants sometimes lost track of the first document they viewed in sequentially traversing the documents. Hence, participants may have spent time looking at the same document twice.
Task completion time
We find an overall interaction between task and interface, F(9, 2) = 34.93, p < .05, and thus proceed to analyze the time differences on a per task basis (with statistics for significance omitted to save space, all differences are p < .05 with linear contrasts or post-hoc tests). Figure 8 shows the task completion times for each interface.
For the Compare-references task, we find that Piling Ordered (M = 131.9s) is significantly slower than the other three interfaces (Ms between 113.5s and 116.7s). One reason for this is that participants had trouble remembering the location of the three documents they had to compare references in. Compared to the other tasks involving revisiting documents, this task was cognitively more demanding. It might therefore have helped participants that the three documents could all be found in the order they were last used at the top of the pile in Piling Recent.
For the Navigate Title task, a post hoc comparison show no difference among interfaces, but to our surprise Tabbed was the fastest interface (M = 5.47s, SD = 2.84), followed by Overlapping (M = 5.66s, SD = 2.30), Piling Recent (M = 5.68s, SD = 2.71), and Piling Ordered (M = 6.21s, SD = 2.54). In particular, the Tabbed interface performed well even for documents that users had to access using the chevron and the drop down list.
Satisfaction and Preference!
A multivariate analysis of variance on the 13 satisfaction questions shows no overall differences in satisfaction between interfaces, Wilks’ != .274, F(3, 8) = 1.18, p > .3. Only for a question on whether tasks may be completed "with difficulty" or "with ease" do we find a significant difference, F(3, 40) = 3.20, p < .05, so that the tasks solved with the Overlapping interface are perceived to be easier than tasks with the other interfaces.
For the Navigate Term task, we find that the two Piling interfaces (Ordered: M = 53.3s, Recent: M = 53.1s) are significantly faster than the other interfaces (Overlapping: M = 60.6s; Tabbed: M = 63.8). This confirms our hypothesis that participants could find documents with the term faster using the Piling interfaces because titles of most documents are readable in full. Because the term is not always visible in truncated titles in Overlapping or Tabbed, participants may have spent more time switching between documents or calling up tool tips to look for the term.
In order of preference the interfaces are: Overlapping (M = 1.91, SD = 1.04), Piling Recent (M = 2.27, SD = 1.19), Tabbed (M = 2.82, SD = 1.08), and Piling Ordered (M = 3.00, SD = 1.00). However, an overall analysis of variance on the ranks suggest that these differences are only marginally significant, F(3, 40) = 2.361, p = .086.
For the Navigate All task, we find that Overlapping (M = 21.6s) is significantly faster than Tabbed (M = 35.1s). They are in turn significantly faster than Piling Ordered (M = 39.6s), which is significantly faster than Piling Recent (M = 47.3s). Looking at average task completion times, all participants were faster with Overlapping. This finding agrees with our expectation that participants could traverse the documents by clicking each tile in the bar. One reason participants were slower using Piling Recent compared with Piling Ordered is that the fixed document order in Piling Ordered helped participants revisit documents. Another
About Overlapping, six participants listed the taskbar as an advantage, three mentioning the arrangement of tiles in a row. Three participants liked that windows could be arranged for comparing their content. Two participants said it was hard to read or get overview of the titles. About Tabbed, participants described as advantages that it was “clear”, “simple”, and “familiar”. Also, three participants mentioned the alignment of tabs in a row. Six
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participants expressed uncertainty about how the dropdown list in Tabbed worked, although two participants said it gave good overview of document titles. Overlapping Tabbed Piling Recent Piling Ordered
For both Piling interfaces, four participants mentioned overview of all documents as an advantage and three participants said the interfaces were good for finding a document. Five participants said about Piling Recent that it was confusing how documents were ordered, but three participants liked having recently used documents on top. Two participants said locations of documents were hard to remember in Piling Ordered, while two participants found it good for revisiting documents. Comments from three participants suggested problems in navigating through all documents using Piling Ordered.
Overlapping Tabbed Piling Recent Piling Ordered
10.6 8.3 7.2 5.7
11.4 12.3 13.9 11.9
5.7 5.0 5.2 5.9
75 109 111 105
32 53 192 121
123 84 99 94
For the Navigate All task, participants navigated in average to two more documents with Piling Recent than with Piling Ordered. This difference supports the explanation that participants sometimes lost track of the first document they viewed when using Piling Recent, resulting in slower performance. Looking at the mouse pointer travel distance, it seems Overlapping and Tabbed required less user efforts (32 and 53 in average distance) in navigating through all documents than the Piling interfaces (192 and 121 in average distance). This supports the explanation that the aligned tiles and tabs help scanning through the documents. For the Compare-references task, participants navigated to between 5 and 6 documents in average with all interfaces; which are surprisingly few switches between documents considering that participants had to compare about 15 references in each document. Piling Ordered was slower maybe because it was be difficult to remember the location of the three documents. Participants navigated only slightly more with Piling Ordered than with Piling Recent. It is unclear why the mouse pointer travel distance was larger with Overlapping compared with the other interfaces. It might be because some participants rearranged the documents to better compare them.
For the Navigate Term task, participants navigated 10.6 times in average using Overlapping and 8.3 times using Tabbed. In contrast, participants navigated 7.2 and 5.7 times in average using Piling Recent and Piling Ordered. This suggests that participants were faster with the Piling interfaces compared with Overlapping and Tabbed because they had to navigate to fewer documents to answer the task. Participants navigated to fewer documents with Tabbed than with Overlapping, which might be because some participants used the menu to find documents with the given term. It is not clear why participants navigated to more documents with Piling Recent compared with Piling Ordered. We wonder if the changing order of the documents made it difficult to revisit the correct document. The mouse pointer travelled relatively less between mouse events with Overlapping compared with the other Compare References
Compare References
interfaces, which indicates the benefit of traversing all the document tiles in the bar.
We analyzed data logged during the experiment to help uncover differences in how participants’ used the interfaces to complete the tasks. We summed the number of times that participants navigated to a document by clicking either in the document’s window, in a tile (only in Overlapping), or in a tab or pop-up menu (only in Tabbed). Table 2 shows the average number of such navigation actions for each interface. Also, we summed the distances that the mouse pointer traveled between mouse button events or tooltip call-ups (shown in Table 3). Distance was calculated as the diagonal between screen coordinates of the mouse pointer. Because the Navigate Title task involved only single-step navigation, we did not analyze the data for that task.
Navigate All
Navigate All
Table 3: Average distance that the mouse pointer traveled between mouse events for each interface (100=average distance for task across interfaces).
Interaction with the Interfaces
Navigate Term
Navigate Term
DISCUSSION
We emphasize three findings from the experiment, relate them to the literature, and elaborate on task effects. Visibility. The spatial arrangement in the Piling interfaces makes all documents visible and most titles readable in full. This might explain why participants completed Navigate Term tasks faster using the Piling interfaces. In contrast, document titles are truncated in Overlapping and Tabbed so participants had to inspect each tab or tile, either by using tooltips, by clicking the tab or tile to bring up the document, or by using the drop-down list in Tabbed. We note that the web pages used in the experiment were uniform in layout and appearance. However, it seems likely that the visibility in the Piling interfaces would improve navigation between visually distinct documents, for instance because users recognize content. Mander et al. studied piles of documents with varied content, but their piles were tightly arranged and used thumbnails [23].
Table 2: Average number of times that participants navigated to a document.
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Layout. The aligned layout of tiles and tabs in Overlapping and Tabbed allow for scanning document titles and for clicking through each document in sequence, with little mouse movement. Participants thus completed Navigate All tasks faster using Overlapping and Tabbed compared with the Piling interfaces, which seemed to require more efforts in navigating through all documents. In Piling Recent, participants could continually click the document nearest the upper edge of the display to bring it on top. The staggered placement required moving mouse horizontally, however, and to some participants it seemed unclear when all documents had been viewed. In Piling Ordered, participants had to move the mouse to each document in the pile to bring it on top.
In an experiment with 11 participants, we have compared four interfaces that support navigation among documents: one using overlapping windows, one using a tabbed window, and two that arranged documents in a pile. Strong tasks effects were found in task completion times. In tasks that used visual features of documents, participants performed significantly better using piles, likely because visibility of documents was better compared to overlapping and tabbed windows. In contrast, participants performed better using overlapping and tabbed windows in tasks that required participants to scan through all documents. The aligned layout of document titles in the task bar and the tabbed windows’ tabs provided for scanning titles in sequence without much effort. Overall, participants preferred overlapping windows, commenting the taskbar as an advantage. In conclusion, results suggest that automatic spatial arrangement of documents in piles provides visibility of documents useful in some tasks, but suggest that techniques for aligning documents could be useful in tasks that involve serial scanning.
We were surprised that the Tabbed interface performed well, despite the efforts required in navigating to documents not visible in the tabs. Still, only ten documents were used in tasks, and we wonder how tabbed interfaces scale to more documents. Also, participants were effective at navigating many windows in sequence using the taskbar. However, in real life the taskbar often contains different application windows and documents are sometimes collapsed into a single tile.
For future work, several questions about the use of piles in interfaces for supporting navigation remain to be addressed. First, to provide benefits similar to those enjoyed from arranging and piling documents on desks, more work is required that looks beyond navigation among documents in a single pile. We have begun exploring interaction techniques that allow users to effortlessly arrange documents side by side, in multiple piles (see Figure 1). Another issue concerns how users will arrange and pile documents in focal and peripheral regions, for instance by arranging and ordering documents in piles in the periphery to structure their tasks and piling documents in the focus that are frequently used. This requires empirical studies of people working on more complex tasks than the simple navigation tasks used in the present study.
Further, while techniques for leafing through many documents in tabbed windows [6] and in piles [4] promise to support looking sequentially through documents, we have yet to see empirically studies of their use. Our data suggest that this might be particularly useful for piling interfaces. Stability. Piling Ordered was slower in Compare References tasks, which suggests that participants had difficulties remembering where the documents were. In contrast, Piling Recent seems more useful in this task because the three recent documents all were near the top of the pile. Tak et al. reach a different conclusion in a study of window switching interfaces: they found that a spatially stable layout allows faster switching to windows often switched to than a recency layout [29]. The importance of stability and recency in the spatial layout clearly depends on the task performed.
Also, participants in this study only navigated among 10 documents, with limited screen size. We wonder how piling interfaces scale compared to widespread techniques in navigating among many documents and with large displays. Last, it remains unclear how transient techniques can use spatial arrangement and representation of documents to support navigation among documents. We will address this in future work and explore how transient techniques can be used for leafing through document piles.
Moreover, in this study participants navigated only between documents that were unknown to them. The usefulness of piles in real use situations, where users open and arrange documents themselves, remains to be further researched. In particular, we are curious if spatially stable piles of documents, which were inferior in this experiment, might be useful for structuring work with multiple documents.
1. 2.
CONCLUSION AND FUTURE WORK
3.
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Overlapping windows and tabbed document interfaces are widely used in desktop environments, but they provide limited support for navigating among documents. Aimed at providing such support, this paper has investigated the use of automatically arranging documents in piles. Based on five dimensions, we have explored the design space of interfaces for navigation among documents using piles.
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Determining Usability Requirements into a Call-forTenders. A Case Study on the Development of a Healthcare System Timo Jokela Joticon Oy & University of Helsinki Finland timo.jokela@{joticon.fi, helsinki.fi} ABSTRACT
reported even in main newspapers. A room booking system of a city was not taken into use at all, due to its usability problems. Another public authority had a new website developed, where even the employees could not find basic information such as events or contact information.
Systems of public organizations, the development of which is acquired through public tendering, often suffer from poor usability. To resolve this issue, we explored how to determine usability requirements into a call-for-tenders. Our case is a usability-critical healthcare system to be developed for a city in Finland. We explored different options, and ended up with two measures: task completion success rate for defining effectiveness requirements, and a complementary measure that we call design solution success rate. We could not find appropriate ways for defining requirements that directly address efficiency and user satisfaction. Our case shows that the tendering context sets specific restrictions to the selection of usability measures, especially from the viewpoint of target setting and objective verification.
Why do these kinds of usability problems exist? It is reasonable to examine the specific development context: public tendering. A public authority needs issue a public call-for-tenders when acquiring the development of a new software system. The call-for-tenders includes the requirements for the system. The selected software development company is then committed to deliver what is required in the call-for-tenders.
Usability, user experience, measures, target levels, requirements, success rate, tendering, call-for-tenders
If usability is not among the requirements in the call-fortenders, it is understandable that software development companies do not consider usability when preparing their tenders. Vice versa, if usability is not required, inclusion of usability activities would lead to a more expensive tender and thereby make the tender less competitive.
ACM Classification Keywords
A Background Study
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
We studied public call-for-tenders for software systems in Finland over a four months period [23]. Many call-fortenders did not include any kinds of usability requirements. Those that did, typical requirements were kind of:
Author Keywords
INTRODUCTION
Systems in public organizations widely suffer from poor usability. A travel management system, used in many public organizations, is a revealing example of consequences the usability problems may lead to. Users report that making a single travel expense report may take up to three hours, and requires contacting user support every time. User failures and negative feedback were
• "Error situations should be avoided" • "The user's memory load should be minimal" • "The software should have a modern and user-friendly interface." The substance of these requirements represents usability. The problem is, however, that fulfillment of these kinds of requirements is not objectively verifiable. It should be agreeable between the customer and the software developer whether the requirements are fulfilled or not.
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For example, how to verify whether an implemented system meets the requirement "Error situations should be avoided", or the requirement "The user's memory load should be minimal?" These kinds of "requirements" are not true
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• We address a research problem – usability measures in the requirements context – that is not much studied. The focus of the research has been on measures in the evaluation context.
requirements; they can rather be regarded as wish lists that the development companies do not need to fulfill. An example of another type of requirement was: • "The software must be usability tested. A certificate of the test should be provided”.
• As we will show, the call-for-tenders context is a relevant aspect since it sets specific challenges to usability requirements. We found no empirical research on usability requirements in this context.
The fulfillment of this kind of requirement is verifiable (‘a certificate’). But in this case the validity is the problem. Validity means that the contents of the requirements should be right; i.e. the fulfillment of requirements truly means appropriate and good usability. A usability test – even multiple tests – does not guarantee good usability.
• The user base of systems of public organizations is remarkable; especially the growing number citizens who are becoming the users of e-governance applications. We find that the need for this research is most relevant from the pragmatic viewpoint, although in his remarkable study on usability measures, Hornbaek [11] does not include this topic among the research foci.
In one call-for-tenders, three user tasks were identified, with a requirement of the style: • "Log in. Success rate without any user guidance: 95%”. One problem here is the lack of coverage of the requirements. The requirements should cover widely enough the different areas of the system. It is not likely that there would only be three user tasks, and thereby the requirements are not comprehensive. (There also is a problem with the target setting; see discussion to follow).
LITERATURE REVIEW Usability Requirements Generally
Usability requirements at a general case are discussed rather widely in literature e.g. [8], [29], [26], [10], and [30]. The existing literature mainly focuses on describing and exploring the concepts and formats related to the definition of usability and the contents of usability requirements document, such as [15] and [13].
In all, our finding was that none of the call-for-tenders included usability requirements that had been verifiable, valid and/ or comprehensive.
Literature discussing target levels propose that one may include separate definitions for the target level (e.g. 90% of users can successfully complete a task) and the minimum acceptable level (e.g. 80% of users can successfully complete a task) [27]. Whiteside et al. [29] suggest that usability requirements be phrased at four levels: worst, planned, best and current.
Usability Measures vs. Usability Requirements
There exists substantial research on measuring usability. A large number of various usability and user experience measures can be found from the HCI literature [11]. Research has been carried out in understanding the correlations between the different usability measures [12] in an evaluation context. Lately, the research has expanded from usability to user experience measures [22].
There are not many empirical research reports on the use of quantitative usability requirements in practice. One of the few is one by Bevan et al. [5] who conducted case studies on quantitative usability evaluations following the Common Industry Format for usability testing, CIF [1] in a purchaser-supplier setting. Two of the case studies included the determination of quantitative usability requirements. In one case, five experts and four non-experts attempted to complete different sets of “typical tasks” in an existing system, and the goal of the new system was to “at least equal and if possible improve on these success rates”. Another case included a step “specification of the usability requirements”. It is reported that the cases were successful; however, the methodological aspects are not discussed in detail. - The author with his earlier colleagues report on measurable usability targets in product development [19].
Our research context represents another aspect of usability measures: rather than measuring usability in the evaluation context, our focus is how to determine measurable usability requirements. Defining measurable usability requirements induces a specific challenge that is not part of ‘only measuring usability’: one should be able to set target levels. For example, let’s say that a user satisfaction questionnaire SUS [6] is considered as a relevant usability measure. Measuring with SUS is quite straightforward. However, if one wants to use SUS in usability requirements, then one should determine the target level. Then we have a question: what should be the appropriate target level (e.g. 70, 80, or perhaps 90; SUS ratings are between 0 and 100)?
Usability Requirements in Software Contracting Research Problem and Relevance
Some authors have studied usability requirements specifically in the public software contracting context, e.g. [2], [24], [9], [3]. Their focus is on usability requirements after the selection of the software developer.
Our research problem is how to determine usability requirements for a call-for-tenders, so that they are verifiable, valid, and comprehensive. We find our research relevant for the following reasons:
There exists only limited research on the specific context of defining usability requirements in the call-for-tenders
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• The use of the system by the citizens will be voluntary.
context. Lauesen [21] is one of the few who specifically addresses the tendering context. He proposes an approach where critical user tasks and the related critical usability factors – such as efficiency, learnability and understandability - are identified, and metrics and target levels are chosen. He, however, does not go to details or report empirical experience.
• The citizens should not end up with erroneous results, whatever task they are to perform. The erroneous results would lead to waste of healthcare resources, or even to negative consequences in the health of citizens (e.g. recording measurement results erroneously). • The systems should be very easy to use by the healthcare personnel, too. They also have a lot of experience of systems of poor usability, and have a very critical attitude towards new systems.
A major example of measurable usability requirements is Voluntary Voting System Guidelines (VVSG) recommendations [16] where ‘overall performance metrics’ are defined. Five usability metrics are identified:
THE PROCESS FOR EXPLORING THE USABILITY REQUIREMENTS
• Total Completion Score: the proportion of users who successfully cast a ballot;
Overview
• Perfect Ballot Index: the ratio of the number of cast ballots containing no erroneous votes to the number of cast ballots containing one or more errors;
The original setting of the work was not a research study. The case study is a normal commercial development project, with the specific feature that usability was seen truly critical for the success of the system. The author’s task was to determine 'usability requirements’. Defining usability requirements in the context of public tendering, however, proved to be challenging and got a nature of research work.
• Voter Inclusion Index: a measure of both voting accuracy and consistency; • Average Voting Session Time: mean time taken per voter to complete the process of activating, filling out, and casting the ballot; and
The requirements team consisted of a requirements analyst, two healthcare professionals and a usability consultant (the author). Experts on tendering software systems reviewed the requirements at several points of the requirements process.
• Average Voter Confidence: mean confidence level expressed by the voters that the system successfully recorded their votes. VVSG, however, is not a call-for-tenders setting in the sense that a contract would be made with single development companies, prior it is to develop the system. Further, VVSG is setting where big resources are expected (e.g. tests with 100 users).
The main source of data arose from the reflective thinking of the of the author, the author’s discussions and feedback with the representatives of the project team, raising the issue in a discussion list of usability professionals, in personal discussions with other usability professionals, and also – by coincidence – in an ISO usability standards meeting where the topics very close to the research problem were discussed. Overall, the requirements were composed iteratively: there are approximately 10 iterative versions of the requirements.
Summary
In summary, there exist substantial earlier work related to usability requirements but only limited earlier work on usability requirements in the context of public tendering. As the basis of our work, we utilize the various measures described in the literature, and the approaches for determining target levels. The idea of Lauesen, as well as the example of VVSG, is based on defining usability measures, and setting target levels. This is also our approach that we took in our project.
Phases
The determination of usability requirements consisted of the four main phases as illustrated in Figure 1: definition of strategic usability targets; identification of user groups; definition of the context of use; and definition of operational usability targets.
RESEARCH CONTEXT: THE HEALTHCARE SYSTEM
Our case study is a requirements determination project for a health-care system where the customer is Oulu, a city with 140 000 habitants in Finland. Healthcare costs getting higher all the time. It is hoped that the new system would decrease costs, through providing a platform through which the citizens can do part of their healthcare activities in their homes through Internet.
Defining Strategic Usability Targets
Strategic usability targets are business-driven high-level goals that address the benefits of usability, without going to the details of user tasks, usability measures, etc. A number of key stakeholders, managers and initiators were interviewed, and the strategic requirements for the system were determined. The usability strategic targets were determined as:
The usability of the system should be good for several reasons: • The financial success of the system requires that the system will be widely used, by majority of the citizens.
• The users (citizens, healthcare personnel) should be able to use the system without training
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• All users (citizens of the target groups, healthcare personnel) should complete their tasks correctly, no matter which task they are to perform
• The user experience when carrying out routine tasks should be high as well, so that the users would use the system regularly (for example, citizens with chronic diseases have such routine tasks)
• The first trial of using the system should be such a positive experience, so that the user would continue using the system also in the future
Overall, usability was seen truly critical to the success of the system.
Figure 1. Usability requirements determination covers four steps (the reference: the JFunnel lifecycle model [17], [18])
identified dozens of user tasks, defined task goals to each of the tasks, and characterized the tasks based on whether they are ‘occasional’ or ‘routine’. An example of task definition is provided in Table 1.
Identification of User Groups
The basic categorization of users was obvious: the citizens and the healthcare personnel. • Citizens include the potential customers of the system (e.g. asthma or diabetes patients) who are accustomed to use basic Internet services, such as network banking and purchasing of tickets.
A specifically challenging job was to determine the task goals. The goals had to be defined precisely enough, so that they could be used as criteria for the correct completion of the tasks.
• The healthcare personnel consists of all those professionals (doctors, nurses, etc.) that need to use the system.
The determination work was based on: • The knowledge that the project team had on the applications and users
These two main groups, naturally, fall into sub categories. We, however, did not find necessary to define the sub categories at the requirements phase.
• Discussions and workshops with users, especially healthcare personnel • Interpretations, questions and comments imposed by the researcher
Definition of the Context of Use
Identification of user tasks, task goals and characteristics was a laborious task. The system contains several applications (appointment booking, weight control, recording of measures, etc.). For each application, we
Field studies – observations of users – were not carried out. First, we had resource limitations. Second, the healthcare personnel of the project team had a good knowledge on user
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• User satisfaction can be measured with a questionnaire, for example SUMI [20] , SUS [6] and QUIS [7]
tasks and task goals – although the knowledge was rather tacit. Most of the users tasks of the system are carried out even today, with exception that they are currently carried out by healthcare personnel only (when citizens visiting hospitals or health centers). Task name
Reserve a time in the laboratory
User
Citizen
Task goal
The following will be correctly defined: date and time; the correct laboratory unit. The user becomes informed: what is the latest time for canceling or changing the time; how he/she should be prepared
Task characteristics
We started to formulate the requirements based on the 9241-11 attributes of usability. The task proved not to be simple, and several iterations were required. THE RESULT: THE USABILITY MEASURES, MEASURING INSTRUMENTS AND TARGET LEVELS
A measurable usability requirement consists of three elements: • Definition of the usability measure. The attributes effectiveness, efficiency, and satisfaction are of too high level of abstraction. One needs to define the precise measure(s) for the attributes. In some sources, e.g. VVSG [16], the measure is part of the definition of the measuring instrument. We, however, find it clearer to define these separately.
To be carried out occasionally
• Description of the measuring instruments. One needs to define exactly how the measuring is to be carried out.
Table 1. An example of the definition of a user task, task goal and task characteristics
• Target level. The target level defines ‘how good the system is to be’; it is the ultimate requirement for the usability.
Determination of Operational Usability Targets
The outcome of this phase is the ultimate goal of the requirements work: the usability requirements. As said, the aim was that the requirements be verifiable, valid, and comprehensive.
In the following, we discuss the measures from each of the usability attributes – effectiveness, efficiency, and satisfaction – separately. We justify our selections, and also describe why some potential measures were abandoned.
When examining the strategic usability goals, we concluded that the definition of usability of ISO 9241-11 is applicable in our case: “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use” [13].
Measure for Effectiveness Definition of the Measure
One of our strategic usability objectives was that “all users should be able to carry out their tasks correctly”. A natural basic choice for the measure is Nielsen’s task success rate: “the percentage of tasks that users complete correctly” [25].
• Effectiveness: users should be able to correctly perform their tasks • Efficiency: it should be easy to do the routine tasks
We, however, modified the Nielsen’s measure in two steps. First, we modified the measure as to “the percentage of users that complete a task correctly”. We call this task completion success rate. The reason for this modification was that we wanted to identify exactly those tasks that users have problems with. Thereby we can report the software developer exactly those parts of the system where improvements are required.
• Satisfaction: the user experience should be of high level, because the use of the system is voluntary and one should want to use the system after their first experience We are aware that there exist many other potential attributes of ‘user experience’ [22]. We, however, found the ‘traditional’ usability attributes adequate, because they very well match with the strategic usability objectives. In addition, this system is not meant for competitive consumer market, and we reasoned that no specific ‘gimmicks’ are needed, just a highly usable system.
The other modification was about the ‘percentage’. It is not possible to verify a requirement that is formulated in a style “90% of users should complete a task correctly” (unless one tests with the whole population). When one tests with a sample population, one only gets a certain confidence on the minimum and maximum number of users that complete a task correctly.
The literature reports a bunch of various usability measures for each attribute: • An example of an effectiveness measure is task success rate: the percentage of tasks that a user can successfully complete [25].
We also considered the style “9 out of 10 test users should complete a task correctly”. The problem in this style is that the result depends on the set of test persons, and thereby the results do not necessarily represent the whole target population.
• Efficiency can be measured by the mean time needed to successfully complete a task.
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Thereby, our conclusion was to define the measure in a statistical form: 95% confidence that at least a predefined percentage of the target population completes a (specific) task correctly. We defined a task to be completed correctly when • The outcome of the task is correct
Number of test persons
Maximum number of unsuccessful attempts
10
0
20
1
26
2 Table 3. The maximum number of unsuccessful attempts 1
• The user believes that he/ she has accomplished the correct outcome
Measures for efficiency
In other cases, the task is not completed correctly.
Efficiency was found strategically relevant, especially because some users are expected to use the system routinely. We explored three alternatives for measuring efficiency
For comprehensive requirements, we had to define what is the ‘correct completion’ for each task. This led to a document of 70 pages that includes 20 – 50 definitions per application (an example is the definition: see Table 1).
• Task time • Adherence to design requirements
Measuring Instrument
• Task efficiency success rate
The measurement instrument should answer the question: How the task completion success rate is measured? The natural choice for the measuring instrument is usability testing.
Efficiency is typically measured through task time. We, however, did not find feasible to determine efficiency requirements using tasks time, because we did not have any measured benchmarks for task times. And we did not have resources to benchmark task times during the project.
A definition of the usability tests was produced, defining who are the test users, what are the tasks that the users are to do, what is the criterion for ‘task completion success’, etc. We defined, for example, that “the customer may select any set of user tasks, presuming that they represent natural order of work flow of the test person”. We provide the software developer the possibility to comment on selection and definition of the test tasks, prior the tests.
We also considered using design requirements, i.e. adherence to usability guidelines. We especially considered ISO 9241-110 [14] that includes appropriate guidelines, for example: “The steps required by the dialogue should be appropriate to the completion of the task, i.e. necessary steps should be included and unnecessary steps should be avoided.”
Target Level
We, however, decided to reject the measure because we could not understand how such requirements could be objectively verifiable. The verification would solely be based on expert reviews. We considered that this might lead to problems in agreeing on the results.
We set the target level as to: 95% confidence that at least 75% of target population completes the task correctly, as illustrated in Table 2. Users
Tasks
Target: the number of successful users
Citizens and healthcare personnel
Any task
95% confidence that at least a 75% of target population completes the task correctly
We further considered a subjective measure: the percentage of users that do not perceive the task unnecessary complex to do. Through this measure we hoped to addresses those design problems that lead to unnecessary user steps or actions. We, however, found difficult to measure this ‘perceived complexity’ in a valid way.
Table 2. The target level for task completion success rate
The percentage (75%) may seem quite modest - our strategic target was defined as to “all users should complete their tasks correctly”.
Our conclusion was we could not find an appropriate way for defining directly efficiency requirements.
We chose the target level because “at least 75% with the confidence of 95%” is statistically quite a high target anyway. For example, it we test with 10 users, all of them should be successful. See Table 3.
Satisfaction is relevant generally, and especially in this case because the strategic target was that users’ experience should be positive. The requirement was that after a first trial, a user should want to use the system again.
Measures for satisfaction
For measuring satisfaction, we considered using SUS, based on recent promising findings [28] [4]. We, however,
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abandoned SUS because we were not able to find any basis for defining the target level (i.e. should the target level be 70, 80, or perhaps 90?).
Overall, we found important to have a way capture other but the effectiveness aspect (task completion success rate); and design solution success rate is a complementary aspect.
Norms exist for the SUMI questionnaire [20]. Thinking afterwards, we could have considered more seriously the use of SUMI. Still setting the target level may have been a problem. In addition, SUMI is a ‘heavy weight’ commercial questionnaire, and its costs may have been a hinder.
We believe that the measure is objectively verifiable, although we see the risk that agreeing on a user problem may be more difficult that verifying the outcome of a task. Measuring Instrument
The measurement is usability testing. The tests can be the same ones as those for measuring the task success rate (see discussions above).
We also considered ISO 9241-110 guidelines. Our rationale was that designing the user interface following the guidelines (e.g. “If typical input values are required for a task, these values should be available to the user automatically as defaults.”) would probably have a positive impact on user satisfaction. We rejected the measure because of the same reasons as with efficiency: we considered that this might lead to problems in agreeing on the results.
Target Level
We set the target level: 95% confidence that at least a 50% of the target population do not have problems with a specific design solution, as illustrated in Table 2. We set the target level lower than the effectiveness target because we find that effectiveness is the key attribute.
Our conclusion was we could not find an appropriate way for defining directly satisfaction requirements. A mixed measure
We anyway found it important to have other usability requirements determined, in addition to effectiveness. We wanted to capture efficiency and satisfaction in some way. Our solution was a metric that we call design solution success rate.
Users
Tasks
Target: the number of successful users
Citizens and healthcare personnel
Any task
95% confidence that at least a 50% of the target population do not have problems with a design solution
Table 4. The target level for design solution success rate Definition of the Measure
We define design solution success rate as 95% confidence that at least a predefined percentage of target population do not have problems with a specific design solution.
Table 5 illustrates that if we test with 10 users, two users are allowed to have problems with a specific design solution.
A ‘design solution’ may represent different areas of design: terminology, presentation of information, error handling and recovery, dialogues, tables and forms, wizards, the steps required to accomplish a user task, etc.
Number of test persons
Maximum number of user problems
10
2
16
4
21
6
We defined that a user has a problem with a design solution when
Table 5. The maximum number of user problems
• When performing a task, a user gets into a trouble due to a specific design solution: makes a longer stop, is uncertain how to continue, makes errors, gets frustrated, etc. A user is not regarded to have a problem if an error was just a slip, or the problem is a minor one.
Summary
In summary, we ended up with two measures: task completion success rate and design solution success rate. We could not find a way to define direct measures for efficiency and user satisfaction (Figure 2).
• A post-task interview confirms that the user problem was due to the specific design solution. We are aware that user errors are typically considered as measures of effectiveness [13]. But our hypothesis is that design solution success rate contributes for the evaluation of efficiency and satisfaction: • Time spent recovering from problems would impact efficiency. • Frustration with problems with design solutions would lead to dissatisfaction. Frustration with unnecessary complex steps would also reveal efficiency problems.
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• Validity. We deduced the usability requirements from the business needs of the system. We justified the selection of the measures and target levels. We believe that we reached at least reasonable valid requirements; but we advice the reader to critically go through our justifications. • Coverage. The coverage is based on the systematic determination of user tasks (with outcomes). We tried to capture all the relevant tasks; the document is approximately 70 pages.
Figure 2. The usability measures of the case project CURRENT STATUS OF THE PROJECT
The usability requirements were defined as obligatory requirements in the call-for-tenders. In other words, the development company is obliged to develop a system that meets the usability requirements.
When we contrast our results with work of others, we can find that • Unlike what is proposed in literature (e.g. [27]. [29]), we found not applicable to determine ‘acceptable’ and ‘minimum acceptable’, or ‘worst, planned, best and current’ levels of requirement. At least in our case our conclusion was that one needs only one target, and that is the minimum acceptable level.
The city received several tenders. We found this as a good result: the tough usability requirements did not scare the software suppliers from making tenders. At the time of writing this paper, the supplier is selected, and the implementation of the system is about to start.
• In our context, we found that there was no reason to categorize tasks into more or less critical ones. We just could not identify any task where user failure would be acceptable. Also this made the determination of requirements easier; we did not need to identify less and more important tasks.
DISCUSSION
We determined usability requirements – measures, measuring instruments and target levels - into a call-fortenders for the development of a usability-critical healthcare system. We explored different options, and ended up with two measures:
• When contrasting our measures with ones of VVSG, some differences can be found. For example, in contrast with our Task Completion Success Rate, VVSG has a measure Total Completion Score (TCS) that is the proportion of users who successfully cast a ballot, whether or not the ballot contains erroneous votes. In other words, TSC includes incorrectly completed tasks, and another measure for measuring the proportion of successful votes. In our context, we found that it was adequate to use one measure only for effectiveness.
(1) Task completion success rate: 95% confidence that at least a predefined percentage of the target population completes a (specific) task correctly (2) Design solution success rate: 95% confidence that at least a predefined percentage of target population do not have problems with a specific design solution call We could not find appropriate ways for defining requirements directly for efficiency and user satisfaction. Our study shows how the tendering context set specific restrictions to the selection of usability measures. The measures should be driven by the strategic usability goals of the system. One should select measures where one has a clear base, on which to define the target levels. The measuring instrument should objective, fair to the developer, and practical to use without extensive resources. We have presented reasoning on choosing the measures and setting the target levels, as proposed in [11].
The starting point of our research was solely practical. Still, we can find that we addressed some of the challenges posed in Hornbaek’s study [11]: • We interpret that the task completion success rate is about ‘macro tasks’, and the design solution success rate is about ‘micro tasks’. Thereby, we make the distinction proposed in [11], and even focus on the ‘macro tasks’, as suggested. • The design solution success rate can be regarded as one approach to extend measures of satisfaction beyond postuse questionnaires, although one needs to consider that it is not a direct user satisfaction measure.
We aimed for usability requirements that are verifiable, valid, and comprehensive. To which extent we were successful then? • Verifiability. Task success rate should be rather verifiable; probably the biggest risk is in the definitions of outcomes of the user tasks (there are so many user tasks). A risk may be in agreeing the problems when testing the design solution success rate. Naturally, we know more about this after the tests have been carried out.
Limitations
While we believe that the effectiveness measure - task completion success rate - is valid (a slight modification of an existing measure), we understand the potential problems of the design solution success measure. We do not have any evidence about how it correlates to user satisfaction. The idea of measuring design problems is very close to one of measuring user errors, which is often used as a measure for
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effectiveness. Further, although we expect the measure be objective, we admit that there are risks, too.
usability’ with questionnaires? Or should there be developed other kinds of subjective measures for satisfaction for defining requirements?
At this stage, we do not yet have empirical results on the impact that the usability requirements have on the development project and the usability of the final system.
There is also need for research for how to deduce the appropriate measures and target levels from the business context of the system. We explain how we came up with the specific measures and target levels in the case of our healthcare system. But we find that there exists only limited guidance on how to do this.
Implications to Practice
We believe that this work is useful for usability practitioners who are involved in preparing public call-fortenders for software systems. This article provides lessons learnt, and also examples for how to determine usability requirements.
CONCLUSION
We determined usability requirements into a call-fortenders for the development of a usability-critical healthcare system for a European city. We determined effectiveness requirements using a variation of an existing measure. Direct measures for efficiency and satisfaction requirements could not be determined; we used an indirect measure that we call design solution success rate. Our experience shows that the tendering context sets specific considerations to the applicable types of usability measures.
The paper also shows that determining appropriate usability measures and setting target levels is a challenging task. One should aim to usability requirements that are verifiable, valid and comprehensive. Defining usability requirement requires quite remarkable resources and usability expertise. We believe that this work is interesting also for a larger audience of usability practitioners. The author with earlier colleagues reported a positive experience of setting measurable usability requirements in product development [19]. We proposed in that “it is not necessary to know how to measure exactly at the time of determining the requirements”. The public tendering context, however, is more demanding. Now we find that our earlier conclusion is not true: for objective verification, one absolutely needs to define the measuring instruments in the requirement phase.
ACKNOWLEDGEMENTS
I wish to thank the team and management of the ‘Omahoito’ team for co-operation and an interesting case: Riikka Hirvasniemi, Keijo Koski, Jarkko Polvi, Maarit Salmi and Seppo Voutilainen. I also wish to thank Jeff Sauro for the hint for the statistical style of defining usability measures. Further I thank the CloudWS program of Tivit and Tekes, which supported especially the theoretical part and writing of this work. Finally, I thank the anonymous reviewers for the valuable comments.
Topics for Future Research
Only few case studies are published on measurable usability requirements. This article is one of them, in the specific context of public tendering. More empirical studies are welcome, also in the wider context of defining measurable usability requirements.
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Another viewpoint of measurable usability requirements is the impact on software development companies. They should be able to deliver ‘measured usability’ – not only e.g. number of usability tests or user studies. This probably is a new challenge. But as we see, verifiable, valid and comprehensive usability requirements this is the only way to assure good usability from the purchaser’s point of view.
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20. Kirakowski, J. and M. Corbett, SUMI: The software usability measurement inventory. British Journal of Educational Technology, 1993. 24(3): p. 210-212. 21. Lauesen, S. Usability requirements in a tender process. in OZCHI’98. 1998. Adelaide. 22. Law, E., et al. Towards a UX Manifesto. 2007. Lancaster, UK: http://www.cost294.org. 23. Lehtonen, T., et al., To Which Extent Usability Truly Matters? A Study on Usability Requirements in Callfor-Tenders of Software Systems, Issued by Public Authorities. Manuscript (in review for publication). 2010. 24. Markensten, E. and H. Artman. Procuring a Usable System Using Unemployed Personas in NordiCHI 2004. 2004. Tampere. 25. Nielsen, J., Success Rate: The Simplest Usability Metric. http://www.useit.com/alertbox/20010218.html. 2001. 26. Nielsen, J., Usability Engineering. 1993, San Diego: Academic Press, Inc. 358. 27. NIST, Proposed Industry Format for Usability Requirements. Draft version 0.62. 8-Aug-04. 2004. 28. Sauro, J. and J.S. Dumas. Comparison of Three OneQuestion, Post-Task Usability Questionnaires. in CHI 2009. 2009. Boston. 29. Whiteside, J., J. Bennett, and K. Holtzblatt, Usability Engineering: Our Experience and Evolution, in Handbook of human-computer interaction, M. Helander, Editor. 1988, North-Holland: Amsterdam. p. 791-817. 30. Wixon, D. and C. Wilson, The Usability Engineering Framework for Product Design and Evaluation, in Handbook of Human-Computer Interaction, M. Helander, T. Landauer, and P. Prabhu, Editors. 1997, Elsevier Science B.V: Amsterdam. p. 653-688.
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Descriptive Quality of Experience for Mobile 3D Video Satu Jumisko-Pyykkö(1), Dominik Strohmeier(2), (1)Tampere University of Technology P.O.Box 589, 33101 Tampere, Finland satu.jumisko-pyykko, timo.j.utriainen{@tut.fi}
Timo Utriainen(1), Kristina Kunze(2) (2)Ilmenau University of Technology P.O.Box 100565, 98684 Ilmenau, Germany dominik.strohmeier, kristina.kunze{@tuilmenau.de}
ABSTRACT
context of use. To understand this construct of quality components, subjective quality evaluation experiments with prospective users are conducted.
Perceptual quality evaluation experiments are used to assess the excellence of multimedia quality. However, these studies disregard qualitative experiential descriptions, interpretations, and impressions of quality. The goal of this paper is to identify general descriptive characteristics of experienced quality of 3D video on mobile devices. We conducted five studies in which descriptive data was collected after the psychoperceptual quality evaluation experiment. Qualitative semi-structured interviews and written attribute description tasks were conducted with over 90 naïve participants. The experiments contained an extensive and heterogeneous set of produced quality by varying content, level of depth, compression and transmission parameters, and audio and display factors for 3D. The results showed that quality of experience is constructed from four main components, 1) visual quality, 2) viewing experience, 3) content, and 4) quality of other modalities and their interactions.
The term ‘quality’ has two dimensions: ‘the degree of excellence of something’ and ‘a distinctive attribute or characteristic possessed by -- something’ [24]. The excellence of multimedia quality is conventionally explored using quantitative quality evaluation experiments according to standardized procedures (e.g. by ITU [12,13]). Within these approaches less attention has been paid to understand the descriptive experiential dimensions of multimedia quality. According to previous descriptive studies, multimedia quality of experience is a more complex phenomenon than just a collection of impairment characteristics [16]. The active nature of human perceptual processes, in which material-driven characteristics as well as high-level knowledge, emotions, and attitudes are represented, is a necessary part of it [6,8,16,21,25]. For example, experienced audiovisual quality of mobile video is characterized by the impressions of audio, video, audiovisual, content, and usage factors [16]. In overall, current descriptive studies are rare. They target on 2D systems, explore mainly one medium at the time, or use settings irrelevant for 3D on mobile devices, and finally conclude quality of experience under the constraints of the study-dependent characteristics [1,10,16,22,23,27,28,32].
Author Keywords
Quality perception, quality of experience, multimedia, 3D ACM CLASSIFICATION KEYWORDS
H.5.1 Multimedia Evaluation/methodology
Information
Systems:
INTRODUCTION
Goal of this paper is to identify general descriptive characteristics of experienced quality of 3D video on mobile device. We conduct five qualitative studies where data-collection is based on interviews or written attribute descriptions of naive participants, and collected after a psychoperceptual quality evaluation experiment. The studies contained a broad set of heterogeneous, produced quality factors by varying content, level of depth, compression and transmission parameters, audio and display factors for 3D. We summarize the results as a model of descriptive quality of experience for 3D mobile video. Our work benefits academia to build up deeper understanding on the nature of perceptual quality and practitioners to develop descriptive (vocabulary-based) evaluation tools and apply the gained knowledge in the system development.
3D is expected to emerge from cinema to personal consumer electronics. For 3D on mobile devices, interest has been expressed towards video, television, and gaming [19]. In these applications, 3D can provide a greater immersion experience for users if this added value is not restrained by erroneous image quality [32]. The overall excellence of 3D is influenced by content production, required high-level of compression, requirements set by transmission channel, and finally, the quality of the display. However, the final quality is determined by user’s perception, influenced by his/her characteristics and the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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QUALITY OF EXPERIENCE – 3D VIDEO ON MOBILE DEVICE AND ITS EVALUATION
pattern of low- and high-level factors can be identified in other related descriptive studies.
Quality of Experience (QoE) describes the relationship between perceived and produced quality and is also understood as a “multidimensional construct of user perceptions and behaviors [35]”. Produced quality represents provided quality of a certain system and is limited by its constraints. In mobile 3DTV systems, produced quality is characterized by various factors along the production chain on the levels of content, media and network [7]. Impairments like blocking artifacts or frame loss occur, propagate jointly over the chain and can influence the user’s experienced quality [2,7,32].
The majority of descriptions of quality are focused on lowlevel factors containing the descriptions of apparent features of uni- and multimodal material. Low-level factors in descriptive evaluation of audio and video often offer a description of either the excellence of stimuli or, with the use of antonymous expressions, their perceived impairments. In image and video quality research, low-level factors relate to the sharpness of the stimulus, its colors or brightness [1,10,27,28,32]. This is also valid for 3D videos (blurry, artifacts [33], brilliant [32]). In addition, low-level factors in 3D research often characterize an impairment of video quality through the display technology and crosstalk [32,33]. In audio research, assessors’ low-level descriptions lists timbral aspects (hissing, metallic [22]; “timbral balance between low-frequency and high-frequency” [22]) and distortions of the sound [22,23]. The combined audiovisual low-level factors emphasize motion, its errors and the synchronization between audio and video, and the balance between the qualities of the two media [16,26].
Perceived (or experienced) quality describes quality from the user’s point of view. It is characterized by the user’s active perceptual low- and high-level processing. Low-level processing extracts relevant features from the perceived sensory information. In vision, color, brightness, contrast, motion, and stereoscopic information are processed in the early stage of the perceptual process [8]. In audio, pitch, loudness, timbre or runtime differences for localization are relevant features [21]. High-level cognitive processing refers to the interpretation of stimuli through their personal meaning and relevance to human goal-oriented actions. This process is influenced by our knowledge, expectations, and emotions [6,25]. It affects the importance of each sensory attribute and more broadly enables human contextual behavior and active quality interpretation [14, 16,25-27]
Going beyond the apparent features of stimuli, the highlevel factors describe content, usage factors, and in 3DTV research, the added value of 3D. While only few were identified in descriptive audio quality research [22,23], high-level factors emphasized in visual quality evaluation, especially related to 3D videos. One of the key factors is object recognition [1,32]. In addition, the look of the stimuli is interpreted and assessors describe content as “professional” [27] or “amateurish” [27] or classify stimuli as “artistic” [27] or “life-like” [10]. A special aspect related to 3DTV is the added value which refers to an enhanced experience of 3D video in comparison to existing systems and an impression of increased reality or “emotional experience” [10] of the content [5,10,32].
To assess the impact of quality factors on perceived quality, different methods are applied in audiovisual and 3D-related research. Standardized psychoperceptual evaluation methods and their extensions study perceived quality quantitatively [9,12,13,18]. They are useful tools to examine a predefined set of technical quality parameters. However, their ability to discover new quality factors and quality structures is limited. To overcome this shortcoming, descriptive methods have been developed applying either interview-based approaches [16,27] or sensory profiling methods [29,32]. These descriptive methods extend quality evaluation with a hypothesis-free quality factor elicitation.
Taken together, currently existing descriptors construct audiovisual (3D) Quality of Experience from components of low-level and high-level factors as proposed by JumiskoPyykkö et al. [16]. Especially low-level factors show strong study-dependent results highlighting specific excellence of the system under evaluation. The high-level factors of 3D video were identified as content, usage factors, and the added value of 3D. Although the components of visual and audio descriptions can also be found in audiovisual descriptions, the results of multimodal descriptions show that audiovisual quality is more than just their combination. Following, we present our elicitation of experienced quality factors for audiovisual 3D quality perception.
DESCRIPTIVE QUALITY OF EXPERIENCE: FROM CHARACTERISTICS OF STIMULI TO BEYOND IT
In descriptive assessment methods for multimedia quality, assessors describe the factors that form their individual (multidimensional) QoE rationale. In contrast to quantitative approaches [12,13], quality is thereby expressed qualitatively in terms of open questions or sensory attributes and their definitions [16,27,32]. In general, Jumisko-Pyykkö et al. [16] showed that people derive two different kinds of quality descriptions. “Lowlevel factors” are directly derived from the characteristics of the presented stimuli, whereas “high-level factors” represent attributes that take into account users’ goals of using the system or their knowledge about the system. This
RESEARCH METHOD
The experienced quality descriptions were collected in five studies (following exp1 to exp5) into different research challenges for mobile 3D television and video. The experiment characteristics are summarized in Table 1.
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Goal – We investigated audiovisual experienced quality under monoscopic and stereoscopic video presentation (exp1, exp4, exp5), studied the influence of video coding methods, coding settings, and transmission parameters on experienced quality of mobile 3D television (exp2 to exp5). All experiments were conducted in controlled laboratory environments. In addition, exp4 was conducted in indoor quasi-experimental (home-like) settings and exp5 in two different real-life-like settings.
positive/negative?” The interviewer used only the terms introduced by the participant. In exp 4, the interview was complemented with a stimuli-assisted description task in which a set of stimuli was shown one by one in randomized order and the test participant was shortly interviewed after each presented video. Stimuli - Heterogeneous stimuli material that represented the characteristics of potential contents for mobile 3D TV [19] were used in the experiments. The stimuli contained synthetic and natural video scenes, varying depth levels, and differing amounts of details (spatial) and movement (temporal) [Table 1].
Participants – Participants were aged 18-45 years and both genders were equally represented. The majority of them represented naïve participants (not studying, working or otherwise engaged in fields relating to video processing or television). The participation to only one of the experiments was accepted.
The variables of the experiments were selected to have impact on spatial, temporal, and depth quality of the test items. To study a quality comparison between 2D and 3D video, the presentation mode of the stereoscopic display was varied. Different coding methods, quality levels, bit rates, frame rates, and transmission error rates were varied for mobile 3D television and video. The related audio varied presentation mode (mono, stereo) and bit rates. All test stimuli were encoded using the recommended codecs: mp4v, H.264/AVC Reference Software JM 14.2 and H.264/MVC reference Software JMVC 5.0.5 and H.264/AVC (x264 b1077) with baseline profile for video. Audio was encoded with WMA9 and AAC-HEv2.
Procedure - All studies consisted of two parts: psychoperceptual and descriptive quality evaluation. Prior to the psychoperceptual evaluation sensorial tests, demographic data collection, and quality anchoring and training took a place. During the test session, the stimuli were presented one by one and rated independently and retrospectively using a bidimensional research method of acceptance [13,18]. The quantitative evaluation task was repeated in different contexts of use (exp4). The post-test session collected qualitative quality descriptions using two different methods. Open Profiling of Quality (OPQ) was used in exp1 to exp3 [32]. During the attribute elicitation task of OPQ, test participants watch a subset of test stimuli. While watching, they write down their own quality attributes. Hereby, assessors are not limited in the derivation of quality attributes. Each individual quality attribute should be unique, it should describe exactly one aspect of perceived quality, and the assessor must be able to define it. These definitions are collected at the end of the elicitation task for each attribute to better understand their meaning. Again, the test participants write down these definitions using their own words (e.g. movement - movements cannot be identified). In previous OPQ studies, these descriptions have only been used for interpretation of the individual attributes in the final analysis [32]. However, these definitions represent another qualitative view on experienced quality. In this paper, we took the descriptions of attributes as an independent dataset of elicited experienced quality factors.
Presentation - Two different devices equipped with twoview autostereoscopic displays were used in the experiments. These displays provide two separate views, one for each eye of the observer by selectively blocking the light when viewed from different directions [4]. The brain fuses the two different images into a three-dimensional image freely floating above the display. Autostereoscopic displays do not require the use of specialized glasses to experience the 3D effect as the light filter is built into the display [4]. Audio was played back using headphones (exp1, 3: AKG K450; exp4-5: Sony MDR-E818LP). Method of analysis - The analysis followed the principles of Grounded Theory framework through systematical steps of open coding, concept development and categorizing [31]. The analysis of components of quality of experience was conducted in two phases: Firstly, all studies were analyzed independently. Secondly, over the studies analysis was based on the results of independent analysis. 1. Analysis of components of quality of experience in independent studies - The analysis contained three main steps: 1) Open coding towards concepts: In the interview studies (exp4-5) all recorded material was transcribed to text, meaningful sentences were extracted and open-coded from all data for creating concepts. This phase was conducted by one researcher and reviewed by another researcher. In the attribute data (exp1-3), as the descriptions were short (one sentence), well-defined, and exact compared to the interview data they were treated directly as the concepts in the analysis.
In exp4 and exp5, the post-test session contained a semistructured interview about experienced quality. During the interview the main question with slight variations was presented several times and the supporting questions were asked to clarify further the answers from the main question. The main question was: “What kind of factors you paid attention to while evaluating quality?” and the supporting questions were: “Please could you clarify was X among the positive/negative factors/pleasant/unpleasant?” and “Which of the factors you mentioned was the most
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Table 1. Characteristics of the experiments (VS=visual spatial details, VT=visual temporal motion, VD=amount of depth; L=low, M=medium, H=high) EXPERIMENT
DEVICE
EXPERIMENT VARIABLES
Exp1 [32] Sample size: 15
HDDP
Video: presentation mode (2D/3D); Audio: presentation mode (mono/stereo); Content: 6 contents
Exp2 [32] Sample size: 15
Exp3 [34] Sample size: 17
Exp4 [15,17] Sample size: 30
Exp5 [15,17] Sample size: 15
427x240px 3.5” headphones
HDDP 427x240px 3.5 “
HDDP 427x240px 3.5 “ headphones
3D LCD 400x480px 3.3 “ headphones
3D LCD 400x480px 3.3” headphones
STIMULI CHARACTERISTICS AND AUDIOVISUAL CODECS Length: ~ 18s Videos: Synthetic and Natural Presentation mode: 2D and 3D Quality level: Highly acceptable
Video: 4 coding schemes, 2 quality levels (low: 74-160kbps bit rate, high: 160452kbps); Content: 6 contents
Video: mp4v, 10-22Mbit/s, 25fps Audio: WMA 9, 48kHz 16bit Length: ~ 10s Videos: Synthetic and natural Presentation mode: 3D Quality level: Highly acceptable
Video: 3 coding schemes @ slice and nonslice mode, 2 MFER rates (10%, 20%); Audio: clean audio; Content: 4 contents
Video: H.264/AVC (JMVC 5.0.5) Audio: none Length: ~ 60s Videos: Synthetic and natural Presentation mode: 3D Quality level: Highly acceptable
Video: H.264/AVC (JM 14.2), MVC (JMVC 5.0.5) Audio: WMA 9 11/44.1 kHz Video: bit rate 160-1536kbps, frame rate 10- Length: ~ 30s 24fps, presentation mode (2D/3D); Videos: Synthetic and natural Content: 4 contents; Presentation mode: 2D and 3D Context of use: laboratory, home-like Quality level: Mainly unacceptable
Video: bit rate 320-768kbps, presentation mode (2D/3D); Audio: bit rate 18-48kbps; Content: 4 contents; Context of use: laboratory, bus-travel, station-wait
Video: H.264/AVC (x264 b1077) Audio: AAC-HEv2 (Nero 1.3.3.0), 44.1kHz 48kbps Length: ~30s Videos: Synthetic and natural Presentation mode: 2D and 3D Quality level: Mainly unacceptable
CONTENT CHARACTERISTICS VS VT VD Animation H H M Documentary H M H Videoconference M L M User-created H H H Music video M M M Documentary H M H Talking head Animation Feature film Horse Mountain Sports
M H H M H M
L M H L L H
L M M H H H
Documentary Animation Nature Roller
H H H H
M M M H
H H M H
Animation User-created Documentary Series
H M L L
H L M L
M M H M
Animation User-created Documentary Series
H M L L
H L M L
M M H M
Video: H.264/AVC (x264 b1077) Audio: AAC-HEv2 (Nero 1.3.3.0), 44.1kHz
2) All concepts were organized into subcategories and the subcategories were further organized under main categories. For interview data, the categorization was reviewed by another researcher. For the attribute data, the initial categorization was done independently by three independent researchers and final categories were constructed in the consensus between them. 3) Frequencies in each category were determined by counting the number of the participants who mentioned it. Several mentions of the same concept by the same participant were recorded only once. For 20% of randomly selected pieces of data (attribute descriptions or lettered interviews) inter-rater reliability is excellent (exp1-3: Cohen’s Kappa: 0.8, exp45: Cohen’s Kappa: 1.0).
the term ‘component’ to refer to any element of quality to combine the previously used terms of factors, components, dimensions, categories and aspects under the same umbrella. The identified concepts were categorized into initial subcategories and major categories by two researchers independently and reviewed by two other researchers. Final definitions for the categorizations were done in an agreement between two researchers. RESULTS
The results of components of quality of experience are presented in two parts. The main results of the independent studies are firstly described in two groups (based on datacollection method and display technique used). Secondly, components of quality of experience are summarized over the independent studies.
2. Analysis of components of quality of experience in all studies - The data was constructed from the sub-categories including their definitions from all experiments (1-5). These categories formed the concepts of analysis with equal importance between them. The equal importance was considered as the goal of the analysis to identify the general components for quality of experience. In this paper, we use
Quality of experience – study by study
Attribute based descriptions (exp1-3) - Experienced quality is constructed from components of visual quality (depth, spatial, temporal), viewing experience, content,
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audio, and audiovisual quality (Table 2). The results showed similarities between studies, but also some studydependent characteristics. Visual quality, divided into depth, spatial, and temporal dimensions, was the most described component. In all experiments, visual depth quality is strongly characterized by the assessors’ ability to detect depth and its structure to separate the image clearly into foreground and background. Clarity of foreground and background, as well as a natural transition between them was underlined in the descriptions. Furthermore, the erroneous nature of depth was listed (exp1); artificial, strange or unnatural impression was created when the viewers felt that there was too much depth in the scenes, depth was somehow overdone, double images were visible, or when depth was constructed by multiple flat planes or cardboards. Assessor’s attribute illustrates well this failure in depth quality: ‘impression of an artificial world, one would not enter like this in reality’ (male, 26).
Visual spatial quality is expressed in the terms of clarity, color, brightness, impairments of different nature and the assessors’ ability to detect objects. In spatial visual quality, several negative categories were identified and they were all described with the same antonyms (clear, sharp, accurate, visible, error-free). In overall, spatial quality described the line from visibility of objects and overall image clarity to blurriness and finally to the structural imperfections such as blocking impairments and visible pixels. In cases of high video compression levels, the spatial impairments were highly announced in the results (exp2-3). Finally, visual temporal quality summarized the characteristics of motion from general mentions of motion and its fluency to impaired influent and blurry motion. The descriptions of temporal impairments (jerkiness, cut-offs) dominated when the transmission errors were introduced (exp3).
Table 2 Components of quality of experience, their definitions and percentage of participants’ attributes in this category in the experiments 1-3. COMPONENTS (major and sub) VISUAL DEPTH 3D effect in general Excellence of 3D effect Layered 3D Foreground Background VISUAL SPATIAL Clarity Color Brightness Blurry Visible pixels Detection of objects VISUAL TEMPORAL Motion in general Fluent motion Influent motion Blurry motion VIEWING EXPERIENCE Eye strain Ease of viewing Interest in content 3D Added value Overall quality CONTENT AUDIO AUDIOVISUAL
DEFINITION (examples) Descriptions of depth in video General descriptions of a perceived 3D effect and its delectability Artificial, strange, erroneous 3D descriptions(too much depth, flat planes) Depth is described having multiple layers or structure Foreground related descriptions Background related descriptions Descriptions of spatial video quality factors Good spatial quality (clarity, sharpness, accuracy, visibility, error-free) Colors in general, their intensity, hue, and contrast Brightness and contrast Blurry, inaccurate, not sharp Impairments with visible structure (e.g. blockiness, graininess, pixels). Ability to detect details, their edges, outlines Descriptions of temporal video quality factors General descriptions of motion in the content or camera movement Good temporal quality (fluency, dynamic, natural movements) Impairments in temporal quality (cut-offs, stops, jerky motion, judder) Experience of blurred motion under the fast motion User’s high level constructs of experienced quality Feeling of discomfort in the eyes Ease of concentration, focusing on viewing, free from interruptions Interests in viewing content Added value of the 3D effect (advantage over current system, fun, worth of seeing, touchable, involving) Experience of quality as a whole without emphasizing one certain factor Content and content dependent descriptions Mentions of audio and its excellence Audiovisual quality (synchronism and fitness between media). Total number attribute descriptions
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Exp1 N=15 %
Exp2 N=15 %
Exp3 N=17 %
86.7 66.7 26.7 46.7 33.3
80.0 6.7 33.3 26.7 66.7
58.8 23.5 17.6 35.3
73.3 66.7 26.7 46.7 33.3 73.3
80.0 100.0 80.0 40.0 73.3 80.0
76.5 52.9 17.6 47.1 70.6 47.1
26.7 6.7 20.0
53.3 60.0 40.0 6.7
29.4 52.9 88.2 17.6
20.0 40.0 40.0 53.3
20.0 6.7 13.3 33.3
35.5 52.9 11.8 17.6
20.0 13.3 13.3
40.0 6.7
11.8 17.6 11.8 29.4
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Table 3 Components of quality of experience, their definitions and percentage of participants’ attributes in this category in the experiments 4-5. COMPONENTS (major and sub, (+) = positive; (-) =negative)
DEFINITION (examples)
VISUAL DEPTH Feeling of 3D (+) Artificial look (-) Fore-background (-) Seeing in two (-) Shadows (-) Color errors (-) See-through objects (-) VISUAL SPATIAL Spatial accuracy (+) Spatial impairments (-) Details VISUAL TEMPORAL Fluent (+) Influent (-) Blurriness of motion (-) Other movement (-) VIEWING EXPERIENCE Followability (+) Pleasant to watch (+) Unpleasant to watch (-) Ease of viewing (+) Difficulty of viewing (-) Need to focus (-) Viewing angle (-) Learning curve Long term viewing (-) Eyestrain (-) No symptoms (+) New experience Comparison to existing Immersion (+) Added interest (+) Enhanced authenticity (+) GENERAL QUALITY Constant quality As a whole Error free (+) AUDIO AUDIOVISUAL CONTENT
Descriptions related to three-dimensional presentation 3D feeling (feeling of space, depth, surroundings) Artificial look of 3D (e.g. scene is too deep) Bad relation between foreground and background Seeing objects in two Shadows around objects Color errors around object borders Ability to see through objects (solid objects become transparent) Spatial factors of video presentation Positive spatial factors (accuracy, clarity, sharpness, good details, good colors) Negative spatial factors (inaccuracy, unclarity, blurriness, bad details, bad colors, blocking, pixels) Details of spatial video in general (e.g. individual details undecipherable) Temporal factors of video presentation Fluent movement Influent movement (jerkiness, stops) Blurriness during motion Other errors of motion (e.g. pixels in motion) Viewer's task, relation to content, and eye-strain Ability to follow the video content, fit to purpose of use Pleasurable to watch, strongly positive experience Unpleasant to watch Ease of viewing Difficulty of viewing Viewing 3D requires extra effort or concentration Limited or narrow viewing angle The existence of a learning curve for watching 3D Not comfortable for long-term viewing Symptoms of eyestrain, headache, sickness Not experiencing any physical symptoms New and previously unrealized experiences General mentions of comparison to existing technology Impression that participants become a part of the events Increased interest in viewing the video Enhanced authenticity (naturality, life-likeness, realism) General quality related descriptions Constant quality during a clip Entire video affects the feeling of quality Quality is expressed to lack the errors (no annoying features) Audio factors (Bad audio) Audiovisual factors (how the audio supports video presentation) Quality is described in relation to any of the contents of experiment Total number of descriptions
Viewing experience described the users’ high-level interpretations of system (media, content) or their influences on the users. These subcomponents are not direct descriptions of representations of stimuli (e.g. colors, visible errors). However, they emphasize the interpretation of stimuli including users’ knowledge, emotions, or attitudes as a part of quality experience. The viewingrelated aspects highlighted the ease of viewing task and interests in viewing. Added value of the 3D was conveyed through the expressions of benefits over current similar system (2D on small screen), increased impressions of
Exp4 N=30 %
Exp5 N=15 %
86.7 50.0 56.7 53.3 70.0 60.0 46.7
93.3 20.0 33.3 33.3 33.3
93.3 96.7 33.3
80.0 46.7
20.0 53.3 63.3 36.7 20.0 36.7 33.3 20.0 20.0 53.3 46.7 36.7 70.0 20.0 40.0 16.7 6.7 46.7
6.7 20.0
6.7 13.3 6.7 33.3 26.7 33.3 20.0 53.3 53.3 33.3 40.0 26.7 40.0
10.0 10.0 33.3 6.7 6.7 100
93.3
778
194
20.0 6.7
involvement and tangible video. The assessors conveyed the impressions of this category in the terms of ‘how strong feelings and situations are transferred to me’ and ‘recognizing the beauty an ordinary image could not communicate’ (male, 23). Furthermore, experienced discomfort was described as a negative part of viewing experience. Finally, the construct of overall quality contained illustrates the total impression of quality. The final three classes highlighted content, audio and audiovisual quality.
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Interview based descriptions (exp4-5) - Quality of experience was formed from several visual quality components, viewing experience, quality factors in general, audio, audiovisual and content classes (Table 3). In overall, visual quality factors and viewing experience were the most commonly mentioned components containing several subcomponents and bipolar affective dimensions.
general quality component summarizes the overall impression of excellence of video and its error-freeness. Quality of Experience for 3D video on mobile device
The model of Descriptive Quality of Experience for 3D video on mobile device (DQoE- mobile 3D video), its components and subcomponents, their definitions and examples of subcomponent-dependent bipolar descriptive terms are described in Table 4.
Visual quality was defined by three subcomponents, depth, spatial and temporal quality similar to experiments 1-3. In the depth quality domain, feeling of 3D, artificiality and foreground-background relation were commonly announced. Such thoughts were described as: ‘[I liked] when it [image] was very clear, so that you didn’t have to put effort into seeing it properly, the whole system. For example, it really bothered me immediately when you couldn’t see the background properly’ (male, 39). In addition, several remarks about disparity errors between the two views were specified (seeing in two, shadows, colorerrors between views, see-through objects) underlining the common impairments of parallax barrier display technology [2]. Spatial quality was strongly defined by the factors of excellence (accuracy, inaccuracy). Finally, temporal quality especially referred to the fluency and blurriness of motion. Such thoughts were described as: ‘unpleasant was perhaps, especially scenes with fast motion were difficult to follow and they looked blurry at times’ (female, 43).
Quality of experience is composed of two main components, quality of visual modality, and viewing experience and two minor components, content, and audio and bimodal quality. Visual, audio and audiovisual quality underlines data-driven features of quality, i.e. directly detectable features and emphasizes characteristics of lowlevel perceptual processes as a part of quality perception. In contrast to the direct perceptual characteristics of media, viewing experience underlines the aspects of high-level perceptual processes where goal-oriented actions, knowledge, emotion and attitude are an essential part of quality interpretation. Visual quality is defined in detail with the aid of 16 subcomponents belonging to the groups of depth, spatial and motion quality. The excellence of depth is summarized as perceivable depth, its naturalness, composition of foreground and background layers, and balance between the qualities of these layers. Spatial quality is constructed from image clarity, block-freeness, colors, brightness, contrast and ability to detect objects and their edges. As a third component of quality factors of visual medium, motion is characterized by fluency, clarity and nature of motion.
Viewing experience described the factors of users’ viewing task and their relation to content as well as self-reported physical symptoms. Several commonly mentioned subcomponents defined the ease of viewing from several slightly different angles; the ability to reach the goals of viewing, a narrow viewing angle, and a need for extra concentration to learn to watch 3D were mentioned. Negative aspects of viewing 3D on a small display were described as eye-strain or by other self-reported uncomfortable feelings: ‘But when the picture quality is bad, then 3D doesn’t work. Then you can’t watch, because your eyes get tired. You really get a feeling that you have to focus and then you get these headaches and whatnot’ (female, 44). In contrast, positive experiences of watching videos in 3D presentation mode were announced as immersion (i.e. the feeling that participants become more mediated to the content) and enhanced authenticity. Finally, 3D on a portable device provided new experiences for the users, but its excellence was also evaluated against existing technology.
The second major component of quality of experience is formed from six subcomponents. Characteristics of viewing task are described by four components, ease and pleasantness of viewing, enhanced immersion and visual discomfort of viewing. Ease of viewing is defined as user’s ability to concentrate on the viewing task without extra effort or learning or interruptions by technology. Pleasantness of viewing represents the affective aspect of viewing in general. Enhanced immersion in viewing experience describes the viewers’ feelings of becoming a part of the events in the content or higher level of involvement, fun or tangibility. The enhanced immersion is also strongly related to positive impressions of 3D viewing. Visual discomfort summarizes the eye strain and other experienced discomfort that viewing possibly can cause on user. The comparisons between new and existing technology is based on user’s memory as defined by the subcomponent of impression of improved technology. Finally, the viewing experience is also characterized by an affective impression of quality as a whole (overall quality). The two minor classes summarize the quality of other related modality and interactions between modalities, and content-dependent quality.
In addition to visual quality and viewing experience, experienced quality was also constructed from quality of audio, audiovisual quality, content, and, finally, general quality components. Similar to the other experiments, audio and audiovisual quality was among the minor classes compared to visual quality. In the interviews, several quality descriptions were content-dependent resulting in a high number of mentions in this category. Furthermore,
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Table 4 Quality of experience for 3D video on mobile device – Components and their definitions COMPONENTS (major and sub) - Bipolar impressions VISUAL QUALITY DEPTH Perceivable depth Perceivable/Not perceivable Impression of depth Natural/Artificial Foreground-background layers Smoothly combined layers/Separate layers Balance of foreground-background quality Balanced/Unbalanced SPATIAL Clarity of image Clear/Blur Block-free image Block-free/Visible blocks Color, brightness and contrast Good/Poor Objects and edges Accurate/Inaccurate MOTION Fluency of motion Fluent/Influent Clarity of motion Clear/Blurry Nature of motion Static/Dynamic VIEWING EXPERIENCE Ease of viewing Easy/Difficult Pleasantness of viewing Pleasant/Unpleasant Enhanced immersion Enhanced/Not enhanced Visual discomfort Experienced/Not experienced Comparison to existing technology Improved/Not improved Overall quality Good/Bad CONTENT OTHER MODALITIES INTERACTIONS Audio Audiovisual
DEFINITION (examples) Descriptions of quality of visual modality, divided into depth, spatial and motion quality Descriptions of depth quality in video, characterized by perceivable depth, its natural impression, composition of foreground and background layers, and balance of their quality Ability to detect depth or variable amount of depth as a part of presentation 3D effect creates a natural, realistic and error-free impression instead of an artificial and erroneous impression (e.g. too much depth, double objects, shadows, seeing through objects) Depth is composed of foreground and background layers and the impression of the transitions between these layers can vary from smooth to distinguishable separate layers Balance between the excellence of foreground and background of image quality (e.g. sharp foreground, blurry background or vice versa, or they are otherwise not in balance) Descriptions of spatial image quality of video, characterized by clarity, block-freeness, colors, brightness, contrast and ability to detect objects and edges Clarity of image in overall -- Clear (synonyms: sharpness, accuracy, visibility) vs. unclear (synonyms: blur, inaccurate, not sharp) Existence of impairments with visible structure in image (e.g. blockiness, graininess, pixels) Excellence of colors, brightness and contrast Ability to detect necessary objects and details, their edges and outlines Descriptions of motion of video, characterized by fluency, clarity and nature of motion Excellence of natural fluency of motion -- Fluent (dynamic, natural) vs. influent (cut-offs, stops, jerky) Excellence of clarity of motion (e.g. accuracy under fast movement or movement out of screen) -- Clear, sharp vs. blurred, pixilated Nature of motion in the content or camera movements - Static (synonym: slow) vs. dynamic (synonym: fast) Descriptions of viewing experience, characterized by ease and pleasantness of viewing, enhanced immersion in it, visual discomfort and impression of improved technology and overall quality Easy to concentrate on viewing (e.g. free from extra effort and learning, viewing angle does not interrupt viewing) Pleasurable viewing experience, also for a longer period of time (e.g. 15min) Feeling of enhanced immersion into the viewing experience (impression of becoming a part of the events in the content, involvement, fun and improved impression of naturality, like-likeness, tangibility and realism) Feeling of visual discomfort (eye-strain) and descriptions of related discomfort symptoms (headache, general discomfort) Impression that provided quality of new technology (3D) is higher than quality of comparable existing technology (e.g. 2D video on a mobile device) Impression of excellence of quality as a whole without emphasizing a certain factor (e.g. excellence over the time, relation between erroneous/error-free) Descriptions of content, their content-dependency and interests in viewing content Descriptions of quality of audio modality and interaction between quality of audio and visual modalities Audio and its excellence Bimodal audiovisual quality (synchronism and fitness between media) and its excellence
quality goes beyond the apparent features of stimuli [6]. In addition, many of the subcomponents presented replicate some descriptions of previous work showing good reliability of our model [10,16,22,23,28,32-33]. In contrast, none of the previous work as such has constructed descriptive components for experienced quality of 3D mobile over-the-studies.
DISCUSSION AND CONCLUSIONS
The goal of this study was to identify the descriptive components of quality of experience for 3D video on mobile devices. We conducted five qualitative studies with heterogeneous stimuli material using written attribute descriptions and interviews in the data-collection. Our results showed that 3D video quality of experience on mobile device is constructed from four main components: 1) quality of visual modality in depth, spatial and motion domains, 2) viewing experience, 3) content, 4) audio and audiovisual quality. Our results confirmed that experienced
Experienced visual quality was described in three domains depth, spatial and motion. The depth was determined by the detectability of depth and its impressions, being in line with previous work [10,28]. The novelty of our work is towards
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the structured nature of depth - divided into foreground and background layers. In the case of comfortable 3D video, the composition of these layers is done successfully and the relation between the produced qualities of these layers is in balance. The need for balance between different medium qualities has been presented under multimedia studies [30], while our results suggest that similar phenomenon can also occur within the quality of one media. The requirements of structured depth have to be taken into account when designing 3D video contents and tools. The descriptions of spatial and temporal quality were similar to previous work on 2D mobile video [16]. Exceptionally, the blurriness during fast motion in vertical or depth direction was identified in all our studies. This may indicate a need for reduced speed in 3D scenes in order to provide viewers time to follow the motion as well as explore the content [10].
Fourthly, the current descriptive model may be expanded with the descriptions of other relevant work e.g. 2D and audiovisual quality. To conclude, this paper presents a general descriptive model of experienced quality for mobile 3D video. The main components of the model are visual quality, viewing experience, content and other modalities and their interactions. Novelty of the work was to construct the overall descriptive model, instead of study-dependent characteristics. Further work is needed to operationalize the model to act as an evaluation tool and to utilize it in the system development. ACKNOWLEDGMENTS
MOBILE3DTV project has received funding from the European Community’s ICT programme in the context of the Seventh Framework Programme (FP7/2007-2011) under grant agreement n° 216503. The work of the first author is supported by the UCIT graduate school.
Viewing experience, as a central component of quality of experience, is much more complex than the impression of pleasurable viewing. Firstly, the subcomponent of ease of viewing draws a connection between quality and usability. Secondly, positive affective experiences of 3D quality highlighted that 3D video on a small display, can offer impression of higher involvement or mediation. These terms have been conventionally associated with 3D presentations on large screens or virtual reality [5,10,11,28]. Thirdly, viewing experience was also influenced by visual discomfort [20], and the excellence of quality was weighted by the knowledge of existing quality. Finally, although the quality was divided into multiple factors, overall quality represented the user’s impression of quality as a whole showing that there is some kind of an evaluation composition structure (e.g. [3])
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Unobtrusively Controlling and Linking Information and Services in Smart Environments Bastian Kriesten Christian Mertes René Tünnermann Thomas Hermann Cognitive Interaction Technology – Center of Excellence (CITEC) Bielefeld University, Germany {bkrieste, rtuenner, cmertes, thermann}@techfak.uni-bielefeld.de
ABSTRACT
Our living and work spaces are becoming ever more enriched with all kinds of electronic devices. Many of these are too small to provide the possibility to control or monitor them. Ambient intelligence is integrating many such devices in what are called smart environments to form a network of interweaved sensors, data displays and everyday devices. We present a method to intuitively issue control over smart objects in such an environment, to display data that smart objects provide and to manage the flow of information between objects in a smart environment. This is achieved by using touch-enabled mobile phones as readily available multi-purpose devices which are used to overlay real objects with virtual controls. We evaluated the system with a first qualitative user study. AUTHOR KEYWORDS
Figure 1: Illustration of the ad-hoc creation of a temperature-controlled fan.
Mixed reality, augmented reality, mobile interaction, mobile devices, home automation, ambient data streams ACM CLASSIFICATION KEYWORDS
H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, augmented, and virtual realities; J.9.a [Mobile Applications]: Location-dependent and sensitive
son touches an object – are already detectable by today’s sensor systems. Yet we are overwhelmed by digital information streams which are becoming ever denser with mail, instant messaging, RSS, Twitter and further examples from the continuously growing number of services.
INTRODUCTION
Our everyday environment becomes more and more filled with technical devices. These are ranging from simple lamps and digital thermometers to remote controls, mobile phones, television sets or recently even dedicated ambient displays. Modern sensors and algorithms enable us to sense and collect data about humans interacting in their environment. Many things – from the position of a person or object in a room, the ambient temperature or light intensity to what and where a per-
In our work, we present an architecture and system to create and control mappings from such information streams to the smart environment. This is done within the environment itself instead of using an inevitably indirect wimp-based interface. Our approach is to use modern touchscreen-based smartphones as the interface. The phone can be used to a) drag and drop information from one object to another, b) to connect a virtual wire from one object to another, so that the information (updates) an object provides will be send to the other object and c) to display an object’s information directly on the phone’s display, or d) to control a device or manipulate information associated with a smart object.
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An example is illustrated in Figure 1. At first the mobile phone displays the current temperature when pointing it at the thermometer (1). By touching the temperature reading, it can be picked up (2). Dropping it on the fan establishes the link (3). From now on, the fan will be switched on and off automatically depending on the temperature. The user might have to modify the threshold in a further step. The architecture enabling this kind of smart linkage is detailed in the infrastructure section. We used the mobile phone’s camera to detect proximity and the direction towards an object. On an augmented camera view on the touchscreen the controls and the offered information of the object in reach are displayed. Examples of the mixed reality view are shown in Figure 2. In the first screenshot (a) three colored buttons are drawn on the camera view of an ambient light. By a tap on a button the light’s color will be changed to the color of the tapped button. Secondly (b) a stop and a play/pause button as well as a progress bar are displayed on top of a loudspeaker. The button with the speaker symbol controls the volume: when pressed and held the phone can be turned upwards and downwards – like a volume knob – to adjust the volume accordingly. In the bottom half of the screen an explanatory text is displayed. On the right side (c) the picture frame application’s controls are shown. The dialog allows the user to change the picture and start/stop the display application.
(a)
(b)
(c)
Figure 2: Screenshots of various mixed reality views.
Touch Projector by Boring et al. [1] enables remote screen interaction including file dragging and dropping between different screens using touch phones. Their system does not deal with the control, augmentation and connection of real-world smart objects as ours does. Nonetheless, they describe a couple of improvements to the original system by Tani et al. which we will compare to the enhancements planned for our own system in the discussion section. Boring et al. [1] also provide a good survey of further work akin to mixed-reality-based interaction with mobile phones.
By using wireless networking it is possible to interact with the objects via the mobile phone and to manage and control their input and output data streams.
cristal is a more recent mixed reality approach to control smart environments. It was proposed by Seifried et al. [8]. They use an interactive surface on which a live video view from above the smart space is displayed. By touching objects on that surface, users are able to directly control or move them not only in the virtual but also in the real space. Like them, we also use mixed reality to manipulate smart objects, but where they use a single centralized interface we use a variety of decentralized mobile controls instead. Both methods have advantages and disadvantages. cristal offers a central, large and convenient interface, whereas our system runs on mobile devices that people have handy at most times and that can be used to interact with smart objects in the immediate vicinity. A fusion of both systems would be beneficial as both complementary interaction styles were supported, comforting varying needs and situations.
RELATED WORK
Relevant previous work has been done by Rohs who developed a visual marker recognition system for Symbianenabled mobile phones and used this amongst other things for gesture-based real world interactions with mobile phones [4]. Rukzios set an important cornerstone for smartphonebased interactions with the real world [6]. He was the first to analyze the potential of such kinds of interactions in different user studies and provided a taxonomy of physical mobile interactions. Our approach goes beyond these works with the interaction possibilities of a smartphone-based, touch-enabled mixed reality view. We also take the interaction with smart objects one step further to the direct control of a smart environment as a whole by shaping its data streams in an intuitive manner.
CONCEPTS
A mobile phone is usually within reach and therefore seems like the ideal choice for a universal device control tool. Modern smartphones are also capable mixed reality devices in that they have both good display possibilities with their built-in camera and a comparatively large display and the very direct input possibility of a touchscreen. This makes it possible to augment nearby real-
Using an augmented video stream to observe and control objects was introduced by Tani back in 1992 [9]. They used a live video view with augmented information through which the user was able to operate machines. 2 277
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Figure 3: Digital picture frame application. The marker in the corner of the screen is recognized by the mobile phone which then displays controls on top of it to control the screen and to browse the picture collection.
Figure 4: Living room area in our ambient intelligence laboratory.
world objects with virtual controls and displays (Figure 3). The displayed controls can then be manipulated directly using the phone’s touchscreen. Smart objects can thereby offer input and output possibilities they do not provide through physical means such as buttons or displays. Even passive objects can receive a kind of virtual intelligence that is not inherent to them but given to them by the surrounding smart environment. We call the augmentation of an object with virtual interface elements which can be accessed when approaching the object with a mobile device, its ambient aura.
APPLICATIONS
Based on the described concepts we implemented a prototype system and integrated it into our ambient intelligence laboratory which is a smartroom that is in parts equipped similar to a living room (Figure 4). We implemented several base interaction paradigms: Controlling the Ambient Data Flow
Every mixed reality element in our system that is shown on the smartphone can be picked up by holding it on the touch screen and can subsequently be dropped on any other smart object. By this “drag and drop”-like gesture it is possible to move linked data from one object to another or permanently link one object’s output channel with another’s input channel. In our smartroom for example it is possible to grab a picture shown on a digital picture frame (Figure 3) and drop it directly to a projection surface. A linked music file can be dropped on a loudspeaker to have it played. In this way, handling digital data becomes closer to handling real world objects.
Data flows in the smart environment can connect any output pin of one node to the input pin of another. The mobile phone acts as an intuitive and direct means to establish and modify the emerging network of connections. It is itself also a node in the network and can directly display data output by other devices and exercise control over such devices, in addition to redirecting data flow from one device to another. The transition from direct input and output via the mobile phone to the redirection of input and output between devices should remain fluent. Both interaction types – direct input or output and the manipulation of these ambient data flows – should be very intuitive due to the physical nature of the interaction and its spatial coupling to the place where the effect is desired, instead of the place where the required devices are located. Data or data streams can simply be grasped, carried around and dropped where they should be displayed or be used to control a device.
Drag and drop gestures can also be used to establish device connections. Every output element that is dragged on another smart object can be linked with a compatible input element of the latter object like a connection through a virtual wire. It is possible to link the “new email” output symbolized by a vicarious email proxy object with a lamp’s on/off input element to automatically switch on the lamp when a new mail arrives. The thermometer’s output can be linked to a fan for example, to make it blow as soon as a certain threshold is exceeded (Figure 1). The thermometer’s output can also be used to continuously control the light color of ambient LED lights to visualize the temperature and adjust the
We expect that using the mobile phone itself to input or output data will be more useful in spontaneous and ad-hoc interactions while long-term display of data and monitoring should be more practical on persistent display devices.
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ambient lighting accordingly.1 This small collection of examples illustrates that our primary aims were to keep the interfaces generalizable and flexible and to minimize the setup time and effort for new connections, thereby leaving the concrete application design to the users. The system is meant to be tailored to each user’s individual and changing needs without requiring any programming or complex GUI handling.
be read by every visitor with an appropriate phone as a kind of virtual fridge magnet. Additionally, the door offers a button to globally toggle all devices in the room on or off. Furthermore, passive objects such as a printed album cover can be associated with the respective music, the artist’s MySpace site or other additional information. In our system these data can be accessed with the mixed reality view by touching the corresponding element on the smartphone screen. In case of the CD cover, the mobile phone would replay the linked audio files itself or it could initiate the transfer of the associated data to other devices.
As the input and output channels of different objects often have different data types we implemented automatic data transformations to link channels with different types of data. This enables the user to link nearly every output data to the Picture Frame as the data is converted to a text string. By this it is possible to display the current temperature value or the played music. A second transformation implements a threshold function. This function turns a device on or off if a certain threshold is reached. The last transformation maps for example temperature values to a color displayed by the ambient lights.
Interactive Objects
In accordance to the described interaction paradigms we implemented the smart objects that are listed below. These objects offer a good basis for further user studies and the demonstration of the interactive concepts. To see them in action, videos can be found on the web2 .
Thermometer A picture of a thermometer that gives access to the current weather measurements of a close-by weather station.
Physical and Virtual Device Control and Information Access
Several devices such as digital picture frames or loudspeakers are normally equipped with a very minimal set of – or even without any – input interfaces. Mostly this is due to technical, aesthetic or economic reasons. Through our mixed reality system we can control the digital picture frames (Figure 3) and the loudspeaker in our laboratory directly: when pointing the smartphone camera at a digital display or a loudspeaker, appropriate control elements are shown attached to the device. In case of the display the name of the current picture is shown and it is possible to browse through the integrated picture library or switch the screen on and off by pressing the virtual buttons. Pointing at a loudspeaker shows the title of the currently playing song, a progress bar to visualize the elapsed playing time and the usual stop and play/pause buttons. Additionally, the volume can be controlled by pressing a mixed reality button and turning the smartphone like a physical volume knob. In our laboratory, nearly every on/off device (for example the lamps and the fan) is integrated in a similar manner.
Picture Frame A screen that allows browsing through a digital photo library. Linked data streams can be rendered as image or as text. Loudspeaker It plays back dropped audio data. The mixed reality view shows the currently playing track, a play/pause and a stop button and the elapsed time as progress bar. Music Library Actual carriers or paper printouts of the covers that are linked with the corresponding music. Projection Surface Similar to the screen, a visual marker at the edge of a projection surface enables images or text to be dropped directly onto a surface where it is then displayed by a projector. Intelligent Door Offers a virtual button to globally switch off all devices in the room. The door additionally has the possibility to leave notes.
Augmenting Passive Objects
Several passive objects in our smartroom are endowed with an ambient aura and thus augmented with additional related information, output data or functionality. For instance, we used a wooden box as a proxy object for an email account. By pointing the camera at the box the users receive information about their email inbox, in particular the number of unread mails. In a similar manner the door is integrated as a smart object, allowing users to attach text messages to the door that can
Fan, Decoration Lights The fan and decorative chains of lights can be individually switched on and off. Ambient Lights There are LED lights embedded in the table whose color and intensity can be controlled. Card Game The box that holds a deck of cards is linked with a game rules website.
1 The relation is established instantly but could have to be parametrized and configured later on. For details on the underlying architecture see the infrastructure section.
2 http://www.techfak.uni-bielefeld.de/ags/ami/ publications/KTMH2010-UCL/
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Email Inbox This object provides information about the number of unread emails in the user’s email inbox. These are only a few sample objects. However, it is already possible to build combined functional units as diverse as e. g. the temperature-controlled fan described in the introduction, an email notifier using ambient lights or a “currently playing” display (connecting the loudspeakers to the picture frame). The number of reasonable applications should grow increasingly with the number of available components. INFRASTRUCTURE
The prototype system we developed consists of the Nokia 5800 XpressMusic 3 touchscreen smartphones used as mixed reality interaction tools and different smart objects tagged with a visual code. Each smart object’s functionality is provided by a software component that organizes the communication with the ambient intelligence network.
Figure 5: Schematic overview of communication framework.
Ambient Intelligence Network
In the context of this interaction tool, we developed a communication framework for ambient intelligence systems that is based on standard TCP/IP and the Extensible Messaging and Presence Protocol (XMPP)4 on the application layer, using the pubsub extension5 that implements the publish/subscribe paradigm. Figure 5 gives a schematic overview of the communication framework. Figure 6: The pubsub-based channel input/output data flow of the communication framework.
A smart object’s functionality is provided by an application that is connected to the infrastructure. These applications communicate with other infrastructure participants through broadcast channels based on pubsub nodes (see Figure 6). Data input and output to the object is realized by data channels of a certain data type that are represented as distinct nodes. Such an application publishes channel output to the output node and receives input by subscribing to the input node. An object’s metadata and a channel’s properties are published by the according application to an info node.
application as well as the smart object software. The library supports the connection of output channels to other objects’ input channels with automatic data transformation, regardless of whether the receiving node is a mobile phone or any of the smart objects. This communication framework provides an extendable and reactive loose-coupled system of distributed devices and services with minimal effort.
An object’s channels and its modalities are defined in the object’s meta information that is published to the object’s info node. A channel is described by 1) an ID, 2) a descriptive name, 3) the input/output possibilities, 4) a data type and 5) data constraints. The currently supported data types are: numbers, text, signals, on/off values, linked image data, linked sound data, linked files, URLs, vector graphics and smart objects.
Smartphone Application
The smartphone application creates the mixed reality interfaces based on live camera images, visual marker detection and the ambient intelligence network system. Figure 7 visualizes the application’s workflow cycle. At first the build-in camera is used to capture a video frame. These frames are analyzed to detect smart objects. The Visual Codes System (VCS) developed by Michael Rohs [5] is used to locate and identify objects with visual code tags. A visual code is a monochrome 10×10 dot matrix that can store 76 bits of data. This is used to store an ID that can then be used to find the
A library to use this communication infrastructure was developed in Python and is used by the smartphone 3 http://europe.nokia.com/find-products/devices/
nokia-5800-xpressmusic 4 http://xmpp.org/about/ 5 http://xmpp.org/extensions/xep-0060.html
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Figure 7: Mobile applications workflow. Figure 8: Mobile applications user interface. associated application in the ambient intelligence network. After the marker recognition, the object specific information and the channel modalities are queried from the network system and are cached for faster subsequent requests. These data and the detected visual code positions in the picture are used in the following step to augment the picture and create a mixed reality view. This augmented view is displayed to the touchscreen. Any user input in reaction to this view is then processed and the input is sent to the smart object. This cycle is continuously repeated while the application is running.
• text and number data labels or input forms, • numbers in an interval that are shown as a progress bar or – in case of input modalities – as a slider widget (an alternative implemented input method for this is using physical rotation of the mobile phone similar to a tap), • signals and on/off Boolean values that are shown as either stateless or toggle buttons, • vector graphics that are drawn onto the object, • linked image files that are displayed on the object, • linked sound data, • linked files and websites whose file name or URL is shown.
In addition to the mixed reality view, the user interface (see Figure 8) has a second area in the bottom half of the screen. In this area, static – i. e. non-mixed-reality – content is shown. When the user points the camera at a smart object, the object’s name and description (made available through the communication framework) are displayed here.
Furthermore, we implemented the possibility to grab any shown data or control element in the mixed reality view and drop it on any other smart object, similar to the well-known “drag and drop” gesture from the desktop metaphor. This is used to establish persistent channel connections or just transfer output data of one object as input data to another object once.
The smartphone application is written in the Python programming language except for the image processing by the VCS which had been developed in C++ for Symbian.
There are also experimental input possibilities that mimic physical interactions. The volume button in the speaker UI can be pressed to then use the mobile phone like a water tap, turning it around the z-axis of the button to regulate the volume up or down. There is also a physical slider interface element that – when activated – measures the sideways movement of the mobile phone to adjust the slider position accordingly. These physical interaction styles turned out to be harder to handle than the interactions that used the more conventional GUI input explained above. A notable exception is the drag and drop interaction that combines a physical action for the data transport with the screen-only manual part of the interaction.
Generic Mixed Reality Interfaces
We designed various generic mixed reality user interfaces (UIs) for smart object channel interactions and included them in the smartphone application. The interface representation and interaction depend on the current channel output and the channel modalities, which contain the data type, data constraints and the mixed reality representation parameters. When focusing a smart object, all channels provided by the object application will be displayed at their relative position. By this, it is possible to create rich smart object interaction interfaces in a generic way. We designed configurable channel interactions for 6 281
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was fun to use or showed that by spontaneous smiling or laughing or by exclamations such as “cool” or “awesome”. In one of the free response questions we asked whether the system went against the participants’ expectations at any point. Only one participant raised an actual objection against the system design here by stating “a self-explanatory menu especially for problems would be desirable”. One other participant criticized the flaky marker detection again and one participant responded “easier to use than expected” to this question.
EVALUATION Method
We evaluated our prototype system in a study with 9 participants, 6 male and 3 female, ranging from 23 to 35 years in age with the mean age being 28.8 years (median age 29). Every participant owns a mobile phone, one of them with a touchscreen and three more stated that they have had some experiences in the usage of a touchscreen in association with other devices. Three participants had used a system with a mixed reality view before6 . The user study was conducted in the living room part of our ambient intelligence laboratory depicted in Figure 4. In our scenario we chose a subset of the objects listed in the applications section to be made available for the interaction: Picture Frame, Thermometer, Ambient Lights, Fan, Decoration Lights, Loudspeaker, Music Covers. Participants were given a mobile phone with the software already running. Each participant was had to read written instructions consisting of five steps. Each step encompassed a conceptual explanation and a concrete task which had to be completed before moving on to the next step. See Table 1 for an overview of the explanations and tasks given and Appendix A for a translation of the exact instructions the participants received. The participants were observed and videotaped during the interaction. After performing the tasks, participants could continue to explore the possibilities of the system if they chose so and were finally asked to fill in a questionnaire. The questionnaire had five multiple choice questions with four options and seven free response questions. A translation of the questions are listed in Appendix B. Only the first and the last option were labeled. In the following we will denote the second and third option like the adjacent option without the comparative “very”. For example when the first option was labeled “very likely” and the fourth “very unlikely”, the second will be called “likely” and the third “unlikely”.
There were also some interesting anecdotal observations during the study. One participant took the physical interaction one step further by trying to spin the fan on with a fast circular gesture. Several people tried to link the outside temperature to the loudspeaker. Only one participant linked the temperature to the screen and one other used the text display capabilities of the screen to display the title of a piece of music. One participant did not remember that he had used the loudspeaker even after being reminded of the music task. The same participant also tried to link the picture frame with an item of the music collection to change the picture on a track change. This would have worked if the picture frame and the loudspeaker had been linked. Discussion
Our observations and the feedback from the participants indicate that the system has a strong appeal to new users. We furthermore noticed that most of the interactions we designed were usable without many explanations and despite the prototype character of the system. One of our main goals was intuitive and direct interaction which seems to have been achieved. The flexibility that arises from being able to freely connect various devices and channels also was received well by most of our test participants. On the other hand, the difficult handling of the mobile phone, namely the small, moving and sometimes flickering controls, seemed to be a major setback for the performance of the users. The users had difficulties in focusing the objects and keeping the smartphone still while touching the mixed reality elements on the screen.
Results
Figure 9 shows the results of the multiple choice questions. Each question had four options, 1 being most positive (options 1 and 4 bore question-specific labels). For the free responses, the issue raised the most was the jitter in the marker recognition. This point was brought up by 7 participants. The size of the display or the controls was criticized by 5 participants and it was mentioned by 4 participants that they would have liked the system to work at a greater distance to be more like a remote control. Connecting different devices was highlighted as a particularly exciting possibility by 5 of the participants. Six participants said that the system
Some usability defects for this kind of interaction metaphor were also discussed by Boring et al. [1] for their Touch Projector system. We think these image stability problems can also explain the discrepancy between the felt intuitiveness and the significantly reduced effectiveness (cf. Figure 9) for our system. This will therefore be the area in which improvements are most urgent. Many techniques are conceivable to cope with the sometimes poor marker detection and the involuntary movement of the device.
6 For example the Lego Digital Box, an augmented reality kiosk system that is showing a 3D Lego model virtually at the top of the box (http://www.metaio.com/fileadmin/homepage/ Presse/Dokumente/Pressemitteilungen/English/E_2009_01_15_ PR_LEGO.pdf).
Possible mitigation strategies for this include using a more stable object recognition that allows a greater distance and by using a larger display with a faster render7 282
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How intuitive did you find the system?
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How quickly did you get used to the system?
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How likely is it for you to actually use such a system?
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How efficient to use did you find the system?
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How pleasant (“angenehm”) to use did you find the system?
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Explanation general system overview
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direct object control
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read out data
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drag and drop
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object connection
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Figure 9: Questionnaire multiple-choice questions and results as histograms. The leftmost and rightmost responses had labels but for the sake of readability they were left out in this overview. Left indicates positive results and right negative.
Task familiarization and experimentation with the system switch on the picture frame and choose a picture read out the outside temperature choose one from the pieces of music on the table and drop it on a speaker connect the outside temperature to the LED light color
Table 1: Steps each participant had to perform in the given order.
ing7 and the design of an intelligent touch detection that is more flexible and adaptable. For example by evaluating more than the current frame when the user touches the screen, with consideration of the human response time. Or alternatively by freezing the view under certain circumstances such as the approaching of the user’s finger to the screen (or manually as done by Boring et al.). Some further strategies to cope with the handling problem will be discussed in the conclusion.
other hand, when the number of controls in a given context rises, either by having multiple controls attached to different parts of one object or by having multiple smart objects within reach, the spatial association between object and control should become a more important aspect of UI efficiency. This situation is of course more likely when the size of the objects’ ambient auras is increased to enable the remote control capability that many participants understandably wished for.
Other usability defects were revealed by the user study for which a fix is obvious. For example being forced to hold the finger down the whole time during the drag and drop interaction is cumbersome, but losing the object altogether when the marker flickers away in the wrong moment is just plain annoying. Locking and being able to recover the UI object in this case is important even if other interface improvements were to stop the controls from flickering away when the marker detection is interrupted.
CONCLUSION
We proposed a way to control, query and interconnect smart objects with a mixed reality smartphone application that uses visual markers to identify objects. Further we argued why we think this approach will significantly improve the usability of smart environments to the extent of opening up new use cases. Although the participants of the evaluation were excited about the possibilities and the intuitiveness of the system there is a strong need for improvements. We discussed some of the technical difficulties that users had and improvements that need to be accomplished to unlock the full potential of this approach.
On a more general note however, it has to be debated in which cases context-aware controls that are separate from the actual object (in our case, the bottom half of the screen lends itself, cf. Figures 2 and 8) might be more efficient to use, even if these were at the expense of immediacy and maybe pleasurability. We believe that for one control at a time, mixed reality interfaces might actually not reach their full potential. When the virtual controls are attached convincingly to the object, the movement of the control device constitutes an inherent disadvantage for the ease of handling. This can only be circumvented by sacrificing immediacy in one way or another. On the
The implemented system serves as a platform to control smart objects, ambient displays and their information flow directly in our familiar environment. The proposed method using visual markers is just one tool to identify those objects. In future work we will use RFID (Radio Frequency Identification) and NFC (Near Field Communication) as an additional method for the ambient aura use case to make object recognition more robust and flexible [6, 7, 2]. Bokode markers could be used to detect objects even from across the room [3].
7 Our system reaches approx. 10 frames/second at 300×400 pixels (on approx. 3×4 cm)
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However, the required developments go far beyond mere technological improvements. The need to determine the circumstances under which mixed reality interfaces are beneficial and when they are not has already been mentioned. From the fact that we abandon the desktop metaphor altogether follows that new metaphors and according symbols need to be developed. How should for example connections between smart objects be represented when being drawn, to name just one such question that arises? Some participants expressed their wish for more feedback and we also believe that there are various possible visual, auditory and haptic cues that can provide a subtle and unobtrusive yet all the more helpful system response while performing tasks. The new workflows for tasks such as connecting devices and choosing options and parameters for these connections also needs constant revisioning accompanied by thorough user studies to optimize it.
[7] E. Rukzio, K. Leichtenstern, V. Callaghan, P. Holleis, A. Schmidt, and J. Chin. An experimental comparison of physical mobile interaction techniques: Touching, pointing and scanning. In UbiComp 2006: Ubiquitous Computing, volume 4206 of Lecture Notes in Computer Science, pages 87–104. Springer Berlin/Heidelberg, 2006. [8] T. Seifried, M. Haller, S. D. Scott, F. Perteneder, C. Rendl, D. Sakamoto, and M. Inami. Cristal: A collaborative home media and device controller based on a multi-touch display. In Proc. of the International Conference on Interactive Tabletops and Surfaces 2009, pages 37—-44, New York, NY, USA, 2009. ACM. [9] M. Tani, K. Yamaashi, K. Tanikoshi, M. Futakawa, and S. Tanifuji. Object-oriented video: interaction with real-world objects through live video. In Proc. of the SIGCHI Conference on Human Factors in Computing Systems, pages 593–598, New York, NY, USA, 1992. ACM.
These questions are not to be underestimated in their importance for the effective and easy to use control device of future smart environments, yet we believe the proposed system to be a powerful framework to address these questions.
APPENDIX A – INSTRUCTIONS FOR THE PARTICIPANTS
The following is a translation of the exact instructions and explanations given to the participants for the user study. The original instructions were written in German. The formatting has been altered in order not to interfere with the overall look of this work. The original also featured some explanatory figures and every step was printed on its own sheet of paper so participants could not inadvertently read ahead.
ACKNOWLEDGMENTS
This work has been supported by the Center of Excellence 277 Cognitive Interaction Technology funded in the framework of the German Excellence Initiative. BIBLIOGRAPHY
[1] S. Boring, D. Baur, A. Butz, S. Gustafson, and P. Baudisch. Touch projector: Mobile interactionthrough-video. In Proc. of the 2010 International Conference on Human Factors in Computing Systems, New York, USA, Apr. 2010. ACM.
Study on device control with mobile phones The AmILab is a laboratory for ambient intelligence. We investigate and develop new interaction possibilities for modern environments. This study takes place in our “living room area”. A mobile phone with a touchscreen is used as an interaction tool. On this phone the camera view is displayed together with virtual elements (mixed reality view).
[2] J. Bravo, R. Hervas, G. Chavira, S. Nava, and V. Villarreal. From implicit to touching interaction: Rfid and nfc approaches. In Human System Interactions, 2008 Conference on, pages 743–748, May 2008.
By means of the mobile phone you can interact with every object that bears a black and white marker.
[3] A. Mohan, G. Woo, S. Hiura, Q. Smithwick, and R. Raskar. Bokode: imperceptible visual tags for camera based interaction from a distance. In SIGGRAPH ’09: ACM SIGGRAPH 2009 papers, pages 1–8, New York, NY, USA, 2009. ACM.
During the experiment you will be given tasks that are to be solved with the system. Make yourself familiar with the functionality of the system and with its interaction possibilities. Then move on to the next page.
[4] M. Rohs. Linking Physical and Virtual Worlds with Visual Markers and Handheld Devices. PhD thesis, University of Technology, 2005.
Device control
[5] M. Rohs. Real-world interaction with camera phones. Lecture notes in computer science, 3598:74, 2005.
Explanation Devices can be controlled using the mobile phone. When you focus a suitable device, virtual elements will be displayed. These can be manipulated by using the touchscreen with your finger.
[6] E. Rukzio. Physical Mobile Interactions: Mobile Devices as Pervasive Mediators for Interactions with the Real World. PhD thesis, Ludwig-MaximiliansUniversität München, Dec. 2006.
Task Switch on the digital picture frame (Dell monitor) on the wall and choose a picture.
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Readout of linked data
Task Connect the thermometer output to the LED lights in the table in order to represent the outside temperature visually.
Explanation Using the mobile phone, digital data that are linked to objects can be queried. These can be static data such as digital documents or music as well as dynamic information such as sensor data or content on the Internet.
Finally, you are free to further explore the possibilities of the system if you wish. APPENDIX B – FREE RESPONSE QUESTIONS
The following are the translated free response questions on the questionnaire.
Task Read out the outside temperature. Drag and drop Explanation All of the digital data that are displayed on top the camera view can be picked up and dropped onto another device or object. To pick it up a virtual element has to be held with the finger. When now focusing another device or object, a frame will appear around the element. A green frame will mean that it is possible to drop the element there, a red one will mean that this is not possible. To drop, just let go of the element. You will then have to choose what to do with the data you dropped.
Question 1 Describe briefly your first impressions when using the system. Question 2 What did you especially like? Question 3 What did you especially dislike? Question 4 What would you change? Question 5 What did you find most disturbing while using the system? What restricted the usability the most?
Task Choose a piece of music from the collection on the table and let it play on the loudspeaker.
Question 6 At what points did the system not comply with your expectations?
Connecting devices
Question 7 Under which circumstances can you imagine to actually use such a system in your every day life?
Explanation You can also use the mobile phone to link devices together. To do this, pick any output element as described above and drop it on another device. By selecting the paper clip in the following step, the output will be permanently linked with the according input.
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Evaluating Multimodal Systems A Comparison of Established Questionnaires and Interaction Parameters Christine Kühnel
Deutsche Telekom Laboratories Technische Universität Berlin 10587 Berlin, Germany
Tilo Westermann
interactive media.virtual environments Universität Hamburg 22527 Hamburg, Germany
Benjamin Weiss
Deutsche Telekom Laboratories Technische Universität Berlin 10587 Berlin, Germany
[email protected]
Sebastian Möller
Deutsche Telekom Laboratories Technische Universität Berlin 10587 Berlin, Germany
ABSTRACT
Keywords
This paper describes the analysis of established and new questionnaires concerning their applicability for the assessment of quality aspects of multimodal systems. To this purpose, an experiment with 27 participants interacting with a a smart-home system via a voice interface, a smartphonebased interface and a multimodal interface, was conducted. Interaction parameters were assessed and related to constructs measured with these questionnaires. The results indicate that some of the questionnaires are suitable for evaluating multimodal interfaces. On the basis of correlations with interaction parameters subscales of these questionnaires can be mapped to quality aspects, such as effectiveness and efficiency. Recommendations are given how to meet two important evaluation requirements, namely which questionnaire to use for comparing two or more systems or system versions and how to identify factors or components in a system that have to be improved. This is another step forward to establish evaluation methods for multimodal systems.
evaluation, multimodal interaction, gesture, smart-home
INTRODUCTION Today, multimodal systems are well-established – owing to the ascribed advantages discussed in numerous publications (e. g. [27, 17]). Among those advantages are a higher reliability of the recognizer due to mutual disambiguation, or the flexibility offered to the users to select those modalities most adequate in their specific situation, and according to their preferences and capabilities. Along the way, guiding principles for the design of multimodal systems have been proposed [29] and the combination of modalities has been systematically described: at the fusion level with the CASE model [26] and at the user level with the CARE properties [5]. But once the system is – at least partly – built, methods for quantitative assessment are needed. With such an evaluation several goals are pursued, including the comparison of two or more systems or system versions (to verify assumed improvements) or the identification of factors or components in the system that can be improved [28]. Typically, the assessment is based on user ratings gathered with questionnaires. Additionally, in the domain of spoken dialog systems, parameters describing the interaction – such as number of turns and dialog duration – have been derived from log data and annotations [20]. Often, user ratings are described as ‘subjective’, while the interaction parameters are considered to be ‘objective’ [28]. This nomenclature implies a bias towards the ‘objective’ interaction parameters, while evaluations usually rely heavily on ‘subjective’ questionnaire ratings. In the PARADISE framework [34] questionnaire ratings – in terms of the users’ satisfaction with a spoken dialog system – are used as target for a prediction model based on a linear combination of parameters obtained from log and annotation data. Beringer et al. propose to transfer this approach by defining a methodology for the end-to-end evaluation of multimodal dialogue system (PROMISE [1]). Recently, a survey of principles, models and frameworks was published by Dumas et al. [6], identifying – among others –
Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces—Evaluation/methodology
General Terms Human Factors
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the modeling of multimodal interaction as a future challenge. For these purposes questionnaires are necessary to assess the user ratings of multimodal systems. Furthermore, metrics from the domain of spoken dialog systems that are correlated with user ratings have to be transferred to multimodal interaction. For some aspects which are inherent to multimodal systems, such as modality fusion or fission, new metrics have to be defined as proposed by K¨ uhnel et al. [14]. This paper aims to contribute on two levels to the work done on the evaluation of multimodal systems: Established and new questionnaires are analyzed concerning their applicability for the assessment of quality aspects of multimodal systems. Interaction parameters are related to constructs measured with these questionnaires as further means of identifying issues and as a first step towards prediction of user ratings. Therefor, the research questions addressed are
To this end, we will first discuss work related to the evaluation of multimodal systems. Then, the methodology is described, including the system, the questionnaires and the test design. The result section is structured according to the two main questions addressed, namely the analysis of the questionnaires and the relation to interaction parameters. Finally, the results are discussed in detail and recommendations are given.
System Interfaces (SASSI) [11]. While the SASSI would have to be adapted to be used for multimodal systems, the authors do not recommend the use of the SUMI for the evaluation of multimodal systems. One aspect not covered by any of the questionnaires listed is the degree of intuitive use a system offers. Naumann et al. [23] attempt to bridge this gap with a questionnaire measuring intuitive use. Wechsung and Naumann [35] compared the different questionnaires focusing on usability and related constructs. They found that questionnaires designed for unimodal systems, such as the SASSI, are not applicable for usability evaluation of multimodal systems, since they seem to measure different constructs. In the paper by Naumann and Wechsung [22] subscales, such as efficiency, are compared to interaction parameters extracted from log-data. The authors conclude that questionnaire ratings and interaction parameters show only limited concordance. They accentuate the need for a reliable questionnaire for multimodal interfaces and state that the AttrakDiff [8] provides a suitable basis. Continuing the work by Wechsung and Naumann [35, 22] we analyzed a new and shorter version of the AttrakDiff, the SUS and the new questionnaire measuring intuitive use for their applicability to the domain of multimodal dialog systems. We also included the USE questionnaire proposed by Lund [18]. A brief description of the questionnaires is found in the next section. We did not apply the SUXES methodology as we wanted to focus on quality aspects and the comparison of questionnaires. Furthermore, multimodal interfaces and speech interfaces are still quite unfamiliar to the average user, and we feel that this would make the assessment of expectation rather difficult.
RELATED WORK
METHODOLOGY
(1) Do the questionnaires under consideration measure similar constructs? (2) Can these constructs be related to interaction parameters?
While for a long time focus has been on a systems’ usability, user experience seems to be the new catchword. This section will give a short overview on work done on evaluation of multimodal systems in general without discussing the relation of usability and user experience, which has been done by Nigel Bevan [2] and Effie Law et al. [15] among others. A methodology to assess user experience of multimodal dialog systems (SUXES) is described by Turunen et al. [33]. SUXES is a complete procedure, starting with an introduction to the evaluation and a background questionnaire. This is followed by an introduction to the application and the assessment of expectations of the users. Then, the user experiment is carried out, and the user experience is assessed. The questionnaires rely on a set of nine statements, related to speed, pleasantness, clearness, error free use, robustness, learning curve, naturalness, usefulness and future use. Interaction parameters are not analyzed. The method addresses the question to which degree the expectations are met by the actual experience with the system. The authors claim that the method is efficient and ‘particularly suitable for iterative development’. In [19] an overview on quality aspects of multimodal systems is given. Established questionnaires are discussed concerning their appropriateness for assessing these quality aspects. It is argued that the AttrakDiff [8] and the System Usability Scale (SUS) [3] cover most aspects (Learnability, Effectiveness, Efficiency, Aesthetics, System Personality and Appeal) at least partly. Further questionnaires examined are the Software Usability Measurement Inventory (SUMI) [13] and the questionnaire for Subjective Assessment of Speech
In this section the smart-home system and the different input modalities are briefly described, the test design is explained and the questionnaires are introduced.
I’m Home: Multimodal Interface to a SmartHome System Smart-Home System In the frame of the EU-funded IST-project 2001-32746 [21] a voice-controlled smart-home system was developed, which has been enhanced with an additional smartphone-based input. This system is set up inside a fully functional living room. A panoramic view of the room is depicted in Figure 1. Possible interactions include the control of lamps and blinds, the TV, an internet radio, an electronic program guide (EPG), video recorder, and hifi system. Furthermore, the system offers an archive for music and supports the generation of playlists. In the case of a smooth interaction – i.e. the users command is valid and understood by the system - system feedback is equivalent with the corresponding device feedback: e.g. lamps turning on or radio station changing. The TV program, available radio stations, lists of recorded movies, an overview of the users music (sorted by album, artist, etc.) or the playlist is displayed on the TV screen. Those lists are also displayed on the smartphone to allow touch input for the selection of list entries and the execution of corresponding actions, such as recording a movie or deleting a song from the playlist. In the case of communication problems – e.g. recognition
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Figure 1: The living room where the smart-home system is installed. errors or incoherent commands – system feedback depends on the input modality. If voice input was used, a spokendialog recovery strategy applies. If a gesture was not recognized, an immediate recovery strategy on the smartphone is triggered: a list of possible options is displayed, of which one can be selected via touch.
Voice Interface Speech recognition was replaced by a transcribing wizard, but participants were told that there was a speech recognizer in place. A lapel microphone was used to further strengthen this impression. Additionally, the participants were asked to read a standardized text aloud – officially to train the speech recognizer. The replacement of the automated speech recognition with a typing wizard introduced an additional delay of 1.4 seconds on average for spoken input. Participants could communicated via command style language or continuous sentences. The natural understanding unit was also replaced by the wizard. Spoken output only occurred in case of out-of-domain commands, if the information provided by the user was insufficient or if the user asked for help. Here is a sample dialog for a simple task with statements of the participant (P) and system (S):
Figure 2: smartphone interface.
Task: ‘Turn on the ceiling light.’ P: Please turn on the lamp. S: I understood ’Turn on the lamp’. Which lamp would you like to turn on? P: Help. S: You can turn on the wall lamp, the ceiling lamp or all lamps at the same time. P: Turn on the ceiling lamp.
ing the radio button while moving the phone to the right would switch the radio station, while it would switch to the next TV channel if the TV button was pressed. Reusing the same concept for different system controls reduces the gesture set considerably. Before the gesture input could be used, the recognizer had to be trained with a set of gestures, which also have to be related to the functionalities of the system (such as ‘turn on the TV’). For the experiment, this was achieved by showing a video clip of each of the seven gestures to the participants, which they were then asked to repeat five times to train the recognizer. With every gesture a short description was recorded by the participant and stored for the ‘help’-functionality. Recognized gestures elicited an immediate vibration feedback. Furthermore, the participant could touch the GUI menu buttons to see which devices could be controlled, or which gestures had been recorded. The menu button with the question mark opened a detailed help screen.
Smartphone Interface A gesture recognition for simple and often used gestures (TV, radio, lamps, blinds) was combined with touch input via a GUI for more complex interactions (see Figure 2, lower buttons) and implemented on an Apple iPhone 3GS which communicated via wireless LAN with the smart-home system. As suggested by [36], we have followed a participatory design approach involving possible end users in the design process to develop the gesture set. This gesture set had then been tested concerning requirements proposed by [25]: the gestures should be easy to perform and remember, intuitive, metaphorically and iconically logical towards the functionality, and ergonomic. A set of seven three dimensional gestures was used in the experiment (see Table 1 and Figure 3). The gesture recognition based on accelerometer data was triggered by the selection of a device via the GUI (see Figure 2, upper buttons). The same gesture could thus be used to initiate the same effect for different devices. Press-
Multimodal Interface The system offers in principle three input modalities, namely spoken input, gestural input and touch input via a GUI presented on the smartphone. Spoken input can be used for every type of interaction. Additionally, for simple and often repeated interactions, such as turning on the TV, gestural
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Gesture
Command
Device
Swing up
Volume up Brighter Open
TV, Radio Lamps Blinds
Swing down
Volume down Dim Close
TV, Radio Lamps Blinds
Point forward
Turn on/off
TV, Radio
Swing to the right
Next channel Stop
TV, Radio Blinds
Swing to the left
Previous channel
TV, Radio
Move down and up
Turn on/off
Lamps
Tilt
Show EPG Show available channels
TV Radio
They were recruited on the university campus and were paid for their time. Participants were asked whether they owned an iPhone or a Nintendo Wii or had the opportunity to play with it at friends places. Only two owned a Wii and four owned an iPhone. But eleven participants (=40.47%) had at least some experience with either one. Every participant interacted three times with the smarthome system, each time using a different interface: the voice interface, smartphone-based interface or the multimodal interface, resulting in three conditions. The order of the conditions was randomized across participants. After an introduction to the experiment a short video clip was shown, giving an example of the possible interactions with the particular interface. Each input modality was trained – as described above – just before interacting with the interface. Afterwards, the participants were guided through a first interaction (lowering the blinds and stopping them midway). Then, they were left alone in the room and asked to follow the instructions displayed on a screen in front of them. After solving eight to eleven tasks (scenario A, B or C) the participant was asked to fill out a questionnaire. This procedure was repeated twice (see Figure 4), each time with a slightly different set of tasks. One example of the tasks to be performed with the system is given below, with the possible input modality indicated in brackets.
Table 1: Gesture-command mapping.
(a) Swing to the
(b) Swing to the
right
(c) Swing upwards
1. Turn on the ceiling light and try to dim it. (gesture, voice) 2. Turn on the TV. Navigate to the television-stations Sat1 and RTL. Turn down the volume and then turn off the TV. (gesture, voice) 3. Play the biathlon video. Mute the sound. (touch, voice) 4. Delete two tracks from your ‘favorites’ playlist. Add two new titles. (touch, voice) 5. Find out which movies are running tonight (gesture, voice) and record one of them. (touch, voice) 6. Zap through the radio stations. Turn down the volume. Switch to the next station.(gesture, voice) Mute the sound. (touch, voice) 7. Show the list of MP3s. Navigate to the albums of an interpreter. (touch, voice) 8. Now show the titles of an album. Play a track and then stop it. (touch, voice)
left
(d) Swing
(e) Tilt
downwards
On average it took the participants 9.46 minutes to complete one scenario (SD=3.40). (f ) Move down and up
(g) Point
for-
Questionnaires
ward
As motivated above we analyzed four different questionnaires, which are here describe in some more detail:
Figure 3: The gesture set.
• A new and shorter version of the AttrakDiff questionnaire [10]: ten antonym pairs rated on a 7-point scale ([-3,3]), yielding the subscales ‘Attractiveness’ (ATT), ‘Pragmatic Qualities’ (PQ), ‘Hedonic Quality - Stimulation’ (HQ-I) and ‘Hedonic Quality - Identity’ (HQ-I).
commands are possible. Likewise, more complex interaction tasks can be solved by touch input, for instance the generation of a playlist. In terms of the CARE properties [5], gestural and touch input can be described as assigned input, while the combination of both smartphone-based input options are equivalent to spoken input. The system does not accept complementary input, and redundant input is simply ignored. Thus, depending on the task the user could only select between two modalities: spoken input and gestural input, or spoken input and touch input.
• The System Usability Scale (SUS) [3]: ten items rated on a 5-point Likert scale with 1 - strongly disagree to 5 - strongly agree. • The scales assessing ‘usefulness’ (six items) and ‘ease of use’ (four items) of the USE questionnaire [18], rated on the same scale as the SUS.
Test design
• The questionnaire described in [23], assessing intuitiveness (QUESI): fourteen items, rated on the same scale
We asked 27 young adults (Mage =26.1, SDage =3.89) - of which 14 were female - to participate in our experiment.
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interacting via voice (M = 7.91, SD = 1.23) and slowest when interacting via the smartphone interface (M = 11.95, SD = 4.19). When they had the option to choose freely, dialog duration was on average 8.73 minutes (SD = 2.72).
introduction pre-test questionnaire
age gender experience
Recognition Rate For the voice interface perfect recognition was simulated to balance the perfect recognition of the graphical user interface. In the smartphone-based interaction only about half of the tasks had to be solved with gestures, the other half relied on touch interaction, where no recognition errors occurred. For the gesture recognition the recognition rate (given in percent) shows a high variation between participants with a mean of 51.33 and a standard deviation of 17.38. The highest recognition rate achieved was 76.92%, while the lowest was only 15.79%. This is mostly due to false positives (M = 17.19, SD = 9.40). In the case of multimodal interaction users had the option to choose their preferred modality and even switch modalities whenever they felt like doing so. In this case again the recognition rate shows a high variability (min = 11.39, max = 94.60, M = 64.23, SD = 18.64) due to the different preferences of the participants.
video clip
repeated for each modality
(training) guided interaction
scenario A, B, C: 8 -11 tasks
questionnaire
AttrakDiff SUS USE QUESI
Task Success
Figure 4: Procedure.
Task success had to be annotated by hand based on video logs. As no time restrictions were applied, all participants managed to finish all given tasks. Task success would therefor be constant. Thus, we defined task success as the percentage of user input which led to a system response indicating the success of the action. Recognition errors and incoherent input, for example, reduced the task success. With the voice interface participants reach a comparatively high task success of 81.5% on average (SD = 9.5). The task success was lowest with the smartphone interface (M = 65.17%, SD = 8.5). With the multimodal interface participants were more successful (M = 72.63%, SD = 10.07).
as the SUS, yielding the subscales ‘Subjective mental workload’ (W), ‘Perceived achievement of goals’ (G), ‘Perceived effort of learning’ (L), ‘Familiarity’ (F), and ‘Perceived error rate’ (E).
Interaction parameters During the whole experimental session log-data, such as timestamps for user input, system output and response was recorded. From this log-data efficiency related parameters, e. g. dialog duration and number of turns, can be computed. After asking the participants for their acquiescence a video camera was set up in a corner of the room to record user and system behavior. The video data was, for example, used to annotate the performed gestures and thus – in comparison with the log data – to compute the gesture recognition rate.
Modality Choice During the multimodal scenario participants had the option to choose their preferred modality. This choice could be made for every single interaction. Even though gesture recognition rates were low, participants still interacted via the smartphone as shown by Figure 5. Of the smartphonebased input, 26% was gestural input. Participants always tried to finish the given task and no time limit was applied. Thus, the often erroneous gesture recognition led to a higher task duration (Spearman’s ρ = −.47, p < .01) in both, the smartphone and the multimodal context, as many interactions had to be repeated or even retraced in the case of false positives. Only in 27% of the cases did participants switch to spoken input when their gesture was not or falsely recognized. The majority tried again and again using the smartphone.
RESULTS To address the questions stated above, namely (1) do the questionnaires measure similar constructs and (2) can these constructs be related to interaction parameters, the section is structured as follows. First, the results obtained for the interaction parameters are displayed as these will be referred to in the following analysis of the questionnaires. To answer the first question, global scales and subscales are then compared concerning the results obtained for the three different interfaces. Where relations can be assumed, correlations between global scales and subscales and interaction parameters are calculated to answer the second question.
Questionnaire Ratings
Interaction Parameter
Scales and subscales were calculated according to the manuals [8, 3, 18]. For the AttrakDiff all negatively poled items were recoded, so that higher values indicate better ratings.
Dialog Duration Dialog duration could be extracted automatically from logdata and was measured in minutes, as the time from the beginning of an interaction to its end. There was a significant difference for the different interfaces (F (2, 72) = 13.06, p = .000, η 2 = .265). Participants solved the tasks fastest when
Comparison of usability measurements In M¨ oller et al. [19] usability is described as resulting from ‘joy of use’ and ‘ease of use’, being thus influenced by hedonic and pragmatic aspects. Following this concept of usabil-
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Average number of user turns
recognition rates as well as dialog duration. Table 3 shows that this is indeed the case. The strongest correlation is found between the SUS and the recognition rate (r = .55).
mobile phone voice
Pragmatic Quality Pragmatic quality is a measure for a system’s perceived usefulness, according to Hassenzahl et al. [9]. Characteristics, such as ‘easy’ and ‘predictable’, assess the user’s need for a controllable system. This scale should measure efficiency and effectiveness, and should therefor be correlated with dialog duration [22] and task success. The later was declared ‘the simplest usability metric’ by Nielsen1 . The results obtained confirm the assumption phrased above, both for dialog duration (Pearson’s r = −.46) and task success (Pearson’s r = .67).
80
60
40
20
Intuitive Use 0 voice-only
mobile phone
To measure the intuitive use an interfaces offers, a new questionnaire (QUESI) was developed by Naumann et al. [23]. The five subscales (min=1, max = 5) of the QUESI are ‘subjective mental workload’ (W), ‘perceived achievement of goals’ (G), ‘perceived effort of learning’ (L), ‘familiarity’ (F), and ‘perceived error rate’ (E). They yield consistent results concerning the ranking of the three interfaces (see Table 4). As found on the scales SUS and USE the voice interface is rated best on all QUESI subscales and the smartphone-based interface is rated worst. According to M¨ oller et al. [19] intuitivity should have an influence on ‘ease of use’. Therefor, high correlations are expected and indeed found between the global QUESI scale ‘intuitiveness’ (mean of all items) and the ‘ease of use’ subscale of the USE (r = .85, p = .000). Furthermore, we would expect the subscales ‘subjective mental workload’ (W), ‘perceived achievement of goals’ (G), and ‘perceived error rate’ (E) to be influenced by interaction parameters. The Pearson’s’ correlations displayed in Table 5 corroborate this.
multimodal
User interface
Figure 5: Modality choice. M
SD
F(2,78)
p
η2
voice mm phone
1.63 1.65 0.87
1.08 0.97 1.65
4.19
.019
.098
SUS
voice mm phone
78.52 67.04 56.11
13.61 18.41 21.86
10.15
.000
.206
USE
voice mm phone
3.55 3.24 2.89
0.67 0.76 0.92
4.73
.012
.108
Scale
Interface
ATT
Table 2: Mean and standard deviation of questionnaire scales measuring usability for the three interfaces as well as ANOVA results.
Hedonic Quality
Seite 1
Apart from quality aspects related to – comparatively easily measured – constructs, such as effectiveness and efficiency, recent work emphasizes the importance of hedonic quality (e.g. novelty, beauty) [31, 8]. This aspect can be further divided into ‘stimulation’ and ‘identity’, both measured with the AttrakDiff questionnaire introduced above. On those scales, no differences of the three interfaces could be found (cf. Table 6). These scales are supposed to measure different aspects of perceived quality and should thus not correlate strongly with any of the other scales apart from
ity we presume that scales measuring usability are the SUS, with ratings ranging from 0 to 100, and the ‘Attractiveness’ scale of the AttrakDiff (Min = -3, Max = 3). We also consider the mean of the USE ratings (Min = 1, Max = 5) as a usability measure. The QUESI is supposed to measure intuitive use and subscales related to this concept. The analysis of the QUESI is therefore not included in this paragraph. As shown in Table 2 the three (sub-)scales ATT, SUS and USE yield differences between the interfaces, and also roughly the same ranking. On the scales SUS and USE the voice interface is rated best, followed by the multimodal interface and the smartphone-based interface. Post-hoc tests reveal that only the differences measured with the SUS are significant between all three interfaces. On the ‘attractiveness’ and the global USE scale only the differences between voice and smartphone interface are significant. Pearson’s correlations between the scales are given in Table 3. The strong correlations (r > .7) indicate that these scales indeed measure a similar construct. As argued by Naumann and Wechsung [22] correlations should be found between scales measuring usability, and
ATT SUS USE
SUS
USE
dd
rr
ts
.73**
.71** .82**
-.25* -.48** -.39**
.26* .55** .47**
.39** .54** .50**
Table 3: Correlations r between usability scales and between these scales and the interaction parameters dialog duration (dd), recognition rate (rr), and task success (ts). A double star indicates a significance level of .01 and a single star a level of .05. 1 http://www.useit.com/alertbox/20010218.html, last accessed 2010/04/19
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M
SD
F(2,78)
p
η2
voice mm phone
3.56 3.10 2.64
0.82 0.98 0.74
7.73
.001
.165
G
voice mm phone
3.98 3.58 3.20
0.81 1.00 1.03
4.51
.014
.104
L
voice mm phone
3.90 3.52 2.98
0.91 0.98 0.87
6.84
.002
.149
F
voice mm phone
3.53 3.22 2.84
0.87 0.80 0.93
5.66
.005
.127
E
voice mm phone
3.54 3.02 2.54
0.99 0.98 1.07
6.57
.002
.144
Scale
Interface
W
Scale HQ - Stimulation HQ - Identity
– Hedonic quality seems to be an aspect relatively unrelated with other constructs like intuitiveness or pragmatic quality. It does have an influence on usability as measured by ‘attractiveness’. (2) Can these constructs be related to interaction parameters? – Correlations with the interaction parameters ‘task success’ and ‘dialog duration’ indicate that the perceived usability and ‘pragmatic quality’ are indeed affected by effectiveness and efficiency.
As multimodal systems are becoming more and more prevalent their evaluation is an important issue. The multitude of possible modalities combined and the different ways to implement the combination of modalities (as described by the CARE and CASE properties [5, 26]) lead to a high degree of freedom which makes evaluation all the more complicated. Evaluation can, among other, be based on ques-
W G E
– No correlation of hedonic quality with the interaction parameters is found. We could thus replicate the findings of [24] and [30] for the field of multimodal systems that preference measured via questionnaires and performance measures are correlated – a result that would merely support common sense had not the opposite been found by Hornbæk and Law [12] and Frøkjær et al. [7], among others. An overview of questionnaires and quality aspects they assess according to our results is given in Table 7. We can also analyze our results in regard to the possible goals pursued with system evaluation [28]. Concerning the comparison of systems or system versions we find that the System Usability Scale has the highest sensitivity for the
ts p
r
p
-.40 -.35 -.51
.000 .000 .000
.56 .47 .48
.000 .000 .000
.70 .64 .67
.000 .000 .000
.047 .025
– The QUESI questionnaire appears to measure a similar construct as the ‘ease of use’ subscale (EoU) of the USE questionnaire.
DISCUSSION
rr
.152 .372
– We found that the ‘attractiveness’ subscale of the AttrakDiff, the System Usability Scale and the global scale of the USE questionnaire measure the same construct, namely usability.
The influence of the ‘pragmatic quality’ on ‘attractiveness’ is stronger than the influence of the hedonic aspects. A reason for this might be the usage mode our participants were in when interacting with the system. It has been argued in [9] that in a task-guided interaction (goal mode) ‘pragmatic quality’ should be more important than ‘hedonic quality’. As expected, no correlations are found between the interaction parameter and hedonic quality.
r
1.93 1.00
(1) Do the questionnaires measure similar constructs?
AT T = 1 + .5 · P Q + .34 · HQI + .17 · HQS
p
part. η 2
tionnaire ratings or interaction parameters obtained in user tests. Questionnaires have been developed assessing a systems’ usability (e. g. SUS [3], CSUQ [16], SUMI [13]), user interface satisfaction (QUIS [4]) or perceived hedonic and pragmatic quality (AtrrakDiff [8]). Depending on the system under consideration these questionnaires have been adapted – for example to assess website usability [32] – or specialized questionnaires have been designed (e. g. SASSI [11] for speech system interfaces). It is questionable though whether these questionnaires can easily be transported to the field of multimodal systems. M¨ oller et al. [19] for example do not recommend the SUMI for the evaluation of multimodal systems. In the presented paper four questionnaires have been used to evaluate three different interfaces, amongst those a multimodal interface. Based on the data the questionnaires have been analyzed to answer the following questions:
‘attractiveness’ – this construct being understood as resulting from a combination of ‘pragmatic qualities’ and ‘hedonic qualities’. Correlations of the hedonic quality scales are indeed highest among themselves (r=.74, p =.000) and with ‘attractiveness’ (r=.72 for ‘identity’ and r=.70 for ‘stimulation’). A simple linear regression analysis results in the model (R2 =.74, F(3,76)=72.56, p=.000):
dd
p
Table 6: ANOVA results for differences between the interfaces on hedonic aspects.
Table 4: Mean and standard deviation of questionnaire scales measuring intuitiveness for the three interfaces as well as ANOVA results.
r
F(2,78)
Table 5: Correlations between the interaction parameters dialog duration (dd), recognition rate (rr), task success (ts) and QUESI subscales.
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ACKNOWLEDGMENTS
QUESTIONNAIRES Quality Aspects
AttrakDiff
Usability Efficiency (dd) Effectiveness (ts) Intuitivity
(ATT) (PQ) (PQ)
SUS
USE
QUESI
(EoU)
(W,G,E) (W,G,E)
We would like to thank Matthias Siebke and Falk Schiffner for their help in setting up and conducting the experiment. The project was financially supported by the Deutsche Forschungsgemeinschaft DFG (German Research Community), grant MO 1038/6-1.
References [1] N. Beringer, U. Kartal, K. Louka, F. Schiel, and U. T¨ urk. PROMISE: – A procedure for multimodal interactive system evaluation. In Proc. of the LREC Workshop on Multimodal Resources and Multimodal Systems Evaluation, Las Palmas, pages 77–80, 2002. [2] N. Bevan. What is the difference between the purpose of usability and user experience evaluation methods? In Proc. of the UXEM Workshop at INTERACT, 2009. [3] J. Brooke. SUS: A quick and dirty usability scale. In P. W. Jordan, B. Weerdmeester, A. Thomas, and I. L. McClelland, editors, Usability evaluation in industry, pages 189–194. Taylor and Francis, London, 1996. [4] J. P. Chin, V. A. Diehl, and K. Norman. Development of an instrument measuring user satisfaction of the human-computer interface. In Proc. of ACM CHI, pages 213–218, 1988. [5] J. Coutaz, L. Nigay, D. Salber, A. Blandford, J. May, and R. Young. Four easy pieces for assessing the usability of multimodal interaction: The CARE properties. In Human-Computer Interaction, Interact, pages 115–120. Chapman & Hall, London, 1995. [6] B. Dumas, D. Lalanne, and S. Oviatt. Multimodal interfaces: A survey of principles, models and frameworks. pages 3–26, 2009. [7] E. Frøkjær, M. Hertzum, and K. Hornbæk. Measuring usability: are effectiveness, efficiency, and satisfaction really correlated? In Proc. of CHI, pages 345–352. ACM, 2000. [8] M. Hassenzahl, M. Burmester, and F. Koller. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualit¨ at [a questionnaire for measuring perceived hedonic and pracmatic quality]. Mensch & Computer 2003. Interaktion in Bewegung, pages 187–196, 2003. [9] M. Hassenzahl, R. Kekez, and M. Burmester. The importance of a software’s pragmatic quality depends on usage modes. In H. Luczak, A. E. Cakir, and G. Cakir, editors, Proc. of the 6th international conference on Work With Display Units WWDU 2002, pages 275–276, Berlin, 2002. ERGONOMIC Institut f¨ ur Arbeits- und Sozialforschung. [10] M. Hassenzahl and A. Monk. The inference of perceived usability from beauty. Human-Computer Interaction (accepted), 2010. [11] K. S. Hone and R. Graham. Towards a tool for the Subjective Assessment of Speech System Interfaces (SASSI). Nat. Lang. Eng., 6(3-4):287–303, 2000. [12] K. Hornbæk and E. L.-C. Law. Meta-analysis of correlations among usability measures. In Proc. of CHI, pages 617–626. ACM, 2007. [13] J. Kirakowski and M. Corbett. SUMI: The Software Usability Measurement Inventory. British Journal of
Table 7: Questionnaires assessing quality aspects, with corresponding interaction parameter or appropriate subscales given in brackets. differences of the interfaces, which is in contrast to findings published by Wechsung and Naumann [35] but supports the result reported by Tullis and Stetson [32]. Respective the identification of problematic factors, interaction parameters can be called upon. The analysis of the interaction based on the parameters ‘modality choice’ and ‘recognition rate’ shows that participants prefer the smartphone-based interaction although gesture recognition rate is low. As a consequence emphasis should be laid on improving the recognition rate when proceeding with the engineering cycle. To waive this interface due to unsatisfying user ratings would be the wrong decision.
CONCLUSION The analysis of questionnaires and interaction parameters presented in this paper should serve the purpose of better understanding quality aspects, such as ‘pragmatic quality’ and ‘hedonic quality’ in the field of multimodal systems. Furthermore, recommendations can be given to meet two requirements connected with evaluation: (1) the comparison of two or more systems or system versions (to verify assumed improvements) or (2) the identification of factors or components in the system that can be improved. We found that the AttrakDiff, the SUS, as well as the USE are suitable for the usability evaluation of systems with multimodal interfaces. But the selection of an appropriate questionnaire for the evaluation depends on the aim of the evaluation: • According to our results, the SUS would be suitable for a mere comparison of systems, interfaces or system versions as only the differences measured with the SUS are significant between all three interfaces. • If more information about the reasons for an unsatisfying usability result is required, the AttrakDiff would be a better choice, as it explicitly distinguishes between pragmatic and hedonic aspects. • The additional analysis of interaction parameters offers an even better identification and understanding of usability problems, and allows to specifically improve problematic modules. Further research is still needed to better understand the concept of intuitive use, how this is linked to usability and to define interaction parameters related to this concept. The same holds for hedonic quality aspects, which gain in importance in explorativ settings applicable especially for entertainment systems.
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Educational Technology, (3):210–212, 1993. [14] C. K¨ uhnel, B. Weiss, and S. M¨ oller. Parameters describing multimodal interaction — definitions and three usage scenarios. In accepted for Interspeech 2010, 2010. [15] E. L.-C. Law, V. Roto, M. Hassenzahl, A. P. Vermeeren, and J. Kort. Understanding, scoping and defining user experience: a survey approach. In Proc. of CHI, pages 719–728, New York, NY, USA, 2009. ACM. [16] J. Lewis. Ibm computer usability satisfaction questionnaires: Psychometric evaluation and instructions for use. International Journal of Human-Computer Interaction, 7(1):57–78, 1995. [17] R. L´ opez-C´ ozar Delgado and M. Araki. Spoken, multilingual and multimodal dialogue systems: development and assessment. John Wiley & Sons, Chichester, 2005. [18] A. M. Lund. Measuring usability with the USE questionnaire. Usability Interface, 8(2), 2001. [19] S. M¨ oller, K.-P. Engelbrecht, C. K¨ uhnel, I. Wechsung, and B. Weiss. Evaluation of multimodal interfaces for ambient intelligence. In Human-Centric Interfaces for Ambient Intelligence, pages 347–370. Elsevier, 2010. [20] S. M¨ oller, K.-P. Engelbrecht, and R. Schleicher. Predicting the quality and usability of spoken dialogue services. Speech Commun., 50(8–9):730–744, 2008. [21] S. M¨ oller, J. Krebber, A. Raake, P. Smeele, M. Rajman, M. Melichar, V. Pallotta, G. Tsakou, B. Kladis, A. Vovos, J. Hoonhout, D. Schuchardt, N. Fakotakis, T. Ganchev, and I. Potamitis. INSPIRE: Evaluation of a Smart-Home System for Infotainment Management and Device Control. In Proc. 4th Int. Conf. on Language Resources and Evaluation (LREC), volume 5, pages 1603–1606, May 2004. [22] A. Naumann and I. Wechsung. Developing usability methods for multimodal systems: The use of subjective and objective measures. In E. L.-C. Law, N. Bevan, G. Christou, M. Springett, and M. Larusdottir, editors, Proc. of the International Workshop on Meaningful Measures: Valid Useful User Experience Measurement (VUUM), pages 8–12. Institute of Research in Informatics of Toulouse (IRIT), 2008. [23] A. Naumann, I. Wechsung, and J. Hurtienne. Multimodality, inclusive design, and intuitive use. In Proc. of the 23rd British Computer Society Human Computer Interaction Workshop and Conference (HCI 2009), 2009. [24] J. Nielsen and J. Levy. Measuring usability: Preference vs. performance. Communications of the ACM, 37(4):66–75, 1994. [25] M. Nielsen, T. Moeslund, M. St¨ orring, and E. Granum. A procedure for developing intuitive and ergonomic gesture interfaces for HCI. In Proc. of Gesture-Based Communication in Human-Computer Interaction, 5th International Gesture Workshop, pages 409–420. Springer, 2003. [26] L. Nigay and J. Coutaz. A design space for multimodal systems: concurrent processing and data fusion. In Proc. of the INTERACT and CHI, pages 172–178, 1993.
[27] S. Oviatt. Multimodal interfaces. pages 286–304, 2003. [28] T. Paek. Empirical methods for evaluating dialog systems. In Proc. of the Second SIGdial Workshop on Discourse and Dialogue, pages 1–9, Morristown, NJ, USA, 2001. Association for Computational Linguistics. [29] L. M. Reeves, J. Lai, J. A. Larson, S. Oviatt, T. S. Balaji, S. Buisine, P. Collings, P. Cohen, B. Kraal, J.-C. Martin, M. McTear, T. Raman, K. M. Stanney, H. Su, and Q. Y. Wang. Guidelines for multimodal user interface design. Communications of ACM, 47:57 – 59, 2004. [30] J. Sauro and E. Kindlund. A method to standardize usability metrics into a single score. In Proc. of CHI, pages 401–409. ACM Press, 2005. [31] N. Tractinsky. Aesthetics and apparent usability: empirically assessing cultural and methodological issues. In CHI ’97: Proc. of the SIGCHI conference on Human factors in computing systems, pages 115–122, New York, NY, USA, 1997. ACM. [32] T. Tullis and J. Stetson. A comparison of questionnaires for assessing website usability. In Proc. of Usability Professionals Association (UPA). [33] M. Turunen, J. Hakulinen, A. Melto, T. Heimonen, T. Laivo, and J. Hella. Suxes – user experience evaluation method for spoken and multimodal interaction. In Proc. of Interspeech, pages 2567–2570, 2009. [34] M. A. Walker, D. J. Litman, C. A. Kamm, and A. Abella. PARADISE: a framework for evaluating spoken dialogue agents. In Proc. of the ACL/EACL 35th Meeting of the Assoc. for Computational Linguistics, Madrid, pages 271–280, 1997. [35] I. Wechsung and A. Naumann. Established usability evaluation methods for multimodal systems: A comparison of standardized usability questionnaires. In Proc. of PIT. Heidelberg: Springer, 2008. [36] J. O. Wobbrock, M. R. Morris, and A. D. Wilson. User-Defined Gestures for Surface Computing. In Proc. of CHI, pages 1083–1092. ACM Press, 2009.
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Rise of the Expert Amateur: DIY Projects, Communities, and Cultures Stacey Kuznetsov & Eric Paulos Human-Computer Interaction Institute, Carnegie Mellon 5000 Forbes Avenue, Pittsburgh, PA, USA {stace, paulos}@cs.cmu.edu ABSTRACT
This paper presents a large-scale study of Do-It-Yourself (DIY) communities, cultures and projects. We focus on the adoption and appropriation of human-computer interaction and collaboration technologies and their role in motivating and sustaining communities of builders, crafters and makers. Our survey of over 2600 individuals across a range of DIY communities (Instructables, Dorkbot, Craftster, Ravelry, Etsy, and Adafruit) reveals a unique set of values, emphasizing open sharing, learning, and creativity over profit and social capital. We derive design implications to embed these values into other everyday practices, and hope that our work serves to engage CHI practitioners with DIY expert amateurs. Author Keywords
DIY, online communities, motivations of contributors ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
DIY (Do It Yourself) practice predates recorded history as human survival itself often relied on the ability to repair and repurpose tools and materials. For hundreds of years, people have been fixing water leaks, remodeling their homes and decorating their clothes without hiring professional plumbers, architects or designers. Modern societies oppose the principle of self-reliance with massproduction and consumer economy. Tangible things can be bought. Professionals can be hired to build and repair. Artists can be employed to decorate or customize. Nevertheless, people all over the world continue to create and modify objects with their own hands, ranging from knitting, to gadgets, music, and software. We define DIY as any creation, modification or repair of objects without the aid of paid professionals. We use the term “amateur” not as a reflection on a hobbyists’ skills, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1. Amateur radio operator in 1920’s (left) and typical punk culture zines from 1970’s (right).
which are often quite advanced, but rather, to emphasize that most of DIY culture is not motivated by commercial purposes. Over the past few decades, the integration of social computing, online sharing tools, and other HCI collaboration technologies has facilitated a renewed interest and wider adoption of DIY cultures and practices through (1) easy access to and affordability of tools and (2) the emergence of new sharing mechanisms. We begin this paper with a brief historic overview of DIY cultures. We then present a study of six modern DIY communities, providing insight into DIY as cultural movement and the technologies that support it. We highlight opportunities for HCI researchers to engage with DIY practices, suggesting design implications in the domains of physical and digital identity management, expressive knowledge transfer and design studio culture. DIY CUTLURES: HISTORIC OVERVIEW
One of the earliest “modern era” DIY communities formed among amateur radio hobbyists in the 1920’s (Figure 1). These hobbyists relied on amateur handbooks, which stressed “imagination and an open mind” nearly as much as the technical aspects of radio communication [20]. Ham radio enthusiasts often met in person to discuss their work as well as unrelated social subjects. They continued to thrive rebelliously during World War II, when a ban was placed on amateur radio communication. Rebellious attitudes continued to pervade pirate radio stations of the 1960’s and handmade ‘zines’ expressing the punk aesthetic in the 1970s’ (Figure 1) [37]. Later in the 1980’s, low-cost MIDI equipment enabled people without formal training to record electronic music, evolving into the rave culture of the 1990’s [26]. During this time, computer hobbyists also formed communities to create, explore and exploit software systems, resulting in
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Open source software is an artifact created and maintained by decentralized contributors, usually as a hobby. According to the Free/Libre and Open Source Software (FLOSS) study of 2,784 open source developers, the majority of respondents contribute in order to “learn and develop new skills” [18], as well as to share “their knowledge and skills” and improve “FS/OS products of other developers”. Wikipedia showcases another collection of artifacts: millions of encyclopedia-style articles. A survey by Nov classifies motivations of contributors into six categories, suggesting that fun and ideology (“information should be free”) are the top two motivations of contributors [30]. Seti@Home harnesses volunteers’ computers to analyze data in search of extraterrestrial activity, with members creating an intangible artifact of largescale computation. Over 58% of SETI participants indicate that they contribute to “find ET for the good of humanity”, while over 17% emphasize “keeping my computer productive”1.
Figure 2. Images from DIY Communities: ‘electric discharge through air’, presented at Dorkpot Sydney (top left), chocolate dipped macaroons sold on Etsy (top right), Instructables tutorial for a servo robot (bottom left), “Chain of Command” scarf on Craftster (bottom right).
Lastly, we draw a parallel between DIY objects and more personal, digital artifacts created through blogging and image tagging. Ames’ and Naaman’s study of tagging patterns in Flickr and ZoneTag suggests a taxonomy of motivations [2], including personal organization, communication with other community members, and organization for the general public. Nardi, et al. emphasize five motivations of bloggers, among them: personal documentation, emotional outlet, muse (formulating ideas in writing), and supporting specific communities such as poets or musicians [29].
the Hacker culture. Today’s DIY cultures reflect the anticonsumerism, rebelliousness, and creativity of earlier DIY initiatives, supporting the ideology that people can create rather than buy the things they want. Modern DIY Communities
Recent breakthroughs in technology afford sharing such that anyone can quickly document and showcase their DIY projects to a large audience. An emerging body of tools allows enthusiasts to collaboratively critique, brainstorm and troubleshoot their work, often in real-time [e.g. 1,11,32]. This accessibility and decentralization has enabled large communities to form around the transfer of DIY information, attracting individuals who are curious, passionate and/or heavily involved in DIY work.
We hypothesize that DIY communities are also driven by scientific pursuit, personal organization, community values and intrinsic enjoyment of creating DIY objects. However, unlike communities that revolve around the creation of digital artifacts such software, encyclopedia articles, or blogs, DIY communities showcase meta information: personal experiences and knowledge from creating physical objects, projected into the public sphere.
Thousands of DIY communities exist today, varying in size, organization and project structure. Some allow members to contribute asynchronously on a variety of topics [22], while others focus on specific projects such as knitting, crocheting [32] or hip craft [11]. Some revolve around smaller in-person gatherings [12] and some enable hobbyists to trade or sell their projects [14].
Prior Work Exploring DIY Practices
Tailoring communities surrounding CAD environment, software and PC customization focus on personal knowledge sharing. However, unlike DIY communities, which embrace sharing by professionals and amateurs alike, knowledge in tailoring communities (e.g. customization files) is dissipated by a few experts, while the majority of users merely adapt this information to their needs [17,25,36]. A popular workshop held at CHI2009 initiated an early dialog between the HCI and DIY communities [8]. In addition, prior work provides insight into DIY practices: Torrey et al. explore information seeking among crafters [34], while O’Connor provides an ethnographic study of glassblowing [31].
RELATED WORK
An extensive body of work explores online communities in the domains of gaming (World of Warcraft), compiling objective knowledge (Wikipdia), open source software, and social networking (Facebook, MySpace), to name a few [3,13,24,28]. Although there has been no large-scale study of online DIY communities, we draw from several prior findings, focusing on communities that produce ‘artifacts’- tangible or digital objects such as documents, software, or images. Such artifacts can be compared to DIY ‘objects’- items that are created, modified or refurbished by hobbyists and non-experts.
1 Seti@Home. http://seticlassic.ssl.berkeley.edu/polls.html, accessed May 5, 2010.
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Buechley et al. integrate hardware electronics into textiles to make e-textile technology available to non-experts [7], and Rosner, et al. explore IKEA hacking practices [33]. Lastly, Torrey et al. focus on How-To documentation [35], identifying several motivations for sharing: personal documentation, online identity, and finding employment. Unlike prior work, which focuses on one DIY community or skillset, our research explores DIY as a broad phenomenon spanning a variety of domains- art, electronics, craft, music, etc.
doing strange things with electricity” is applicable to most speakers who include fire artists, electronics enthusiasts, industrial designers, hackers, and musicians. Adafruit
Founded by Limor Fried, Adafruit is an online distributor (seller) of electronic parts and kits. These items are also featured at ladyada.net [1], a sister site hosting images and descriptions of projects that are documented by Limor herself. Adafruit hosts a number of general tutorials, with an emphasis on low-cost materials and easy-to-follow methods. The site thus serves as a portal for nearly 8,000 registered users who are curious about or struggling with electronics projects. A collection of forums enables members to discuss and troubleshoot their work.
RESEARCH SCOPE
We present the motivations, practices and sharing mechanisms that support DIY as a cultural movement. Driven by non-experts, this movement embodies creation, sharing and discussion of DIY practices from crocheting and design to robotics and auto repair. We formally define community as a group of people who share common goals and interests- communicating through mediums online and in person. We focus on six communities as a sample of the diverse materials, practices and sharing mechanisms among DIY practitioners. In selecting these communities we hope to capture DIY as a multi-faceted movement which invites all practitioners- knitters, roboticists, fire artists, mechanics, designers, hackers, musicians, etc.- to share ideas through a variety of mediums, including forums, instructions, images, video, and face-to-face meetings. We detail the specific structure and focus of each selected community below.
Ravelry
Founded by Casey and Jessica Forbes in 2007, Ravelry is an online community of knitters, crocheters, and other artists who work with yarn and dyes. The site aims to help enthusiasts “keep track of their yarn, tools, and pattern information, and look to others for ideas and inspiration” [32]. Unlike other communities, Ravelry content is visible only to registered users. The site boasts over 300,000 registered users despite that fact that one must receive an invitation in order to join. Members can upload images and descriptions of their projects, as well as purchase and sell related supplies such as yarn and dyes. Numerous forums also host general discussion and questions. Craftster
Instructables
This online community also revolves around craft such as knitting and crocheting, with an emphasis on sharing “hip, off-beat, crafty DIY projects” [11]. Founded by Leah Kramer in 2007, Craftster allows everyone to view the contents of the site, and boasts over 700,000 unique readers every month, and more than 170,000 registered users. All communication occurs through forums, which are classified into thirty major categories, including pottery, cooking, crochet, jewelry and trinkets, and image reproduction techniques. Members can share their work by uploading photos, descriptions and tutorials, as well as commenting and asking questions about other projects, ideas and techniques. In addition, Craftster often organizes challenges with winning projects shown as “Featured Projects” on the front page.
Self-described as a “web-based documentation platform where passionate people share what they do and how they do it”, Instructables was launched in 2005 by Eric Wilhelm of MIT Media Lab [22]. DIY projects are shared in a step-by-step instruction format, often accompanied by images and video. With over half a million users, projects range from educational, to practical, to whimsical, including “Building a Medieval Gauntlet”, “Making Simple PVC Flute”, “Controlling an Arduino Microcontroller with a Cellphone” or “How to Kiss”. Users are able to rate, critique, question and comment on each project, leave forum posts, and submit general public questions and answers. Moreover, each member profile contains an “Orangeboard” allowing users to post comments to each other. The site hosts several specialinterest contests every month, awarding winners with online badges, T-shirts and sometimes equipment.
Etsy
Etsy is self-described as an “online marketplace for buying & selling all things handmade” [14], striving to financially empower DIY enthusiasts. Projects are thus posted as catalogue items with images, descriptions, and prices. Initiated by Robert Kalin in 2005, the site has more than 70,000 registered users. In November of 2007, 300,000 items were bought through Etsy, amounting to
Dorkbot
Dorkbot consists of groups of people who meet in person to discuss projects ranging from ‘electronic art’ to new gadgets [12]. The first Dorkbot was founded by Douglas Repetto of Columbia University Computer Music Center in 2000, and has grown to include sixty six active chapters located all over the world, at the time of writing. During meetings, several speakers (who are selected by meeting coordinators) present their work, followed by questions, critique and discussion. The motto of Dorkbot, “people
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more than $4.3 billion dollars in sales1. Etsy also offers a variety of community resources, including forums, live chat, a news blog, and portals to bring DIY’ers together based on interests and location. Moreover, Etsy’s Virtual Labs offer weekly online classes on a variety of topics. STUDY METHODOLOGY
Our methods consist of an online survey distributed to the six selected DIY communities, followed by a detailed questionnaire sent to a random subset of participants. Our survey, designed to be completed within 10 minutes (all questions optional), was publicized through a variety of mediums, including message boards, mailing lists and forum posts in each of the six DIY communities. We now discuss our data collected from 2608 respondents over the course of 14 months (with the bulk of the responses arriving within the first 2 weeks of posting the survey). In addition, we leverage 5 qualitative responses to our follow-up questionnaire to explore some of the more fascinating aspects of our numeric survey data. We introduce our results by first discussing our participants. We then detail our findings across 3 areas: (1) participatory involvement in and motivations for contributing to DIY communities, (2) DIY projects and practices, and (3) sharing DIY projects with DIY communities.
Figure 3. Number of respondents involved in each community, by time involved.
insight into this overlap. One participant emphasizes the value of idea exchange amongst people of diverse backgrounds involved in different DIY communities: “One of the benefits of being involved in more than one DIY community is to be able to [ex]change ideas with so many different persons, with different technical, artistic and professional backgrounds.” Another respondent highlights that communities provide different ‘audiences’, which in turn allow develop both creative and business goals: “I use some communities to connect with other business owners. It makes exchanging ideas easier, promoting products since we can cross promote or pool our designs together to create a larger promotional event. Other communities I use to better connect with my end users or buyers. Site where I can post my creations and get feedback from the community.”
PARTICIPANTS
We collected 2608 responses, with participants’ ages from 18 to 95. The response rate is overwhelmingly female (2287 female, 186 male, 11 transgender), perhaps due to the large number of respondents from knitting and crocheting communities, and we address this phenomenon in the limitations section. About half (49%) of the respondents hold an undergraduate degree, 21% completed a Masters, 23% finished high school, and just over 6% earned a higher degree (PhD, JD, or M.D.). Educational backgrounds range from nursing, theatre, engineering, art and zoology to name a few.
Lastly, one participant notes the importance of size: “Each has its own 'personality,' for example, one is more a group of friends who happen to knit, so we do it together. From that group, I get not only knitting support and advice, but life advice and companionship… As for an online community (Ravelry), that’s just a window into the entire world… I get new, different, fancy, fun, perspective, enlightenment.”
Overlap across DIY Communities
Figure 3 shows the number of survey respondents by time involved in each of the six DIY communities. Despite the large response pool, less than 20 participants belong exclusively to only one of Instructables, Adafruit, Dorkbot or Etsy. Respondents from Ravelry and Craftster are somewhat separable (149 and 75 unique members respectively), but their data reflects trends of the group at large. Moreover, participants from all six of the studied communities indicate involvement in other DIY groups, including Flickr, LiveJournal, Yahoo Groups, ThreadBanger, Make Magazine, Knitter’s Review, deviantART, Cut Out + Keep, and Crochetville. Qualitative data from our follow-up questions offers
Since our results are not separable by community, we present survey data as a reflection of the DIY movement at large- a phenomenon that spans a variety of domains and sharing mechanisms (and we discuss the limitations
1
http://www.nytimes.com/2007/12/16/magazine/16Craftst.html?_r=3&oref=slogin&ref=magazine&pagewanted=all, accessed May 9, 2010.
Figure 4. Contributions to DIY communities, by frequency.
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Figure 6. Participants’ DIY project categories. Figure 5. Motivations for contributing to DIY communities.
of this approach later).
online reputation”, with 68% and 60% disagreeing with each motivation, respectively.
CONTRIBUTIONS TO DIY COMMUNITIES
Question Answering as an Instrument of Learning
Over 90% of our respondents contribute to DIY communities through questions, comments and answers, with 45% of participants responding to others’ questions and 43% posting comments or questions on a daily or weekly basis (Figure 4). While nearly 87% of participants also post images of their projects at least once a year, much fewer respondents showcase personal work through step-by-step instructions and videos. In particular, videos are the rarest contribution (more rare than in-person interactions) with less than 8% of participants sharing videos at all, and only 2% sharing videos on a daily, weekly or monthly basis. Surprisingly, despite the fact that only 5% of respondents are members of Dorkbot, the only community that officially revolves around in-person meetings, a third of respondents (34%) attend in-person meetings and over a quarter (26%) present their work inperson at least several times a year. Qualitative responses suggest that these meetings range from “a group of friends” to informal “knit-along’s”, to larger “evening gathering[s] for the community”, often organized outside of the six communities from our study.
How is responding to others’ questions (most frequent contribution) related to learning and inspiration (most supported motivations)? Following up with our respondents, we simply asked: why do you answer questions in DIY communities? One participant explained: “By responding, I have also gotten feedback on what I posted, and in at least 2 cases, was able to correct technique that (it turns out) I was doing wrong.” In fact all respondents suggested that the act of answering questions helps learning. Another participant explains: “It’s like that saying that you learn more by teaching and sharing with others. Every time I pass on a little bit of information to someone else, it helps to ingrain that knowledge in my head, even spur on a desire to learn more.” In addition, participants also highlighted the value of teaching others (“the other reason I respond to questions/comments is that my approach may help someone else”), as well as connecting with people in the community (“to pass on a little bit of wisdom or knowledge”).
Motivations for Contributing to DIY Communities
Above all else, our participants contribute to DIY communities in order to get “inspiration and new ideas for future projects” (81% strongly agree, 16% agree) and to “learn new concepts” (68% strongly agree, 29% agree). Participants also highlight motivations revolving around information exchange: receiving feedback on personal projects and educating others and both supported by 77% of respondents. Surprisingly, while meeting people with similar interests is the third most supported motivation (79% agree or strongly agree), giving back to the community is the third least supported, with only 51% of all respondents agreeing or strongly agreeing. A large portion of free responses emphasizes fun as a motivation: “have fun!” or “it’s fun!” Other comments revolve around learning, for instance: “to learn new techniques”, and community bonds: to “socialize” or “to feel connected to other like-minded people”. The majority of participants are not driven by “finding employment” or “improving
DIY WORK AND PROJECTS
In the second phase of our study, we explore the practices and motivations behind DIY work. The vast majority of our respondents (90%, 2285 in total) contribute to DIY projects. The majority (94%) of participants who do DIY
Figure 7. Costs and earnings per typical DYI project.
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Figure 8. Motivations for contributing to DIY projects.
Figure 10. Deterrents for sharing DIY work with DIY communities.
work contribute to craft projects such as knitting or sewing (Figure 6). Other popular categories include food/cooking (51%), art (44%), and home improvement (35%). Most respondents contribute to more than one category, and all categories significantly overlap with craft (by 70% or more) and cooking (58% or more). Electronics is an exception, overlapping with craft by only 43% and cooking by 40%. Free response project categories range from “gardening” to “photography” to “automotive” among others.
communities in order to meet people with similar interests. One participant offers insight into this discrepancy during our follow-up correspondence: “Working alone allows you full expression of your individual creativity. Sharing it with other people with similar interests can provide constructive criticism from people who understand what you want to do.” Another respondent suggests that the complexity of a project determines if she works alone or with others:
Nearly two thirds of respondents spend between $11 and $50 on a typical project, and the vast majority (84%) does not get paid for their projects (Figure 7). Project cost correlates with project completion time (more than 87% of participants who spend under $25 on a project finish it in under 30 hours, while more than half of projects that cost above $500 require over 100 hours to finish). Conversely, how often participants work on DIY projects does not vary with project cost, such that 40% of all participants contribute to DIY projects a few times a week and another 40% do DIY work at least once a day, regardless of project cost. For 66% of respondents, a typical project takes less than 30 hours to finish (with 21% of respondents spending 1-5 hours, 24% spending 610 hours, and 31% spending 11-30 hours). There is no direct correlation between the time spent and amount earned per project.
“Personally, I waffle between wanting to practice my craft alone and practicing in the company of others. It depends on the project I have going. Easy projects lend themselves to schmoozing; more complicated projects require ‘me time.’" SHARING PROJECTS WITH DIY COMMUNITIES
More than 90% of respondents who work on DIY projects share at least some of their projects (Figure 9). Our data suggests a correlation between the percentage of projects shared and the amount of time spent on a typical project: less than 70% of participants who spend under 5 hours on typical projects share any of their work, while over 95% of respondents who work on longer projects (more than 30 hours) tend to share, with more than 10% sharing all their work.
Motivations for Contributing to DIY Projects
Lack of time is the primary reason for not sharing DIY projects with DIY communities, as indicated by over half of our responded (Figure 10). Other common deterrents are respondents’ negative assessments of their projects (lack of creativity, novelty or complexity), each selected
An overwhelming majority (97%) of our participants work on DIY projects in order to “Express myself/be creative”, with over 68% strongly agreeing with this motivation (Figure 8). “Learn new skills” is the second most supported motivation for doing DIY work (52% agree, 39% strongly agree). The least popular reason is to “Gain internet fame or reputation” with more than 70% of respondents disagreeing or strongly disagreeing with this motivation. “Make money” is the second least popular motivation (25% disagree, 15% strongly disagree). Interestingly, only 40% of participants contribute to DIY projects to work/spend time with friends, despite the fact that nearly 80% of respondents contribute to DIY
Figure 9. DIY projects shared with DIY communities.
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towards Ravelry (300,000 members) and Craftster (170,000 members). However, size does not explain the relatively small participation from Instructables, which, at 500,000 members, is larger than both Ravelry and Craftster. Perhaps our overwhelmingly female response rate is due to a female majority in Ravelry and Craftster (71% and 68% respectively). We note that our methodology is not immune the common limitations of survey methods: self-selection bias, underreporting of egotistic values, categorizing participants’ motivations into pre-defined lists, etc. While our data depicts the practices and values of DIY cultures at large, future work can pursue inter-community comparisons: for instance, do users belonging exclusively to Etsy express financial concerns above creativity and learning?
Figure 11. Aspects of DIY communities that participants find influential for their work.
by about 23% of respondents. Less than 10% cite poor editing or uploading skills as a reason for not sharing, and slightly more respondents (15%) indicate that they do not have the right equipment to document their work.
DISCUSSION
We now reflect on the broader processes and values that underlie DIY cultures, highlighting four themes that distinguish DIY communities from the other, more widely-studied communities. In doing so, we hope to entice HCI researchers to engage with DIY practitioners as an emerging group of builders, tinkerers, and ‘experts’ who create novel objects and interfaces that can be imported into HCI work. Furthermore, DIY communities represent early adopters of new cultural practices that reform and repurpose technologies, exemplifying a vibrant creative spirit often misunderstood and certainly understudied by HCI communities.
Lastly, when asked which aspects of DIY communities are most influential for their work, the majority of respondents emphasize images of other projects (over 60%), followed by step-by-step instructions (over 40%). Surprisingly, feedback on projects is least found “very influential” by less than 20% of participants, despite the fact that it is one of the most frequent contributions. Inperson interactions are the second least influential for DIY work, perhaps due to the fact that they are rare as well as the social (rather than purely work-oriented) focus of many in-person events- e.g., smaller knitting groups. Referring to one such gathering, a respondent explains:
Low Barrier to Entry
With the majority of DIY projects costing less than $50, a low financial threshold enables people to work with a range of materials across different project domains. Just as most participants belong to several communities, many also work on more than one type of project, ranging from craft to cooking to electronics. We consider the overlap between communities and projects to be an exciting finding: accessibility of information and resources blurs domain distinctions, inviting knitters to tinker with electronics, roboticists to practice crocheting and mechanics to explore music. DIY communities lower the barrier to entry into different project domains by enabling what one respondent describes as “exchange of ideas with so many different persons with different technical, artistic and professional backgrounds”. DIY communities thus invite individuals across all backgrounds and skill levels to contribute, resulting in: 1) rapid interdisciplinary skill building as people contribute and pollinate ideas across communities and 2) increased participation supported by informal (“anything goes”) contributions such a comments, questions and answers.
“My in-person meetings are with friends that share my interests, not strangers. It provides a chance to socialize while sharing an interest.” Another respondent notes that meetings are used to transform online connections into personal relationships: “When I get to meet an individual that I've talked to online in-person, it really helps me to put a face to the name!” Thus, participants seek in-person contact to fulfill social as well as purely DIY-related goals. LIMITATIONS
The six DIY communities selected for our study provide a representative cross-sample of the methods and materials employed by DIY practitioners: Instructables- a large site showcasing a projects in a step-by-step format; Adafruita small community of electronics enthusiasts; Ravelry- a large portal for knitters, crocheters and artists; Craftster- a community of “hip” and “crafty” practitioners; Etsy- an online marketplace for handmade work; and Dorkbotartists who present ideas in-person. To gather unbiased probability sampling, we posted identical recruitment text on each community’s discussion forums and our data somewhat reflects site statistics: fewer responses from smaller communities- Dorkbot and Adafruit, and a skew
Learning
The breadth of communities and projects that are often associated with a single person suggests widespread information exchange. DIY communities serve as instruments of learning through features such as discussion forums, the ‘instructable’ format, images and
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video. Our data reveals question asking and answering as the core process behind the propagation of methods and ideas. As one respondent pointed out, participants tend to “learn more by teaching and sharing with others”. We contrast this mechanism with the more ‘traditional’ dissipation of knowledge in academic fields: while research papers certainly do increase the fundamental state of the art, they often alienate a large portion of the general population by ‘talking at’ rather than ‘talking with’ the audience. Conversely, DIY communities entice learning by initiating a give and take dialogue between individuals across all backgrounds and skill levels. With ‘learning new concepts and skills’ as the second mostsupported motivation for both engaging in DIY communities and working on projects, DIY is a culture that aspires to explore, experiment and understand.
author’s name “indicates the status of the discourse within a society and culture”) [16]. By this view, DIY contributors become ‘authors’, and sharing takes on the form of ‘story-telling’ through a creative rhetoric. Again, we contrast this more natural approach of telling (for instance, showing a new gadget or sewing technique) with the more prevalent of top-down sharing mechanisms in CHI. With storytelling as a core process behind creative DIY sharing, we argue for importing similar practices into CHI (for instance, more emphasis on demos, etc.). Open Sharing
Motivations for contributing to DIY communities highlight information exchange as a core value: receiving feedback on projects, educating others, and showcasing personal ideas and skills are the top factors. Sharing is accessible to individuals of nearly any background, since lack of equipment or skill is not a significant barrier. Participants are willing to share both their projects (especially through images, which are uploaded by more than 80% of respondents at least once a year), as well as raw knowledge by commenting answering questions. Sharing extends beyond DIY work and methods, as nearly 80% of participants seek to ‘meet people with similar interests’, or as on participant stated, “to feel connected to like-minded people”. With nearly a third of all participants attending in-person meetings and almost a quarter presenting personal work at meetings at least once a year, in-person interactions serve as a “chance to socialize while sharing an interest”. Community togetherness compliments the predominantly solitary practice of doing DIY work: ‘working and spending time with my friends’ is not a popular motivation for contributing to DIY projects, thus suggesting that DIY is a culture that strives to share together while working alone.
Creativity
DIY communities and projects are driven by creativity. The vast majority of our respondents contribute to DIY communities not to gain employment, money, or online fame, but to express themselves and be inspired by new ideas. Moreover, creativity serves as a prerequisite for sharing, with nearly a quarter of the community refusing to share their work because it is self-perceived as uninteresting, not novel, or too simple. The types of projects showcased through DIY communities, ranging from robotic gardening tools to three-dimensional art quilts to ladybug cupcakes, embody the members’ drive for the unique, the whimsical and the artistic, to enable what one participant described as “full expression of your individual creativity”. This individual creativity echoes Csikszentmihalyi’s view of p-creativity, referring to individuals who are interesting, stimulating, and “experience the world in original ways” [9]. Personal creativity is, of course, different from historic genius- individuals such as Picasso or Einstein who impact our culture on a larger scale. DIY communities facilitate p-creativity by enabling millions of witty, curious, and enthusiastic contributors to share and draw from DIY knowledge. This knowledge affords inspiration and learning, which in turn lead to discoveries and innovations in personal DIY projects. According to Csikszentmihalyi, creative outcomes are validated by a “field of experts” who “recognize and validate the innovation”. DIY communities provide this mechanism through open sharing and feedback. The “field of experts” in DIY communities consists of hobbyists and enthusiasts who critique and learn from others’ work, giving rise to the expert amateur. With most respondents sharing some portion of their projects with DIY communities and more than half of participants contributing to a community at least a few times a week, sharing is the fundamental process that drives and validates DIY creativity.
DESIGN IMPLICATIONS AND FUTURE WORK
The principles embodied by DIY communities- low barrier to entry, learning, open sharing and creativity- can benefit a variety of other corporate, academic and nonprofit collaborative environments. These values drive the exchange of ideas that lead to new discoveries and innovations. We now highlight three areas of design implications for DIY and similar systems that leverage personal knowledge exchange. Integrating Physical and Digital Domains
A large body of literature in the social sciences explores material possessions as ‘extensions of self’: personal objects serve as points of reflection on one’s identity as well as expressions of idealized future goals and desires [4,10,23]. Our participants, who create and repurpose personal objects, use online communities to broadcast self-constructed material things into the public sphere. In doing so, they symbolically project personal goals, values and practices into the digital domain. These contributions remain detached from the physical objects and states that produce them. Simultaneously, participants seek physical, in-person meetings, which provide social intersections
Alternatively, Foucault discusses creativity as ‘author function’: the author produces a work but does not necessarily participate in its interpretation (e.g., the
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ranging from putting “a face to the name” to receiving “life advice and companionship”.
To compliment expressive idea exchange, future systems can explore light-weight mechanisms for gauging learning outcomes. While numerous contests and rating systems exist to indicate the popularity of online content, very few tools allow us to evaluate tacit knowledge transfer or learning experiences. Systems aiming to support scaffolding for knowledge exchange can allow users to quickly indicate how much they learned or search for content that other people have effectively learned from.
Our findings suggest a range of design opportunities for managing personal identities within and across physical and digital domains. Broadly speaking, new tools can serve to ensure continuity across online communities to which our respondents contribute, as well as in the physical world where they create material objects and seek personal contact. For instance, new systems can inform users when they are interacting with the same individual across different websites, or showcase one’s projects in single place even if they are initially shared in separate communities. Moreover, digital interactions can be exposed in physical spaces [e.g. 21] to reconcile online relationships with in-person experiences. Future work can import ongoing research of more sophisticated tools for identity management [e.g. 19] to explore the implications of linking virtual and physical domains: what are the social consequences of combining ‘personas’ across online and in-person communities? To what extent are users willing to share personal facts and objects across these domains, and how can identity management tools infer and address privacy concerns?
Supporting Iterative Studio Culture
Creativity- the core value embodied by DIY communities, simultaneously entices and deters participation: on one hand, our respondents want to share their projects to receive feedback and inspiration from the community; at the same time however, creativity is a filter for sharing work that is self-perceived as un-creative (not novel or uninteresting, etc). This ‘creativity barrier’ stems, in part, from current DIY sharing as a practice of showcasing functional and completed work. Broader participation can be encouraged by reframing DIY communities as instruments of iteration, critique and feedback on work in progress. With design studio culture as an emerging field in HCI [5,6,15], we emphasize the importance new mechanisms that elicit “feedback early and often”[6] in creative design processes.
New Forms of Knowledge Transfer
Our results reveal commenting, question asking and answering as the most frequent contributions in online DIY communities. Since these communities function as instruments of learning and inspiration, we emphasize new media that enable richer experiences of knowledge transfer beyond text-based question and answering. Despite the fact that many communities already support expressive mediums, for instance images, step-by-step instructions and video, and participants find these to be most influential for their work, such contributions are considerably less frequent than text-based posts. Videos in particular highlight this discrepancy: despite being the least common (under 2% of respondents upload a video more than several times a year), they are deemed ‘very influential’ by almost 17% of respondents.
DIY communities already do embody iterative feedback mechanisms through comments, forum posts and question/answer exchange. Many contribution formats are reminiscent of a studio culture, whereby users learn by ‘observing’ the ‘actions’ of others- tutorials, images, videos, etc. In the future, personal project sharing can draw from the successful contribution models of systems such as Flickr, Twitter, or Facebook, allowing for status updates, photostreams and similar ‘live’ formats. This approach can depict the current state of the work, enabling an iterative dialogue between the DIY’er, the DIY process, and the DIY community. Moreover, new tools can expose the role that smaller projects play in the ultimate creation of larger, high-profile work. For instance, a final robotics project may draw from one person’s image of a circuit, another contributor’s tutorial on motors, and a third individual’s video of vacuumforming. Future tools can focus on revealing the iterative processes between projects people to highlight that creativity is not confined to large-scale, complex work that tends to receive the majority of the “creative” credit.
With lack of time as the main deterrent for sharing DIY work, there is a tradeoff between the time required to make a contribution and the extent to which it facilitates knowledge transfer. Videos, for instance, require a long time to edit, but can influence the viewer in at least three powerful ways: 1) by physically illustrating the steps required to create an artifact; 2) by showcasing a new idea in its functional form; and 3) by directly ‘speaking’ to and engaging with the audience. Future work can focus on media for expressive knowledge transfer. In the case of video, for example, new tools can offer fast and intuitive editing, non-linear traversal, descriptive overlays, tagging, and linkage to related projects. Images and tutorials can be made more powerful through voice annotation, interactive features, and graphical search, among others.
CONCLUSION
We discuss DIY as a vibrant culture with a long history of learning, creating and sharing. Our study of six DIY communities suggests that these values are embedded in everyday practices and supported by the technologies that bring DIY communities into being. Drawing from numeric and qualitative data, we present opportunities for identity management across digital and physical domains, expressive knowledge transfer tools, and systems to support iterative studio practices. Above all, we argue for
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increased engagement between CHI practitioners and DIY expert amateurs, and hope that this work serves to import DIY culture into CHI and vice versa.
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Do people say what they think: Social conformity behavior in varying degrees of online social presence Lieve Laporte & Christof van Nimwegen K.U.Leuven – CUO – IBBT Parkstraat 45 / 3605 3000 Leuven, Belgium [email protected] [email protected]
Alex J. Uyttendaele Eindhoven University of Technology P.O. Box 513 5600MB Eindhoven, the Netherlands [email protected]
ABSTRACT
For example, a fast growing number of people use live video chat such as Skype, social network sites such as Facebook or share content on portals such as YouTube.
In recent social media internet applications, many activities consist of voting, ranking, commenting and sharing. People using these applications can experience the social presence and influences of others, just as in real life. The difference is, however, that fewer communication channels are available in these online communication mediums. In this pilot study, we investigated to which degree these altered communication mediums affect people’s social conformity behavior. Based on a classic normative social conformity paradigm by Asch [1], we developed an online quiz. Two versions were created: a version where users see other players represented with only a picture, and a version with a live video stream. We studied the social conformity in these two online situations regarding three information types: visual perception, factual information and personal opinions. Results showed that participants answering factual questions in the live video variant, offering more social cues than the photo variant, followed the group more in giving incorrect answers. Furthermore, participants in both variants agreed with group opinions.
Figure 1. A discussion about racism, adapted from YouTube.
Author Keywords
Many of these typical Web2.0 applications consist of activities such as voting, ranking, participating in polls, sharing opinions and other forms of personal utterances. People not only “meet” in the same virtual space, they also engage in interactions where they are confronted with each others opinions. They are therefore bound to influence each other. These computer-mediated interactions and influences, however, are potentially different from real-life interactions, because fewer communication channels are available to its users in comparison to face-to-face situations. It might well be possible that communicating via less rich channels and being more or less invisible or anonymous towards each other causes people to behave differently. The fragment in Figure 1 is an example of the fact that perhaps people dare to behave ruder or utter more extreme opinions in online situations than they would have done in real life.
Online social presence, online social conformity, video. ACM Classification Keywords
H5.2. Information interfaces and presentation, H5.3. Group and Organization interfaces. INTRODUCTION
In the last decades, computer and communication technology have evolved enormously: the PC has become omnipresent, mobile phones are even more polyvalent nowadays, and the wired and wireless internet has become an indispensable part of everyday life. The impact of this ongoing evolution on people’s lives (both private and professional), on the way they live together and communicate with each other is probably tremendous. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. . NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10…$10.00
In the present study, we were interested in the effects of different communication mediums on a particular form of social influence, namely social conformity: the process by which an individual complies his attitudes and behaviors with recognized social patterns or standards.
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CONTEXT AND BACKGROUND
personalities and intentions of its users. It is a function of the medium’s capacity for immediate feedback, the number of cues and channels available, the language variety and the degree to which attention is personally focused on the recipient. According to this model, face-to-face communication is the richest medium. E-mail and chat, on the other hand, are rather impoverished mediums. The second characteristic, social presence refers to the degree to which a medium expresses the physical presence of the communicating participants, through verbal and non-verbal cues. Differences in richness and degree of social presence of a particular communication medium might alter people’s behavior when interacting with each other via this communication medium.
Social influence can be considered as the core of many social interactions. These influences, whether they are intentional and deliberate or unintentional and unwanted, arise whenever people engage in interactions with each other. As such, people’s thoughts and actions constantly affect, and are affected by, their communications partner(s). Deutsch and Gerard [7] describe two forms of social influence. Informational social influence refers to our acceptance of information from someone else as evidence about reality. Normative social influence refers to our conformity to the positive expectations of others. These two forms of social influence are triggered by two psychological needs respectively: the need to be right, and the need to be liked. Amongst many other forms of manifestation, social influence plays a key role in social conformity. Social conformity can be defined as the behavioral or attitudinal compliance with recognized social patterns or standards. Already in 1956, the psychologist Solomon Asch demonstrated in his now famous experiment, that social conformity is fundamental to group processes [1].
Substantial research effort has already been devoted to social influence, and to social conformity in particular, in computer mediated environments. Connell et al. [4], for example, studied the effects of the use of different types of communication mediums (face-to-face, email and chat, and voice telephony) on ‘ingratiation’, the fact that a person behaves in a manner to be liked by another person. They found that users of less rich media, offering fewer communication channels and less social presence, feel less pressure to ingratiate. It seems that less rich media allow people to express themselves with less inhibition.
In Asch’s experiment, the influence of a majority opinion on an individual’s own opinion was demonstrated. Participants were gathered in groups to take part in a so called visual discrimination experiment. They were asked to, each in turn, compare the lengths of lines. To manipulate social influence, all but one of the participants were actually Asch’s accomplices. They were instructed in advance to make erroneous comparisons. During the experiment, the majority of confederates, who were the first to announce their decisions out loud (the ‘real participant’ was seated last but one), thus periodically unanimously picked the wrong line. Asch found that individual participants agreed with the obviously incorrect judgments of the accomplices on 37% of the critical trials [1].
Similar results were found in a study on computer mediated group decision making [8]. Groups making decisions using electronic communication used more explicit verbal statements of their positions, in comparison with face-toface groups. Politeness and acknowledgment of other people’s views decreased. According to Matheson et al. [9], this can be explained by the fact that computer mediated communication tends to reduce public self-awareness (the overt aspects of self which are sensitive to attention and evaluation of others), which might result in less inhibited behavior. Since physical presence of others is excluded, individuals might be less inhibited and more task-oriented than in face-to-face situations. Group processes in a computer mediated environment result in participants identifying less with the group than they would in face-toface situations. As nonverbal behavior is absent, participants’ positions can be held more strongly.
Since Asch’s experiment, the study of social influence has been greatly refined, focusing on comparisons across cultures and across different periods in history, and on variables that had an influence on the presence and the amount of social conformity [2]. As will be explained hereafter, some of these variables might also be relevant in the study of social conformity in online environments. For example, studies using different types of paradigm have already shown that exposing participants to each other in face-to-face interactions versus isolating them in separate locations has an important effect on the size of the conformity effect.
Research on social conformity has also found its way to very concrete internet applications. As literature on conformity suggests that people are easily influenced by a majority group, recommender systems, using people’s opinions about items in an information domain to help people choose other items, probably affect users’ opinions. Cosley et al. [5] have shown that people can indeed be manipulated; they tend to rate toward the prediction a recommender system shows, whether this prediction is accurate or not.
As computer mediated communication becomes an increasingly important part of communication practices, in organizations as well as in people’s leisure time, there is an increasing need to understand how the characteristics of specific communication mediums might alter the way people interact. Communication media are often described in terms of their richness and the degree of social presence they allow [6, 10]. Media richness refers to the effectiveness by which a medium can convey the
Two studies were explicitly based on the methods of Asch’s original social conformity experiment [3, 11]. In these studies, a computer program substituted for the physical
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presence of the experimenter and the confederates. The participants were told that they were connected in a network with other participants. The same materials Asch used in the original experiment were presented on a computer terminal. The rest of the experimental design resembled Asch’s original design, except that participants were now asked to input their responses through a computer terminal. This study has shown that a simulated majority had a smaller effect on the judgments of the participants than was originally reported by Asch: 69% of the participants responded error free, as compared to less than 25% in Asch’s experiment; 95% of the participants made fewer than three errors, as compared to 52% in Asch’s study. Both studies explain their results in terms of the “less social presence approach”. According to Smilowitz et al. [11], physical absence of others allows individuals to be more responsive to the immediate textual clues. According to Cinnirella et al. [3], the key difference between a face-toface situation and a CMC situation, is visual anonymity, reducing social conformity behavior.
impressions (relevant to, for example, recommender systems). Two studies of online social conformity are presented. The first study concerned an online quiz with visual perception questions (the Asch replication) and with factual questions. The quiz was played in a photo-only and in a live-video version, by participants who were –online- confronted with deviant majority decisions. The second study was analogous to the first one, but it solely consisted of opinion questions. These studies should be considered as pilot studies in the domain of online social conformity. They are aimed at exploring behavioral changes related to technological evolution, allowing us to orient future studies towards more specific research questions. MEASURING ONLINE SOCIAL CONFORMITY
In both experiments, a similar general set-up was followed. Six people played an online quiz. They were not physically together, but communicated with each other through a computer network. All but one of the quiz players were collaborators (these will be called ‘acting participants’ hereafter) of the experimenter. They were instructed to respond on certain questions with wrong and unlikely, but unanimous answers. Only one single participant – the real participant – was not aware of this prearrangement.
This paper uses the same perspective to study social conformity in computer mediated environments. In line with the just described studies, we used the materials and the set-up of Asch’s original conformity experiment as a starting point. In these studies, however, one computermediated condition is compared to a face-to-face condition. According to the social presence approach the degree of social conformity is (among other things) a function of the amount of social cues that a communication medium offers. We therefore compared two computer-mediated conditions, offering more or less social cues. Whereas Cinnirella et al. [3] and Smilowitz et al. [11] made use of mere text-based communication through a computer terminal, we included a condition in which participants communicated with each other through a computer network and were able to see each other’s names and pictures (static), and a condition in which they could see and hear each other live on a video and audio stream.
In the first experiment, the quiz consisted of visual perception questions (replication of Asch) and factual questions, measuring factual knowledge. In the second experiment, the quiz consisted of opinion questions, probing for participants’ personal subjective ideas and opinions. Our main focus was on the degree of social presence that a particular communication medium offers, and the effect hereof on social conformity behavior. Different communication mediums were therefore introduced into the design of both experiments. The participants communicated their responses to the quiz questions to each other through one of the following communication channels:
Our hypothesis according to the social presence approach, states that conformity of the individual to the majority’s opinion would be higher in the condition where people could see each other on a video stream, offering more social cues, then in the condition with the static picture.
• Photo-only Participants were able to see the name and a photograph of the other participants on their computer screen. They responded to each question by clicking the desired answer.
Asch, Cinnirella et al. [3], and Smilowitz et al. [11] made use of a visual discrimination task in which line-lengths had to be compared. As we wanted to create realistic online situations in our study, similar to many of the typical social media activities described previously, we added factual questions and opinion questions to the design. After all, the online situations in which people engage often consist of uttering opinions and statements, thoughts, discussions on facts, and these activities are of a different nature than the mere perception material as in Asch’s experiment. As to the opinion questions, we made a further distinction between moral or political opinions (relevant to, for example, voting systems and discussion forums), and more general personal
• Live-video Participants were able to see the name and a live video capture of the other participants. Through the use of headphones and microphone, they could also hear and talk to the other candidates. They responded to each question by clicking the desired answer, and by calling it out loud at the same time. Participants in this condition were also able to talk freely to each other.
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Study 1: Visual perception and facts
factual knowledge questions. The materials to compose the perception questions were directly drawn from the original Asch experiment (Figure 3). However, Asch’ materials back then were presented on a large paper board that all participants watched from a distance, whereas our materials were presented on a computer screen. Therefore, the lengths of the lines we used in our judgment task were physically smaller than the line lengths in Asch’ experiment, to make them fit on the screen. The viewing distance, however, was much less. The factual knowledge questions were typical multiple choice questions. Each of them had three answer alternatives, of which only one was correct. The questions were drawn from Belgian politics, Belgian celebrities, geography, and typical facts about Belgium (Table 1). All of these questions were assumed to test general knowledge of Belgian participants. Each quiz session was played by 6 participants (1 real participant and 5 acting participants). The real participant was seated in a separate room with a one-way window, allowing one of the acting participants to observe him and to coordinate the course of the quiz session according to the participant’s behavior. The acting participants were also seated in separate rooms.
Participants and design
Thirty-one people, aged between 17 and 35, participated to this experiment. They were drawn from a student and working population. Half of them were in the photo-only condition, the other half were in the live-video condition. Every participant received a 20 euro reward voucher. The acting participants in each condition were colleagues from our research department.
No. 5 in row was the real participant, the others were acting participants Figure 2. Quiz screen lay-out, showing a quiz question about a Belgian comedian (the picture above). The real participant (always in fifth position) and acting participants used headphones to play the quiz in the live-video condition. Materials
The online quiz was constructed as a web application and consisted of a number of successive web pages, each of them representing one multiple choice quiz question. In the centre of each web page, the question was shown, with its three answer alternatives immediately below. At the bottom of each web page, the pictures and names (in the photo-only condition), or the live streams and names (in the live-video condition) of all quiz candidates were shown. Figure 2 shows a screen shot of the quizzes screen lay-out.
Figure 3. Example of a visual perception question, adapted from Asch.
Question
Answer alternatives
Of which colours does the French flag consist?
red-white
white-blue
blue-whitered
Where does the sun rise?
east
west
south
Which country is not a member of the EU?
UK
Norway
Denmark
How many spheres does the Atomium in Brussels have?
9
10
15
Of whose territory does the Iberian Peninsula mainly consist?
Spain
Netherlands
Portugal
When did Belgium become independent?
1873
1830
1831
Who was the Belgian prime minister before Leterme?
Verhofstadt
Dewael
Martens
When is the national holiday?
July 11
July 21
August 15
How many strings does a violin have?
4
5
8
Where does king Albert live?
Courthouse
Chateau of Laken
Chateau Belvedère
Table 1. Examples of facts questions.
The quiz questions in this experiment were of two types: the first part of the quiz consisted of 18 visual perception questions (as in Figure 3); the second part consisted of 18
Procedure
Each participant was welcomed and told that he would be taking part in an online quiz. No further explanation as to 4 308
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the goal of the experiment was provided, but the general course of events was briefly explained. Each real participant did not physically meet the other acting participants, but was taken directly to a separate room, where he was seated in front of a PC with a webcam mounted on it. In the photo-only condition, a picture of the participant was taken with the webcam. This picture was quickly integrated into the quiz web application. In the livevideo condition, all participants used headphones (Figure 2). The web application with the online quiz was started up by the observer (seated in a separate room with a one-way window). The participant then entered the quiz and could see the other participants’ picture (in the photo-only condition) or a live video and audio stream (in the livevideo condition) of the other participants. At the moment that every participant (the real one and the acting ones) was online, the first quiz question was presented on the screen. The order in which participants had to respond to each question was mandatory. As is shown in Figure 2, the real participant was always in fifth position, meaning that he saw the responses of four acting participants before he could give his own response. Answering a question was done by clicking on the letter of the chosen answer alternative. In the live-video condition, the participants were also instructed to say their answers out loud. When the first participant answered a question, all the participant’s web pages were updated so the answer became visible. After this, the second participant could choose his answer. This procedure was carried out until every participant had answered the question. At that moment, the web page was again updated, now showing a button labeled “Next question”. Clicking this button directed the participants to the next question. When all questions were answered, a page with the message “Thank you for participating to this quiz” was shown. Playing a quiz took about 40 minutes.
responses would be different, indicating that social conformity had been at work during the online quiz. For each question, participants also indicated whether they were sure of their answer or not. After the experiment, each participant was asked to fill out a post-experimental questionnaire, designed to assess participants’ feelings while playing the online quiz and their perception of their own compliance. Measures
We here report the measures of the real participants (the acting participants of course had predefined answers). • Degree of conformity. The degree to which the participant followed the acting participants’ answers on critical questions (i.e. questions that were purposely answered erroneously by the majority). Factual questions were chosen such, that an average Belgian citizen would most likely know the answer to them. The degree of conformity was measured overall and separately for responses of which participants were sure versus unsure. • Consistency during and after play. The discrepancy between the answer that was given during the online quiz (in the presence of a unanimous majority), and the answer on that same question given afterwards, in absence of any other quiz participants. • Questionnaire. The questionnaire was designed to assess the participants’ feelings while playing the online quiz, the participants’ perception of their own compliance while answering the quiz questions, and the participants’ insight into the research goal. Results
1 Degree of conformity Table 2 presents the percentages of answers equal to majority answers (by the acting participants) on critical questions.
The most important manipulation in our experiment of course was the disagreement between the real participant and the acting ones: the actors were instructed to give erroneous or unlikely answers on 66% of the questions. For the visual perception trials, we followed the exact procedure of Asch’s experiment [1]: in a series of 18 line comparisons, 33% of the trials were neutral (the acting participants gave a correct answer), and 66% were critical (the acting participants gave an erroneous answer). This answering scheme was extended to the factual knowledge questions: 66% of the questions were critical, and 33% were neutral. The participant was always put in the fifth answering position.
Question type Communication medium
Perception
Facts
Photo-only
0%
15%
Live-video
0%
28%
Table 2. Percentage of critical (visual perception and facts) questions answered according to the majority’s answer.
Neither in the photo-only condition nor in the live-video condition did any of the participants ever choose the majority’s answer on critical perception questions. All of them answered every question correctly, regardless of the majority’s answer. However, this was not the case for factual questions. Participants did choose the majority’s answers on questions that were deliberately answered wrong, and this effect was significantly stronger in the livevideo condition then in the photo-only condition (t(29) = 2.37, p < 0.05).
After finishing the online quiz, each participant was presented with a paper quiz that contained exactly the same questions as those of the online quiz. The participant was asked to answer the questions while seated in a separate room, without any interaction possibilities with other participants. By asking the participants to answer the questions again, but this time without the presence of any other quiz participants, we wanted to examine whether
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Study 2: Opinions
In a second, further detailed analysis, the degree of social conformity was measured in accordance with participants’ sureness of their responses. First of all, participants in the photo-only condition reported being sure of their answer on 53% of the critical questions, compared to 48% in the livevideo condition (this difference was not significant). Next, the results presented in table 3 show that a considerable part of the participants, in both conditions, didn’t follow the majority, regardless of their sureness. However, a significant difference between the photo-only and livevideo condition was found for conformist answers of which participants were sure (t(29) = -2.69, p < 0.05).
In our second experiment, the online quiz consisted of questions or propositions representing moral and political opinions, and personal opinions on general issues. Participants and design
Fourteen people, aged between 17 and 35, participated in our second experiment. They were drawn from a student and working population. This time, the design was withinsubject, meaning that every participant played the quiz in both experimental conditions. Each of them played the first half of the online quiz in the photo-only condition, and the second half in the live-video condition. Every participant received a 20 euro reward voucher. The acting participants in this experiment were colleagues of our research department.
Sureness
Communication medium
Participant was sure
Participant was not sure
Photo-only
1%
14%
Live-video
9%
19%
Materials
Table 3. Percentage of conformist answers on critical questions of which participants were sure versus not sure.
2 Consistency during and after play All of the visual perception questions were answered the same during the online quiz and during the paper quiz afterwards. Concerning factual questions, consistency was 95% in the photo-only condition, and 94% in the live-video condition. This difference was not significant (p > 0.05). 3 Questionnaire Asked about the tension they experienced while playing the online quiz, participants reported low scores (all beneath 3 on a 1 to 5 scale between ‘no tensions at all’ and ‘very tense’). Asked to which degree they themselves thought to be influenced by the majority, they all reported to be hardly influenced at all (all beneath 3 on a 1 to 5 scale between ‘not influenced at all’ and ‘very much influenced’).
Question
Answer Likert-scale
1. Flanders has to become independent.
[1 = strongly disagree – 4 = strongly agree]
2. An unemployed person should receive 60% of his former income.
[1 = strongly disagree – 4 = strongly agree]
3. Death penalty sometimes is a just punishment. In those cases, it should be executed.
[1 = strongly disagree – 4 = strongly agree]
4. Migrants should either adjust or leave.
[1 = strongly disagree – 4 = strongly agree]
5. Politicians are profiteers.
[1 = strongly disagree – 4 = strongly agree]
6. How safe do you find bungee jumping?
[1 = very dangerous – 4 = very safe]
7. How young/old does this person look?
[1 = very young – 4 = very old]
8. How slow does this car look?
[1 = very slow – 4 = very fast]
9. How obese does this person look?
[1 = very skinny – 4 = very obese]
10. How dirty does this street look?
[1 = very clean – 4 = very dirty]
Table 4. Examples of opinion questions.
The same online quiz format as in the previous experiment was used here (Figure 4). But the quiz now consisted of 24 opinion questions. Half of these questions probed for moral and political opinions (for example, questions 1 to 5 in Table 4). The answers to these questions were a rating on a 4-point Likert scale between ‘agree’ and ‘disagree’. The other half of the questions were on very general personal opinions or impressions (for example, questions 6 to 10 in Table 4), such as ‘How fast do you think this car is?’ (the question was accompanied by the picture of a car). The answers to these questions were also a rating on a 4-point scale (in the given example: between ‘very slow’ and ‘very fast’).
Figure 4. Quiz screen lay-out, showing a quiz question about the legalisation of soft drugs, and 1 real participant and 5 acting participants names and pictures in the photo-only condition.
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Procedure
The procedure followed in the opinions experiment was similar to the procedure of the factual knowledge experiment. But as the quiz questions in this experiment solely concerned personal opinions, it was consequently not possible for the actors to give ‘erroneous’ answers. Instead, we let the acting participants express very unlikely or extreme opinions.
Communication medium
After playing the online quiz, participants were asked to answer the quiz questions on paper, as in our first experiment. They were also asked to fill out the postexperimental questionnaire.
Moral/political opinions
Personal impressions
Photoonly
30%
20%
Livevideo
33%
24%
In total
32%
22%
Table 6. Percentage of moral/political opinions and personal impressions that were equal to majority opinions. Type of opinion Moral/political opinions
Personal impressions
In total
Photoonly
83%
81%
82%
Livevideo
39%
58%
49%
Measures
• Degree of conformity. The degree to which the real participant followed the acting participants’ answers. The degree of conformity was measured overall and separately for moral/political opinions versus personal impressions. As opposed to the measures in the facts experiment, the participants’ sureness was not measured here, as this experiment concerned personal opinions instead of factual information.
Communication medium
Table 7. Percentages of opinions during online quiz equal to opinions during paper quiz.
• Consistency during and after play (as in experiment 1).
2 Consistency during and after play Table 7 displays the consistency data of the opinions experiment. The overall difference between the photo-only condition (82% consistent) and the live-video condition (49% consistent) was significant here (t(13) = 4.55, p < 0.01), thus indicating that participants more frequently express different opinions in the paper quiz versus the online quiz in the live-video condition as compared to the photo-only condition. Furthermore, within the live-video condition, a significant difference was found concerning the consistency on moral/political opinions (39% consistent) versus personal impressions (58% consistent) (t(13) = 2.65, p < 0.05). This difference indicates that participants express more different opinions in the paper quiz versus the online quiz concerning moral/political opinions.
• Questionnaire (as in experiment 1). Results
1 Degree of conformity The first analysis examined whether participants shared the (extreme) opinions of the majority of acting participants. Table 5 displays the percentages of answers equal to majority answers. These results indicate that the differences between the photo-only and the live-video condition were not significant (p>0.05). In a next analysis, conformity was measured on moral/political opinions versus personal impressions. Table 6 presents the results of this analysis, overall and for photoonly and live-video condition. Although none of these differences were significant, a certain tendency was noticeable in both conditions: conformist answers were more frequent on moral/political questions than on personal impressions.
3 Questionnaire Asked about the tension they experienced while playing the online quiz, participants reported low scores (all beneath 3 on a 1 to 5 scale between ‘no tensions at all’ and ‘very tense’). When asked to which degree they themselves thought to be influenced by the majority, they all reported to be hardly influenced at all by other answers (all beneath 3 on a 1 to 5 scale between ‘not influenced at all’ and ‘very much influenced’). An interesting observation, however, was made by analyzing our video recordings of the quiz sessions. When a question appeared on the screen, participants sometimes put their mouse cursor over the answer of their (initial) choice (e.g. answer ‘1’). But when the first four answers became visible (the participants were always seated in fifth place), participants often changed their mind and chose an answer closer to, or matching the majority’s answer.
% online answers equal to majority answer Communication medium
Photoonly
26%
Live-video
29%
Table 5. Percentage of opinions equal to majority opinions in photo-only versus live-video condition.
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DISCUSSION
at least is not sure of his answer – and is confronted with a group of others all choosing one particular answer. However, even in cases where participants were unsure, they most often did not follow the majority. This could be explained by the fact that most majority answers on critical questions were very unlikely. Just as in the visual perception condition, participants might experience a limit to their willingness to conform. It might well be that they only comply their behavior when the majority’s responses are not ‘too wrong’.
The described experiments provide some clear indications that some of the well-known and typical human tendencies known from real life situations – such as social conformity are also present in virtual online situations, under certain conditions. First of all, the results showed a total lack of conformist behavior regarding Asch’s visual discrimination tasks, in contrast to previous research on social conformity [1]. A comment already heard in replications of Asch’s original experiment was that it took place in the 50’s, and that participants (and people in general) back then were more obedient than contemporary participants. If this was the case in face-to-face conditions already, then we would expect, according to the social presence approach (less social cues allow for less conformity), that conformity would hardly be observed in online situations offering less social cues (compared to face-to-face situations). Although recent studies [3, 11] do report a conformity effect with contemporary participants, even in an online situation where the only cues that people received from each other were their text-based responses, we are inclined to conclude from our results that the social conformity effect as measured by Asch, concerning majority opinions that are so clearly wrong, might be a bit outpaced nowadays. It could be that participants experience a limit to their willingness to conform in cases where the majority’s decision is ‘too wrong’. This would be an interesting future research question.
Concerning answers of which participants were sure, higher levels of conformity were found in the live-video condition than in the photo-only condition, although conformity was considerably lower here as opposed to the answers of which participants were not sure. This result not only further supports our research hypothesis, but also suggests that a mere conformity effect (as measured in Asch’s experiments) might be at work here. Indeed, participants stated that they were sure of their (majority) answers, and yet, they were wrong. In our second experiment – focusing on opinions instead of factual information – different results were obtained. A considerable number of conformist responses was measured here, but there was no significant difference between photoonly and live-video conditions. Participants complied about just as much in both online situations, the different degree of social presence did not seem to make a difference. However, the amount of conformity was quite high in both conditions. Perhaps, having to show ”your political face” to others in an online social situation is awkward enough as it is, and seeing a moving image in addition to other participants’ answers did not make a difference anymore. It could also be that his finding is caused by the withinsubjects design of our experiment. The fact that the same participants played the photo-only and the live-video version of the online quiz might have accounted for some sort of habituation to the situation. Seeing a live video stream of the quiz players that they have just met in the (photo-only) first quiz part might not make an impression anymore.
On factual questions, however, a conformity effect was clearly observed. Although many of the answers given by the group of acting participants were very unlikely, participants in both photo-only and live-video conditions were, to some degree, influenced in their judgments. Furthermore, our findings showed significantly higher levels of conformity in live-video situations, as opposed to mere chat situations, concerning obvious factual information. These findings are in line with the social presence model, stating that communication environments providing less social cues (i.e. our photo-only condition) allow for less conformist behavior. The only difference between our photo-only condition and our live-video condition was the absence or presence of a moving live video stream (in the photo-only condition all that participants saw of each other was a static picture), and the fact that the answers to the quiz questions also had to be given out loud in the live-video condition (in the photo-only condition, answers could only be given through mouse clicks). Both of these factors then (‘real life’ versus static, ‘anonymous’ conversations and non-verbal versus verbal answers) could have influenced the amount of social conformist behavior.
Remarkable however, in this respect, are the results we obtained of the consistency between online answers and paper quiz answers in the opinions experiment. A significant difference between photo-only and live-video condition was found here, especially regarding moral or political opinions. While participants agreed with the majority about just as much in the live-video condition as in the photo-only condition, when they were asked to give their opinion again in the paper quiz, in the absence of the online group, they suddenly expressed different opinions in a considerable part of the opinion questions of the livevideo condition. This finding strongly suggests that participants did not express their ‘real’ opinion during the online quiz, at least not in the live-video condition. The discrepancy between the conformity results and the consistency results might indicate that an effect of the
The conformity effect was especially observed in cases where participants were not sure of their answer. At first sight, this might seem like a very natural reaction in cases where someone doesn’t know the answer to a question – or
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opinion questions posed in this experiment came into play. Indeed, due to the within-subjects design, questions in both conditions were of course not the same. It would be worthwhile to make a detailed analysis of the questions and majority responses in a later study.
solving, or forum discussions as in the YouTube example in our introduction, it could be interesting to consider in how far opinions and utterances of others can be (positively or negatively) influenced, both at the sending and the receiving end. We might be facing a trade-off here between on the one hand offering a maximum degree of virtual social presence, and on the other hand safeguarding the chance on unbiased, honest opinions.
Besides the communication medium effect, we found a slight tendency towards a greater degree of conformist behavior regarding moral and political opinions, as opposed to more general personal impressions. Moreover, this finding was affirmed by a very low degree of consistency on moral and political opinions. People in general might have a higher inclination to conform in opinion matters as opposed to factual information matters, and even more so in opinion matters concerning moral or otherwise sensitive themes. After all, being extremely sure about a certain fact - although others disagree - might not feel extremely discomforting. Expressing an opinion about a trivial fact (“Is this a good or a bad movie?”) might be slightly more discomforting. But when uttering an opinion about an important moral issue (“Death penalty should be executed in some cases.”), however, one could feel to be frowned upon the group in a very personal manner.
Based on the results of online social conformity studies, some sort of ‘social conformity optimum’ could be created, providing the exact amount of social cues desired in situations as the ones just described. FUTURE RESEARCH
As was already mentioned, this paper was aimed to be a pilot study. We realize that our design and current analysis have their limitations. Another experiment, including a face-to-face situation, offering the maximum amount of social cues, should be conducted. Furthermore, in contrast to Asch’s visual perception material where it was clear that every participant could easily pick the correct answer, our facts and opinions questions were somewhat more confusing. We could of course never be sure of the participants’ ‘real’ knowledge or opinion. Although a clear effect was measured even on factual questions that participants were sure of, it would be interesting to add a control group to the experimental design.
As a summary, our findings indicate that important differences might exist in the process by which people accomplish their communicative tasks, depending on the type of communication medium that they are making use of. In situations where people have to take a decision about a fact, they have themselves influenced by a deviant majority opinion, even when they claim to be sure of their decision. The more social cues of the group are present, the stronger this effect is. Uttering personal opinions in groups offering more or less social cues of their presence is apparently an even more sensitive issue.
Finally, some of the analyses made here could be further elaborated on. It would be interesting, for example, to make a profound analysis of the questions that were posed during the quizzes, and of the exact answers of the majority. It could well be, for example, that the majority is only agreed with if answers are not too far-fetched, or that conformist behavior is more likely to occur on particular factual information. Also, diving into content analysis of the video recordings that were made during the experiment could reveal some valuable behavioral information. Also open for deeper investigation is the amount of (non-)conformity. The continuum of the degree of social presence offered here can be extended in both directions (no presence at all, or even more social presence experienced by advanced immersive technology). Lastly, these experiments made use of online quizzes, but there is a myriad of contexts thinkable in which this issue could be investigated. Indeed, in more critical situations such as the medical or military domain mentioned before, it is even more important to realize that people never entirely act on their own, but always as part of a group, even if that group is a virtual one.
These differences between the social conformity effects of different types of communication mediums lead us to the question whether computer mediated communication is in some cases a satisfactory (or maybe more satisfying?) alternative to face-to-face communication or not, for a variety of communicative activities. While a certain amount of ‘group thinking’ might be beneficiary in some domains (for example meetings where compromises have to be established), in others it might have undesirable consequences. Think of a judging-committee having to give a verdict on a crime case, where independent judgments of each of the committee-members are essential. One could also think of communication channels in technology enhanced learning environments (e.g. groupware for educative applications), where messages have to be conveyed in a proper and direct manner unhindered by human tendencies. Other examples are safety critical situations such as military or vigilance contexts or the medical domain. But also in the realm of ‘everyday’ social network applications, such as recommender systems, voting tools, online events involving electoral statistics showing intermediate polls, computer mediated group problem
ACKNOWLEDGMENTS
The research described in this paper has been made possible by the Citizen Media project (FP6-Research).
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6. Daft, R.L. and Lengel, R.H. (1986). Organizational information requirements, media richness and structural design. Management Science, 32, 554-571.
REFERENCES
1. Asch, S.E. (1956). Studies of independence and conformity: I. A minority of one against a unanimous majority. Psychological Monographs: General and Applied, 70, 9, 1-70.
7. Deutsch, M. & Gerard, H. B. (1955). A study of normative and informational social influences upon individual judgment. Journal of Abnormal and Social Psychology, 51, 629-636.
2. Bond, R. and Smith, P.B. (1996). Culture and conformity: a meta-analysis of studies using Asch’s (1952b, 1956) line judgment task. Psychological Bulletin, 119, 1, 111-137.
8. Kiesler, S. and Sproull, L. (1992). Group decision making and communication technology. Organizational Behavior and Human Decision Processes, 52, 96-123.
3. Cinnirella, M. & Green, B. (2007). Does ‘cyberconformity’ vary cross-culturally? Exploring the effect of culture and communication medium on social conformity. Computers in Human Behavior, 23, 20112025.
9. Matheson, K. and Zanna, M.P. (1988). The impact of computer-mediated communication on self-awareness. Computers in Human Behavior, 4, 221-233. 10. Short, J., Williams, E., and Christie, B. (1976). The social psychology of telecommunications. John Wiley & Sons.
4. Connell, J.B., Mendelsohn, G.A., Robins, R.W. and Canny, J. (2001). Effects of communication medium on interpersonal perceptions: don’t hang up on the telephone yet! GROUP’01, Sept. 30 - Oct.3, 2001, Boulder, Colorado, USA.
11. Smilowitz, M., Compton, D.C. and Flint, L. (1988). The effects of computer mediated communication on an individual’s judgement: a study based on the methods of Asch’s social influence experiment. Computers in Human Behavior, 4, 311-321.
5. Cosley, D., Lam, S.K., Albert, I., Konstan, J.A., and Riedl, J. (2003). Is seeing believing? How recommender interfaces affect users’ opinions. CHI 2003, April 5-10, Ft. Lauderdale, Florida, USA.
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Using the Hybrid Simulation for Early User Evaluations of Pervasive Interactions Matthias Rehm Aalborg University, Niels Jernes Vej 14, 9000 Aalborg {matthias}@imi.aau.dk
Karin Leichtenstern, Elisabeth Andr´e Augsburg University, Universit¨atsstr. 6a, 86159 Augsburg {leichtenstern, andre}@informatik.uni-augsburg.de ABSTRACT
first real interaction devices to physical objects are mobile phones. Almost everybody owns a mobile phone and takes it around constantly. Recent phones support novel hardware and network facilities that enable different interactions to pervasive environments, such as an interaction with a public display to download displayed information. Ballagas and colleagues [1] give a comprehensive overview about the different input channels available with todays smart phones (e.g. the phone’s built-in camera or accelerometer) that can be used for mobile interaction techniques. Despite the promising potential of using mobile phones as interaction devices to pervasive environments, some problems emerge that need to be solved.
To reach a good user-friendliness, knowledge about user requirements is crucial in the development process of a product. The sooner the knowledge is achieved via user evaluations, the more money and time can be saved. In this paper we investigate an approach called hybrid simulation for the early stages evaluation of mobile applications where real mobile phones are used as interaction devices to a virtualised simulation of a pervasive environment. On the first sight, the method is cheap, easy and quick to use as well as more realistic compared to a virtual simulation only approach. In order to receive a more detailed insight in potential benefits and problems of the method, we performed a user study and compared results of a traditional laboratory study with the results of a study performed with the hybrid simulation.
Compared to the development for desktop settings, the development of mobile applications in the context of Pervasive Computing adds new layers of complexity. Ensuring user-friendliness in this context is a challenge due to a number of reasons. For instance, the developer has to cope with limited input and output capabilities of the mobile devices [8]. Moreover, the contextual setting of the interaction is unpredictable due to the mobility of the user [11]. In terms of Dey [5], information about the user’s situation is often unknown which includes knowledge about the requirements of users as well as their typical behaviour and preferences in the corresponding situations. To tackle these challenges, the application of the user-centred development process [33, 25, 16] is a possibility to obtain a good design for mobile applications.
ACM Classification Keywords
H.5.2 Information Interfaces and Presentation: User Interfaces—Evaluation/Methodology, Prototyping, UserCentred Design, Input Devices and Strategies Author Keywords
User-centred Design, Early Stages Evaluation Method, Hybrid Simulation, Pervasive Interface, Mobile Phones INTRODUCTION
The idea of Ubiquitous Computing and its synonym Pervasive Computing [36, 8] is to make the computer invisible in our everyday life in order to enable interactions with everything, everywhere at anytime [7]. The users can either directly interact with physical objects in their environment (e.g. interactive surfaces) or make use of interaction devices as medium to the objects. By this mean the user can request services for the object, such as the current status of a home appliance. The
A characteristic feature of this process is an iterative prototyping that includes several iterations of designing and implementing prototypes along with continuous executions and analyses of user evaluations with the generated prototypes. In terms of interface design, a prototype represents a partial simulation of a product with respect to its final appearance and behaviour [13]. The execution of user evaluations with the prototypes can provide interface developers with the relevant knowledge about the users and their requirements as well as behaviour. Traditionally, these user evaluations are either performed in-situ (field study) or simulated in a laboratory. The field studies are often postponed to the end of the development process because they typically require fully implemented applications. Addition-
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ally, they are often expensive and difficult to organise and conduct. Compared to field tests, laboratory studies are easier to organize and conduct but often less realistic because it is difficult to ensure a test setting that is as similar as possible to the field setting. Additionally, it is often difficult to recruit a large number of subjects for traditional laboratory studies since laboratory studies normally require the physical presence of the subjects.
Overall, the results showed that field tests cannot be completely substituted by laboratory studies and should be used at least at the end of the development process to investigate specific user behaviour in different contextual settings. Laboratory studies, however, can be used during minor iterations of the design process if appropriate evaluation methods and techniques are applied. But at that point a problem emerges. Duh and colleagues [6, 28] as well as Kjeldskov [19, 18] see a lack of appropriate evaluation methods and techniques in laboratory settings. In particular when investigating user behaviour in early stages of the development process, there is a need for appropriate methods [6]. S´ a and Carricio reflected different low-fidelity evaluation techniques for user studies and discuss their feasibility [4, 3]. They also see a lack of appropriate techniques in early stages of the design process that reduce the costs, required time and organisational effort.
In this paper, we describe and investigate the concept of using the hybrid simulation as an evaluation method in early stages of the user-centred development of mobile applications. After a literature review of current evaluation methods, the concept and implementation of the hybrid simulation is described more detailed. Finally, a comparative user study is presented in order to reveal potential benefits but also problems of the hybrid simulation as evaluation method at early stages of the user-centred development process.
VIRTUAL AND HYBRID SIMULATIONS
One idea is to apply virtual simulations at the beginning of the user-centred development process. Simulations via virtual worlds can improve the development process [20] because they can mediate ideas of new products and support first user evaluations. In the context of Pervasive Computing, a literature review showed a tendency to apply virtual simulations in order to investigate the pervasive environment itself and its performance [35, 32]. The use of virtual simulations for the investigation of pervasive interaction devices has not been focused so far. The projects that do address this aspect [14, 24, 35, 2], mostly used virtual simulations which directly included the use of the interaction device into the virtual world. Mobile devices are not longer physical available for interactions anymore. Instead, they are just virtually represented and have to be controlled via keyboard or mouse which leads to a disruption of the real usage of the device. For example, Manninen [24] used virtual representations of interaction devices in his setting. His main objective was to easily develop and test different virtual worlds and their input devices. Barton [2] is also interested in similar objectives. He developed UbiWise that is a simulation tool for Ubiquitous Computing applications. This simulation tool helps to investigate applications that use cameras or mobile phones as interaction devices. As the devices are only represented in a 3D virtual world, the user has to interact via the traditional input methods (e.g. mouse) which mean a marginal mapping to the real usage of the device and the application. Certainly, there is a need to consider the level of immersion that can often not be met by a simulation alone.
FIELD AND LABORATORY STUDIES
The most reasonable evaluation method is the execution of a field test in the real environment of the user. Different field studies with mobile applications have been executed and described [11, 29, 30]. For example, H¨akkila and colleagues [10] performed a user study in the city centre of Oulu. They used different applications, such as an event calendar or guidance service during their field test. This test was performed as a diary study combined with user interviews which gave valuable data of the user’s behaviour. There is evidence that field tests provide very realistic and valuable data because they are performed in the real world with real contextual constraints. The execution of field tests, however, also causes problems. Field studies might lead to uncontrolled contextual settings rendering the outcome useless. Moreover, field tests are often time-consuming to coordinate and conduct as well as quite expensive. Thus, the idea is to simulate parts of the real setting in a more controlled environment and conduct laboratory studies instead. A review [17] showed that 71% of the user studies for mobile phones are conducted as laboratory studies. But do laboratory studies really substitute field studies? Several comparisons of field and laboratory studies have aimed at answering this question [15, 6, 19, 18, 12]. For instance, Kjeldskov and Stage [19, 18] searched for appropriate techniques which enable evaluations of mobile applications in the field and in the laboratory. They found some differences between field and laboratory studies, such as the social comfort of use but pointed out most basic usability problems as similar. Other studies (e.g. Kaikkonen and colleagues [15]) validated these results. They revealed laboratory studies as sufficient in most cases due to the fact that field studies do not often provide an added value.
To solve the problem of the insufficient mapping, we searched for other approaches of simulations which involve at least parts of the real world. Morla and Davies [26] present such work. They used simulations to test a location-based application for health monitoring. Using their simulation environment, they can virtually evaluate the performance of sensors attached to a wearable
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medical monitoring system. Although their main objective was not to investigate user interactions with pervasive environments but instead the performance of the pervasive environment, Morla and Davies’ work gives a first impression of a so-called hybrid simulation. Hybrid simulation means an integration and combination of the real and the virtual world. The medical monitoring system is not simulated and really reacts on the artificially generated contexts. A similar approach called dual reality is introduced by Lifton and colleagues [23]. They used Second Life as a virtual visualisation tool of streams which are generated from real world sensors (e.g. temperature sensors). Driving simulators1 also aim at the idea of the hybrid simulation. The users interact with a real steering wheel and dashboard while they are driving through a virtually presented test route. In our work, we do not use the virtual world as a visualisation platform for the performance of real devices as Davies and Lifton. We apply the virtual world as an evaluation platform for user studies similarly as used for driving simulators but we use real mobile phones as interaction devices and a virtual simulation of the pervasive environment. A similar idea is also described by Haesen et al. [9]. They used a virtual simulation of a museum to execute a user study where real mobile phones are applied to interact with the virtualised museum. Haesen et al. consider the concept of the hybrid simulation as a promising new evaluation technique in early stages of the user-centred design process. In contrast to them, we use a well-known platform for the virtual simulation of a pervasive environment (Second Life) as well as a tool to quickly and easily generate prototypes (MoPeDT). Additionally, we executed a user study to get insights to potential benefits but also problems when applying the hybrid simulation.
user interface developers in the user-centred prototyping of pervasive interfaces for mobile phones. Applying MoPeDT, applications for mobile phones can be designed, evaluated and analysed that support different pervasive interaction techniques [21] for the interaction with physical objects (e.g. products in a shopping store, objects of art in a museum or home appliances). For instance, the mobile phone and its built-in NFC2 reader can be applied to select a home appliance via an RFID tag that is attached to it. Further supported interaction techniques of MoPeDT utilize the user’s speech or location for interactions with physical objects. After having selected a physical object, different services and their contents are loaded from the database and displayed on the mobile phone, such as a detailed description of the selected object or information about the object’s origin. The idea to interact with physical objects and provide services to these objects follows the idea of Pervasive Computing. In order to support interface developers to user-centred develop and evaluate prototypes in the term of Pervasive Computing, MoPeDT employs a client-server architecture and software modules [21, 22]. For instance, a software module for mobile phones is used to generate prototypes of a mobile application. Additionally, whenever tool-supported user studies have to be conducted, the architecture’s component called evaluator is applied. Other components of the architecture are the main server, the database as well as the sensors and actuators. The database persistently stores all information about the physical objects (e.g. a detailed description) that can be requested by the mobile user via the main server. The sensor and actuator can be used to collect or display additional information about the pervasive environment. Sensors, such as a temperature or a humidity sensor can collect, interpret and broadcast contexts to the main server. The main server can forward these contexts to interested users or actuators. Actuators, such as a public display can receive and display contexts or other information (e.g. video content).
HYBRID SIMULATION
Applying the concept of the hybrid simulation to our domain, the user still interacts with the pervasive environment via a real mobile phone but the pervasive environment is now virtually represented in a simulation. Pervasive Interfaces Developement
Overall, using MoPeDT, different prototypes of pervasive interfaces for mobile phones can be implemented and user tests can be performed in real world settings of a pervasive environment as well as in a laboratory setting which has now been extended to also support user evaluations in hybrid simulations.
The pervasive interface development requires combined knowledge of software and usability engineering. This includes complex aspects, such as the implementation of the network communication and the interface programming of the mobile phone. As a consequence, the implementation of the different prototypes often takes too much time. There is a need to reduce the implementation time in order to be able to spend more time on the evaluation of the prototypes. To reduce the implementation time and to improve the interface’s friendliness, the literature approves the need for software tools, e.g [27].
Hybrid Simulation of Pervasive Interfaces
We developed a tool called MoPeDT (Pervasive Development Toolkit for Mobile Phones) [22] that supports
MoPeDT can also be used to generate prototypes for mobile phones which should be evaluated via the hybrid simulation. Therefore, some adaptations are required. Figure 1 illustrates the architecture of MoPeDT which is required to perform the hybrid simulation. The main difference to the general architecture of MoPeDT [21, 22] is the shift of the pervasive environment from the
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ment. We propose to employ Second Life to simulate a real environment which has been augmented for context dependent interactions. Apart from setting up the simulation server, three steps are necessary for simulating a pervasive environment in a hybrid simulation. The environment itself has to be modelled, it has to be equipped with physical objects and sensors, and it has to allow for communicating with the outside world such as the real mobile device. Modelling the Environment
The most basic requirement is a virtual representation of the environment, in which the user evaluation should take place. To this end, standard modelling tools can be employed making it necessary to import the resulting models in Second Life or in-world modelling tools are used that supply basic functionalities. Figure 4 provides knowledge about the environment which was created for our study. Based on the requirements from our previous user evaluation which constitutes our benchmark (see Section The Reference User Study), a living room and a bathroom were modelled along with the furniture and devices like DVD player and TV.
Figure 1. MoPeDT’s extended architecture that illustrates the Shift of the Pervasive Environment in the Virtual World.
real world to the virtual world using a platform for a virtual world simulation, such as Second Life. Now, this simulation contains the virtual representation of all physical objects. All information about the physical objects is still stored in the database and can be accessed by the users with their real mobile phones. Thus, the user still makes use of a real mobile phone as an interface to the pervasive computing environment even though the physical objects are not longer physically present. Another difference to the former setting is the need for a representation of the user in the virtual world. With this avatar the user can interact via the keyboard within the virtualised pervasive environment, such as moving around to get closer to physical objects. These interactions can also create contextual information like a location event which is sent to the main server and then forwarded to interested mobile devices. The next section gives more information about these aspects and the simulated pervasive environment.
Making the Environment Pervasive
The challenge of a hybrid simulation is to realise the complex interplay between sensors, physical objects, and the mobile device, which can be seen as the inherent characteristic of a pervasive environment. The general idea is to use the real mobile for the interaction with the virtual world. This is not always possible. In our proof of concept study, objects are equipped with RFID tags to allow NFC with the mobile phone. Creating a virtual RFID tag is no challenge but of course this tag cannot be read out by the real mobile device. Thus, it is necessary to create a virtual representation of the mobile device for some of the contextual input. In the current version of our hybrid simulation, a virtual mobile device is used for registering the contextual input that is provided by the simulated environment. The real mobile device handles the output and the user interactions. Details are given in the next section.
Simulation of the Pervasive Environment
To simulate the pervasive environment, we make use of an open source version of Second Life, which is called Open Simulator3 . Open Simulator allows setting up one’s own virtual world that behaves exactly like Second Life and can be accessed with the same viewers. Thus, in the remainder of this paper we will use Second Life and Open Simulator as synonyms.
Apart from the virtual representation of the mobile device, we have realised physical objects which are triggered by user actions, sensors which are triggered by changes in the environment, and additional contextual input. To create physical objects, home appliances (e.g. TV and DVD player) were augmented with RFID tags allowing for near field communication (NFC), and with virtual IR sensors to register remote activation (see Section The Reference User Study for information on the interaction techniques). A virtual temperature sensor was necessary to register the effects of manipulating the heater. To this end, a model of the heater and its radiation was realised. To allow for indoor localisation of the user, WLAN access points have been installed in the environment. By measuring the signal strength, the user’s location can be approximated. Again, a model for the
Second Life represents one of the first massive 3D multiplayer platforms which is not primarily concerned with gaming but aims at establishing a general virtual meeting place. Thus, every conceivable type of interaction is in principle possible, be it buying or selling virtual or real goods, be it playing out as a real DJ in a virtual club, or be it pervasive interactions in an Ambient Intelligence landscape. Central feature of Second Life is the use of avatars which represent the real user in the virtual environment. We [31] have shown that Second Life can serve as an evaluation platform for multi agent systems involving the user in her natural environ3
http://opensimulator.org
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THE HYBRID SIMULATION OF A SMART ENVIRONMENT
radiation was integrated. In both cases, a simple linear degression was chosen as a suitable model (see Figure 2).
Morla and Davies [26] describe several requirements of a hybrid simulation (e.g. the application of the device’s intrinsic code) which we considered as fulfilled when combining the features of MoPeDT with Second Life. Using MoPeDT we can upload the intrinsic code of the mobile phone application to physical devices which enables live user interactions on real mobile phones. At the same time, contexts can be generated via the user and his mobile phone as well as via the connected real or simulated sensors. All user evaluations can be logged and reproduced via MoPeDT’s architecture and the supported evaluation component. Even so, to get more insights in benefits and problems of using the hybrid simulation for early user studies, we decided to compare the results of a user study performed in a traditional laboratory setting with the results achieved by using the hybrid simulation. To this end, we implemented the scenario of the reference study as a hybrid simulation.
Communication
Two types of communications take place in our pervasive environment. Sensors directly communicate with the main server of the MoPeDT architecture. Physical objects on the other hand communicate with the virtual representation of the mobile phone, which in turn communicates with the main server (see Figure 1). So far, communication is based on the in-world scripting language. In order to allow for a stronger inclusion of the real mobile phone also for registering the virtual input that is provided by the simulated environment, it seems inevitable to integrate a context class in the Open Simulator server. The only sensor in our reference study which registers environmental changes is the temperature sensor. Thus, in each room, one sensor is placed that registers the local temperature according to the settings of the heater and its degression model (see Figure 2). Each sensor sends this information along with its ID as an HTTP request to the main server.
The Reference User Study
We conducted the reference study as a traditional real world simulation of a smart environment in a laboratory [34]. The main objective of this study was finding out whether users apply different mobile interaction techniques dependent on contextual conditions in a smart environment. In our setting, the smart environment contained several physical objects (e.g. a TV or a heater) which could be addressed and controlled via a mobile phone. For example, the mobile phone could be applied as a remote control to change the status of the heater by switching it on or off or by changing its temperature. In the context of the reference study, we investigated the use of the mobile interaction techniques: touching, pointing and scanning. When using the techniques touching or pointing the user has to physically touch or point at the intended physical object with the mobile phone in order to address it. Scanning is a technique to address a physical object by using the mobile phone’s graphical user interface and select the intended physical object out of the detected and graphically listed physical objects.
The home appliances have been augmented with RFID tags and IR sensors. Having identified a specific physical object activates its context on the mobile device, i.e. the services of this object become available to the user. To read out an RFID tag, the user moves her avatar towards the physical object. The avatar is holding the virtual representation of the mobile phone. The phone serves as a virtual RFID reader, simulating NFC. Thus, if the RFID tag is in a certain range (less than 30 cm) of the mobile, its ID is registered by the mobile device which sends a HTTP request to the main server containing its own ID and the object’s ID. The IR sensor allows remote activation of an object’s context. To achieve this goal, the user has to point the virtual mobile in the direction of the physical object (see Figure 4). Having been activated, the sensor sends the object’s ID via virtual Bluetooth to the mobile which in turn sends it to the main server via an HTTP request.
The reference study was performed with 20 people in a living room of a smart environment. All participants were sitting on a couch while they had to solve four different tasks in order to call a service of the intended physical object under different context conditions. (1) First, the user had line of sight to the physical object. The distance to the physical object was about three meters. (2) For the second task, the users were in front of the physical object. The distance to the physical object was about ten centimetres. (3) For the third task, the user did not have line of sight to the physical object. The physical object was located in another room and the distance was about 20 meters. (4) Finally, the user did not have a line of sight to the physical object. The physical object was located in the same room. The distance to the physical object was about four meters. To
The environment might also provide additional information that has to be actively transformed into contextual input. The indoor localisation in our scenario is of this type. WLAN access points have been installed in the environment (see Figure 2), which are utilized to calculate the rough location of the user. This location is the room the user is currently in. Thus, the room sets the interaction context by making only the services available on the real mobile phone which is defined by the appliances in this room. To estimate the user’s location, the virtual representation of the mobile phone registers the signal strength of the WLAN access points at the user’s current location and triangulates this location. The mobile’s ID is sent along with the location ID to the main server.
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Figure 2. Degression Model for Signal Strength of WLAN Access Points. Example for Access Point 2.
get a line of sight to the physical object, the user had to move about one meter. To cover most casual activities, users provided information afterwards about their behaviour and preferences when lying or standing. The results of the reference user study led to the following three findings. (1) Users tend to switch to a specific mobile interaction technique dependent on location, activity and motivation. (2) The current location of the user is the most important criterion for the selection of a mobile interaction technique. (3) The user’s motivation to make any physical effort is generally low.
completely realised on the real mobile phone (see Figure 3) and therefore no adaptation in the virtual world is required. The user navigates through different screens and finally selects the intended physical object in order to use a service for this object. Thus, scanning is quite similar to our reference study.
The Implementation of the Test Setting using the Hybrid Simulation
The reference study constitutes our benchmark for performing a similar test, this time making use of a hybrid simulation. Thus, we first modelled the living room and the bathroom and the required physical objects. Figure 4 shows the perspective of the avatar when sitting on the couch. In front of the avatar is the DVD player within line of sight. To the left of the avatar is the radio within touching distance. The idea is to select the different physical objects by using one of the three mobile interaction techniques. Once the user has selected one of the physical objects, the respective services are displayed and the user can select one of them by using the mobile phone’s graphical user interface. In the following we shortly describe the implementation of the three different mobile interaction techniques. Implementation of Scanning
We applied MoPeDT to generate the pervasive interface for the mobile phone that supports scanning. It is
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Figure 3. Screens to perform scanning.
Implementation of Pointing
In contrast to scanning, pointing requires a direct user interaction with the physical objects. Figure 4 shows the implementation of pointing in a hybrid simulation. The user applies the virtual mobile phone to point at a physical object in order to perform the selection. The virtual phone can be positioned by pressing the four navigation keys. By hitting the ’PgUp’ key, an IR beam is emitted that is registered by the IR sensor of the virtual physical object. The information about the object’s ID is then transmitted to the server of MoPeDT’s architecture that forwards this context to the real phone and the application running on it. Now, the mobile phone loads the services of the selected object and displays them on the real phone.
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Implementation of Touching
variables are location and activity with the different levels of our reference study. Thus, the participants of our user study had to perform exactly the same tasks as for the reference study. As dependent variables, we analysed the user’s preference for a mobile interaction technique in the different settings of independent variables. Thus, the experimental design is an exact replication of the reference study.
Touching is realised by getting very close to the physical object in the virtual world and touch it with the virtual mobile phone (see Figure 4). Once the user has touched the physical object, a script sends the identifier to MoPeDT’s server and the mobile phone as described for pointing.
Executing the Experiment
In this section we shortly describe how the user test was conducted. Pre-Experiment
Before we started the experiment, each participant of our user study was introduced to the correct usage of the mobile phone and the three interaction techniques. Moreover, we introduced the Second Life simulation. Prior to the test, the subjects could freely exercise each interaction technique and the use of the Second Life environment.
Figure 4. Pointing (left) and Touching (right)
USER STUDY WITH A HYBRID SIMULATION
After having implemented a hybrid simulation based on the idea of the reference study, we conducted a user study. First, we describe the experimental setting, then we report the user study and finally we illustrate our results.
Experiment
We conducted the experiment with 20 subjects aged 23 to 32 with an average age of 27.25. The Second Life environment ran on an ordinary computer that required no special hardware capabilities. The participants of our study could navigate through the virtual world using the avatar to trigger the different contexts of pointing and touching. The pervasive interface ran on a Nokia 6131 NFC that could be used to perform scanning and to retrieve the services for incoming contexts triggered via touching or pointing. After the explanation of the mobile interaction techniques and the virtual test setting, we sat the avatar on the couch in Second Life. This was always the starting position for each task. Now, the participants of our study had to complete the four tasks described earlier. After each task, we asked them about their attitude if the avatar would stay beside the couch or lie on the couch instead of sitting. Therefore, the subjects had to fill out a questionnaire that addressed the different test settings. This questionnaire was identical to the reference study.
Experimental Setting
The main objective of the experiment was finding out whether hybrid simulations of pervasive environments via Second Life can potentially be used as an evaluation method in the development process of a pervasive interface for mobile phones. In this context, benefits and problems should also be revealed by gaining practical experience. To address these aspects, we used our reference study and implemented a test setting. Based on this test bed, we deployed the experimental setting of the reference study, conducted a user experiment and compared the results. Hypotheses:
We used the findings from our reference user study and formulated them as the following hypotheses, falling into three categories. • H-1: Similar to the reference study, the users also tend to switch their mobile interaction technique based on their contextual situations when evaluating them with a hybrid simulation.
Results
For the hybrid simulation and the reference study, location could be identified as the crucial contextual factor for the decision of an interaction technique. An ANOVA test revealed these differences in location to be highly significant for the reference study (touching: F=19.225, p < 0.01, pointing: F=123.36, p < 0.01, scanning: F=10.769, p < 0.01). A similar result was obtained with the hybrid simulation. Again, location was the crucial contextual factor that dominated the choice of an interaction technique with significant differences depending on the location (touching: F=12.013, p < 0.01, pointing: F=39.2, p < 0.01, scanning: F=9.604, p < 0.01). No effect was found for the activity, i.e. it did not matter if the user was sitting, standing or lying. A post-hoc test revealed the dependencies between locations and
• H-2: Similar to the reference study, location is also the most important contextual criteria for selecting a mobile interaction technique when evaluating them with a hybrid simulation. • H-3: Similar to the reference study, the user’s motivation to make any physical effort is also generally low when evaluating them with a hybrid simulation. Independent and Dependent Variables
In order to investigate our hypotheses, we defined independent and dependent variables. The independent
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interaction techniques. Touching was preferred in scenario 2, where the user is close to the desired object. Pointing is preferred in scenario 1, where the user is around 3 meters from the object but the object is in her line of sight. Scanning at last is clearly preferred if the object is in another room. There is a tendency to also prefer scanning if the object is in the same room but not in the line of sight (scenario 4), but this preference is not significant. Scenario 4 reveals that the chosen technique might be dependent on the activity but the results are not conclusive in either study.
to get a deeper insight whether the hybrid simulation is really meaningful. The now described advantages and disadvantages mainly base on our gained practical experience by the execution of a user study as a hybrid simulation. In some points the hybrid simulation benefits compared to a traditional laboratory setting and virtual simulation alone approach. (1) Compared to a traditionally laboratory setting there is no need to physically rebuild the user’s environment in a laboratory anymore. Thus, the designers can save money and time. (2) Relying on the hybrid simulation, even initial ideas of pervasive interfaces for mobile phones can easily and efficiently be mediated and investigated because the mobile application can be tried out and demonstrated in the corresponding simulated pervasive computing environment. (3) Another benefit is the ease of changing the environment. Different models of physical objects can rapidly be generated, modified and deleted. Thus, different settings of a pervasive environment can be arranged and tested in user studies. Using Second Life as virtual world adds further advantages. (4) Due to its widespread use, it is known to a great number of users who do not have to be introduced to the specifics of using the virtual environment. (5) A further advantage is the mobility of the test setting. Because the application realises a multi player platform over the internet, it can be accessed anywhere anytime. Thus, user tests can be run outside the laboratory in the user’s familiar surroundings. (6) This can also reduce the organisational effort of subject recruiting since the subjects do not need to be physical present anymore that is similar to the execution of online surveys. Consequently, user studies can quick and easily be conducted with a large number of participants. Second Life has attracted a large number of users. These are potential test users for our interaction concepts. Of course some restrictions apply like the necessity of compatible mobile devices. (7) Finally, in contrast to virtual simulation alone approach, the hybrid simulation also arise the benefits that the evaluation can be performed more similar to the real setting. The users can directly interact with the real mobile phone which can increase the level of immersion.
The findings from our hybrid simulation are comparable to our reference study. (H-1) They provided evidence for our first hypothesis: Similar to the reference study, the users also tend to switch their mobile interaction technique based on their contextual situations when evaluating them with a hybrid simulation. None of the participants used the same interaction technique in each tasks. Each of the participants assessed the situation and balanced reasons which interaction technique would fit best to which context. (H-2) We also could corroborate the second hypotheses: Similar to the reference study, location is also the most important contextual criteria for selecting a mobile interaction technique when evaluating them with a hybrid simulation. The execution of the user test with the hybrid simulation led to the result that location is the most important context factor which influences the decision for an interaction technique. In all four tasks the users tended to use the interaction technique dependent on the location of the avatar and the physical objects. If touching or pointing were possible they preferred these techniques. If there was no line of sight, the subjects tended to switch to scanning in order to prevent movements of the avatar. (H-3) The third hypotheses could also be partly proved: Similar to the reference study, the user’s motivation to make any physical effort is also generally low when evaluating them with a hybrid simulation. The subject’s motivation to spend physical effort was almost as low as in the reference study. But, in the hybrid simulation more subjects were willing to move the avatar in Second Life for performing touching or pointing, however, this difference is not statistically significant. A higher subject’s motivation to spend physical effort is not completely surprising when using the hybrid simulation because the subjects did not have to actually move themselves but just navigate their avatar through the environment which is not comparable in effort to the real setting.
Despite these promising benefits, there are also problems. Of course, there inevitably is an offset between a real world setting and a hybrid simulation. (1) The user moves virtually instead of physically which means a break because the user requires less motivation and less physical effort to move and explore the virtual setting. (2) A further problem of the hybrid simulation is the level of immersion for the mobile interaction. In our user study we applied scanning, pointing and touching as interaction techniques. Scanning is easy to evaluate with a hybrid simulation because it is completely realised on the mobile phone and therefore quite similar to the real usage but techniques, such as pointing and touching lead to a further break because they in-
DISCUSSION OF THE HYBRID SIMULATION
Our user study showed that we gained very similar knowledge about the user’s behaviour from results of the hybrid simulation compared to results from the reference study. Consequently, a first indicator points to the assumption that the hybrid simulation seems to be an appropriate evaluation method for early stages of the design process. Detailed benefits and problems of the method, however, must also be addressed in order
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evitably require interactions with the pervasive environment. Our implementation of pointing is fully realised in the virtual world but instead should preferably be realised in the real world to reduce breaks to the real usage of the phone. We came up with the idea to replace our implementation of pointing and instead use the accelerometer of the mobile phone to point towards the screen of the virtual world simulation for selections of the objects, such as the DVD player. (3) Having too many interactions in the virtual simulation also leads to a problem of usability. Sometimes users had problems to perform pointing in our setting because it required the knowledge of key sequences. (4) A last problem is to generate the pervasive environment as realistic as the real setting. Developers require appropriate skills to virtually model the pervasive environment and set up the whole system to run a hybrid simulation.
3. Marco de S´a and Lu´ıs Carri¸co. Low-fi prototyping for mobile devices. In CHI ’06: CHI ’06 extended abstracts on Human factors in computing systems, pages 694–699. ACM, 2006. 4. Marco de S´a and Lu´ıs Carri¸co. Lessons from early stages design of mobile applications. In MobileHCI ’08: Proceedings of the 10th international conference on Human computer interaction with mobile devices and services, pages 127–136. ACM, 2008. 5. Anind K. Dey. Understanding and using context. Personal Ubiquitous Comput., 5(1):4–7, 2001. 6. Henry B. Duh, Gerald C. B. Tan, and Vivian H. Chen. Usability evaluation for mobile device: A comparison of laboratory and field tests. In MobileHCI ’06: Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services, pages 181–186. ACM Press, 2006.
CONCLUSION
In this paper, we investigated the hybrid simulation as an evaluation method in early stages development of pervasive interfaces for mobile phones. First, we described how to build this kind of simulation. Then as a first research step, we applied our prototypical setting of a smart environment and conducted a comparative user study in order to find potential problems and benefits of the method. Potentially, the hybrid simulation has many benefits, such as it can easily address a lot of subjects which can save time and money when organising and performing user evaluations. However, there are also problems which have to be considered, such as the level of immersion for the user. The experience we gained through the execution of a hybrid simulation points to a need to keep as many user interactions as possible in the real world and try to simulate as less user interactions in the virtual world as required. In that way, the offset between the two worlds can potentially be reduced and consequently the quality of the results improved. In future work we will address the mentioned problems more detailed to find appropriate solutions. But despite these problems, we already consider the hybrid simulation as a very promising method to improve the user-centred development of applications in the context of Pervasive Computing.
7. Gita Gopal, Tim Kindberg, Tim Kindberg, and et al. John Barton. People, places, things: web presence for the real world. In In proceedings WMCSA2000., pages 365–376, 2000. 8. Lada Gorlenko and Roland Merrick. No wires attached: Usability challenges in the connected mobile world. IBM Syst. J., 42(4):639–651, 2003. 9. Mieke Haesen, Joan De Boeck, Karin Coninx, and Chris Raymaekers. An interactive coal mine museum visit: prototyping the user experience. In HSI’09: Proceedings of the 2nd conference on Human System Interactions, pages 543–550, Piscataway, NJ, USA, 2009. IEEE Press. 10. Jonna H¨akkil¨a and Minna Isomursu. User experiences on location-aware mobile services. In OZCHI ’05: Proceedings of the 17th Australia conference on Computer-Human Interaction, pages 1–4. Computer-Human Interaction Special Interest Group (CHISIG) of Australia, 2005. 11. Jonna H¨akkil¨a and Jani M¨antyj¨arvi. Developing design guidelines for context-aware mobile applications. In Mobility ’06: Proceedings of the 3rd international conference on Mobile technology, applications & systems, page 24. ACM, 2006.
ACKNOWLEDGEMENTS
This research is partly sponsored by the research unit “OC-Trust” (FOR 1085) of the German Research Foundation (DFG).
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XTag: Designing an Experience Capturing and Sharing Tool for Persons with Aphasia Abdullah Al Mahmud, Rikkert Gerits Dept. of Industrial Design Den Dolech 2, 5600 MB Eindhoven, The Netherlands [email protected]
Jean-Bernard Martens Dept. of Industrial Design Den Dolech 2, 5600 MB Eindhoven, The Netherlands [email protected] prominent and disabling characteristics of aphasics. The basic premise in our research is that enabling aphasics to better recount and express what has happened to them during the day can help them to regain some confidence in their ability to communicate with others.
ABSTRACT
In this paper we describe the design and exploratory field evaluation of an experience tagging and sharing application for people with expressive aphasia. We conducted a probe study with representatives from this target user group to gain a deeper understanding of the potential use of technology to capture and share everyday experiences. We used the obtained insights in the design of a new experience tagging tool (XTag). Our field study with the resulting prototype suggests that multimedia (picture, audio and GPS) indeed offer great potential for assisting aphasics while retelling their past experiences. Specifically, the tagging application improved support over a digital camera as it could be more easily operated single-handedly, which was much appreciated by aphasics. We also share some methodological lessons that we learned from our study.
Aphasia is an acquired communication disorder that cannot be cured, so that most aphasics have to learn how to cope with this disability. Specifically, individuals affected by expressive aphasia have difficulties expressing themselves through language. They can potentially benefit from technical support during the creation of a story and/or while expressing it. Aphasic individuals usually retain the ability to recognize image-based representations of objects [33]. This is extensively used in different assistive tools [29, 36], which are often referred to as Augmentative and Alternative Communication (AAC) devices. Both high-tech and low-tech AAC devices, are used extensively in aphasia therapy [35]. AACs mostly assist users in basic communication needs during the early stage of aphasia. However, AAC devices often fail to meet the needs beyond the initial stage. Therefore, the acceptance of AAC devices among aphasics decreases in the long run [21]. Though AAC devices have obvious merits, they also have drawbacks such as (a) AAC devices mainly support needbased communication, (b) AAC devices depend on the use of icons and symbols, which restricts the use since not all functions can be mapped to icons that are easily understood and remembered, (c) AAC devices stigmatize people, which implies that they prefer not to use them in a social setting.
Keywords
Aphasia, sharing experiences, photo tagging, technology probe, digital photo, storytelling, inclusive design ACM Classification Keywords
H5.2. [Information interfaces and presentation]: User Interfaces-Evaluation/methodology, user-centered design; K.4.2 [Computers and Society]: Social issues-Assistive technologies for persons with disabilities INTRODUCTION
An important part of our personal life is being able to share with others different kinds of stories. Storytelling is a key element of social interaction, as it allows a person to develop his or her bond with other people [30]. When a person, due to injury or disease, looses or becomes limited in his/her ability to use language (for example, because of aphasia) she or he also loses the ability to share stories, which can in turn lead to increased social isolation [16]. Language disturbances interfere with narrative communication at the single word or sentence level [26, 4], so that this ability to share stories is one of the most
People have various communication needs such as sharing information, social closeness and social etiquette [24]. AACs fall short to meet such needs of people with aphasia. There are very few examples of systems that aim at supporting such higher level communication needs. One example is the ESI planner [28]. ESI is a multi-modal daily planner designed to enable individuals with aphasia to independently manage their schedule. There are other isolated systems such as desktop-PDA [7], and Photo Talk [2] aimed at persons with aphasia. All these systems are intended to support some specific tasks, and are less suitable for complex communication needs such as storytelling. Social exclusion and social isolation are often uttered as prominent characteristics of persons with aphasia [9, 12]. We believe that technology, when properly
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designed, has the potential to assist in reducing such social isolation. Specifically, we think that technological support to capture, build and share daily stories is likely to help aphasics to reduce social isolation and to improve their quality of lives.
We discuss different stages in the design of a new capturing and sharing device, called XTag, intended to enable aphasics to better capture everyday experiences. This device is intended to be used in combination with other life logging tools. XTag is different from existing life logging systems in at least two respects: (1) it assists in capturing experiences manually, and (2) it assists in categorizing the captured materials, which should make it easier to query them later with the help of a narrative interface. Our long-term goal is to use XTag as one of the components in an overall system that helps aphasics in communicating everyday experiences as a form of conversational storytelling. The contributions of this paper are therefore: (a) a better understanding of how technological aids can support communication in persons with aphasia, (b) the design of a specific photo tagging and sharing application (XTag) that is inspired by principles of storytelling, and (c) the results of a limited field evaluation of XTag.
RELATED WORK
Storytelling is not only essential for the transfer of information, but also for promoting social connection and maintenance or establishment of social roles. Therefore, storytelling exceeds the ability to express direct needs and wants and supports other communication goals. There are several distinct aspects that need to be addressed when designing a storytelling system for aphasics, i.e., (a) the ability to (re)collect materials in support of the story, (b) the ability to build a story from these materials, and (c) the ability to express the story to others or to let others explore the story by themselves. Each of these components creates a challenge in its own. Storytelling can potentially be done without (spoken) language by means of multimedia such as photos, as was demonstrated in some recent prototypes [5]. However, these systems were not tailored to persons with aphasia. Digital photos are beneficial for several purposes such as for cognitive assistance [11], supporting conversation [17], creating personal stories [20, 27], and self expression [23]. As the cognitive abilities of many people with aphasia are not seriously affected, we can assume that they can potentially utilize digital photos to express daily experiences if appropriate support is provided.
In the following sections we first describe the requirements gathering process that involved a probe study with two aphasics. In the conceptual design stage following this study three concepts were explored before settling on one specific concept for further development and testing. The resulting prototype was evaluated in a limited field test with the same two aphasics used in the probe study. We present the outcomes of this field test together with some methodological lessons learned. We finish by comparing and contrasting our own design to existing solutions in the extended discussion part.
Life logging tools such as SenseCam [6, 14] help their users to collect daily experiences continuously and passively. The downside of such systems is however that the volume of collected information grows very fast and that an increasingly large effort is required to select from these materials for story creation [8]. Life logging tools have however been used by patients with dementia and Alzheimer to assist their memories, rather than to build stories [22]. AACs such as TouchSpeak [36] and MindExpress [29] have been used by persons with aphasia to express simple stories, despite the fact that these AACs offer only very limited storytelling support. One early exploration of improved storytelling support for persons with aphasia was discussed in [10]. The resulting prototype has some obvious limitations: 1) it was not easy for aphasics to capture events with the web camera while the camera was attached to a tablet pc, 2) the prototype did not offer ample support to organize the captured materials, such as photos, while constructing and expressing experiences, and 3) there was no provision for aphasics to collect experiences in a mobile setting and later arrange those materials to create stories or re-experience the past. There is hence ample room for improving different aspects of the storytelling experience. In this paper we focus on how people with expressive aphasia can be assisted in gathering story materials such as photos, audio, etc.
REQUIREMENTS GATHERING
Technology probes have been used frequently in design environments where it is difficult to apply standard ethnographic methods [18]. We conducted a technology probe study with two aphasic participants. The objective was to determine the potential impact of media such as photos, sound and GPS on the ability of aphasics’ to (re)tell personal experiences. Data was collected through logging of probe usage and by conducting semi-structured interviews. Participants
Two participants (P1 & P2) were recruited through a local rehabilitation center. Earlier a certified speech therapist administrated the Aachen Aphasia Test (AAT) to participant P1. The Aachen aphasia test is a standardized test for aphasics to determine progression in different stages of the aphasia [19]. The test addresses six languagerelated aspects: spontaneous language, token recognition, repeating, written language, naming, and comprehension. The other participant P2 was unable to do the AAT and the speech therapist conducted an Implicit Association Test (IAT) that provides a measure of strength of automatic associations [13]. P1 is an adult male (age 56) who, as a result of a stroke about one year ago suffers from aphasia and lives with his
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wife. P1 speaks full sentences at a fluent pace, but sometimes makes word-choice errors. His AAT test shows that his speech, writing and language comprehension impairments are mild. P1 was unable to return to his job as a mechanical engineer following his stroke. Despite P1’s communication and physical impairments, he is still comfortable performing many activities independently. P1 attends speech therapy once a week. P2 is an adult male (age 53) who, as a result of aortic surgery 2 years ago, suffers from severe aphasia and right-sided paralysis. P2 is unable to speak more than a few isolated words, and is able to write only partial single words. The semantic association test showed that he suffers from severe speech and writing impairments. His comprehension and visual semantics are moderately impaired. P2 was an assistant manager at a grocery store and he was unable to resume work due to his brain injury. However P2 still is able to operate appliances like desktop computers, TV sets, small PDA like devices. For communication he uses limited speech, gestures, or written notes. P2 attends speech therapy once a week. P2 lives with his wife, daughter and grandson.
Figure 1. The technology probes used in the study.
all times. The events P1 captured were: playing with the dog, internet banking, cycling, watching TV, waking up, breakfast, cab ride, speech therapy, relaxation, and fitness. P2 did not use the sound recorder and the GPS data logger. He captured images of meeting people at the rehabilitation center, of relaxing, a picture of his therapist, etc. The captured images were categorized as people (who), places (where) and activity (what) category. Most of the captured materials were related to the activity category. P1 used pictures and audio for assistance while sharing experiences. His memory and communication skills were sufficient to share experiences without the help of additional media. However, he did point out that pictures and audio supported him to explain and share his experiences in a more detailed manner. Some of the pictures that P1 had taken were very blurry up to the point where he had problems remembering their content. While discussing the usefulness of the photos for experience sharing, P1 mentioned that the chronology of events was of no great importance to him. Chronology of pictures and other media within a single event however did matter and such media should hence be properly sequenced in time. A few usability problems were uncovered during the field study. As explained, the autofocus feature of the digital camera created problems in that several pictures were out of focus. Both participants were also uncomfortable with operating the camera single handedly, as the camera was clearly not designed with such usage in mind. P1 wished to take pictures of himself when he wanted to share his feelings, which was simply too difficult with the existing camera. We analyzed the picture content to understand what kind of stories people conveyed with the photos. We observed that aphasics easily recognized the photos and the underlying stories behind the photos. Words expressing emotions were often used while expressing stories. Digital photos created shared content and context for the discussion partner. Since the communication partners were not present during the photo capturing, there was a need for detailed descriptions while showing the captured information, unless the materials were self explanatory or preprocessed. For P1 less prompts were required to extract the underlying stories from the photos. Spontaneous narrations were most frequent for P1, while for P2 induced narrations were dominating. This was in accordance with the fact that P1 only has mild aphasia, while P2 is a severe aphasic. The word/sentence length in case of P1 was significantly longer than in case of P2. P2 found it very difficult to express himself through the photos. He was
Procedure
The researcher met the participants at home and meetings were accompanied by family members for support. The first meeting lasted approximately one hour and background information, skills and test strategies were discussed. Probes for the test were: a digital camera, a voice-recorder, and a GPS data logger (Figure 1). Participants were asked to take pictures of events/experiences they would like to share, for a period of one week. Audio samples could be collected as well. Furthermore they received a GPS data logger which kept track of their locations over time. At the subsequent meeting (day after capturing), the researcher asked questions about how they had been using the probes for capturing experiences. The discussion involved several steps. Firstly, sharing the captured experiences without the help of pictures, audio, or GSP information as participants had to tell about the experiences they captured just from memory. Secondly, the participant used the captured pictures, audio and GPS data for retelling the experiences. Participants narrated the experiences by browsing through the pictures one by one with the help of MS PowerPoint. During this round the researchers asked questions to elicit detailed stories and provided cues that could be suitable for aphasics while retelling an experience. Thirdly, the participants were asked to cluster and categorize pictures into several events. Finally, the participants were asked to answer some post-test questions and rate some statements. The sessions were videotaped and observation notes were taken for further analyses. Results
Both P1 and P2 used the probe(s) outside of their home and in a social setting such as during a group therapy meeting. P1 took 19 photographs and P2 took 8 photographs. P1 recorded 1 audio sample and used the GPS data logger at
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Figure 2. Expressing emotions - Concept 1 (left), concept 2 (middle), & concept 3 (right).
mostly focusing on what was in the pictures rather than on the underlying experience. For P2, much support was required from the communication partner in the form of cueing to answer something properly, or questioning to gain details of the event being portrayed. For example, in one of the photograph, P2 recognized the person but was unable to name her. His wife and daughter were helping him by uttering the first few letters of the name.
for happy. By shaking the cylinder vertically the intensity of the color can be influenced, hence expressing the intensity of the mood. The third idea (Figure 2-right), which will be explored further, is to add information that is not continuous but discrete, i.e., by selecting an emotion and a category from a number of predefined options. In all concepts, the capturing action could be performed by a camera mounted on an ear headset (or on a pair of glasses).
Design Implications
Final Design: XTag
We have observed that digital photos, sound and GPS data have potential advantages for persons with aphasia. However, how to utilize those media for expressing day-today experiences is less obvious. From the probe study we summarize the following requirements for improved support:
The initial design ideas were discussed with the speech therapist. The design opportunities were reviewed and it was decided to develop a tool that integrates the capturing of pictures with sound recording. The action of taking a picture was divided into multiple actions, namely aiming, triggering and adding a mood or category. To separate the triggering and aiming actions a remote triggering device was proposed. As we have observed in the requirements gathering phase, operating and aiming a digital camera is cumbersome for aphasics. Therefore, similar capturing devices such as a mobile phone camera may also pose a challenge for them. Consequently, a sunglass camera would potentially be helpful for aphasics as a capturing device. A sunglass camera has several advantages for aphasics such as a) aphasics can wear the glasses and look at a particular object and can take pictures easily, b) aiming the sunglass camera is easy as it is in line with head movement and reduces the burden for aphasics as they do not need to grab the capturing device with both hands. We used an off-the-shelf sunglass camera that can capture 1.3 megapixel still images (at a resolution of 1280x1024) (Figure 3). The sunglass camera has a remote control (RF remote frequency: 2.4GHz) to capture photos and 1 GB of storage. We designed a new handheld controller (tagging tool) to add more functions to the existing remote controller. The resulting tagging tool has several buttons which reflect some storytelling principles, such as answering (some of) the 5 Ws (who, where, when, what and why). Three of the buttons are labeled as: who, where/what and emotion. Either auditory or visual feedback should be provided when one of these buttons is pressed. The four remaining buttons are used to add emotional expression to a photo, and have emoticons on them. The four emoticons are happy, sad, amazed, and
• Aphasics would benefit from a simpler capturing device that they can operate with their non-dominant hand only. • Categorization of the captured media would help aphasics to recall events later on. Support to tag and express emotions therefore seem interesting. • Support for categorizing and re-telling the underlying experiences could be useful. DESIGNING A TAGGING AND SHARING TOOL Conceptual Design
Several design ideas were generated through brainstorming. All ideas aim at coupling extra information to the picture being taken, such as the mood of the user at the time when a picture is captured. The large button on the top of the remote controller device in Concept 1 of Figure 2(left); triggers the digital photo camera. By sliding the slider to the left or right aphasics can express if they feel happy or sad when taking the picture. The second idea (Figure 2-middle) is an extension of the first idea. Instead of adding a one dimensional emotion to the picture, this idea proposes using two-dimensional information. Again, by pressing the button on top of the cylinder the digital photo camera is triggered. The top part of the cylinder can however also be turned, and feedback is provided though changing the color of the light within. The different colors represent different moods such as red for angry and yellow
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angry. It has been demonstrated that such emotions can play a facilitating role in the communication with language-impaired people [25]. To re-experience the captured materials a narrative interface was designed which can playback the captured materials (pictures and audio) together with the annotations made with the remote control.
experience are printed out in the narrative template at the time the experience is shown in the narrative interface (Figure 5). The user can transfer the captured pictures, audio and annotations into the narrative interface by connecting the XTag device, the sunglass camera and the GPS logger through USB connectors. The scrollbar on the right in the interface allows to scroll through the captured experiences of a single day, while the calendar allows to select the day of interest. Two pictures, captured with the “who” and “what/where” button, respectively, are shown next to a textual field (currently containing day and time of the recording) and an emoticon field. The user can select the “who” or “what/where” picture by clicking on it, after which he can start and stop playing the corresponding audio recording by clicking on the play button underneath the pictures. Users can play the sound recordings by clicking the play button and scroll through each experience by using the scroll button situated at the right side of the narrative interface.
Figure 3. The sunglass camera and the remote controller [32] Implementation: XTag and Narrative Interface
The tagging tool (Figure 4) was prototyped using an Arduino controller and the remote controller of the sunglass camera. A sound recorder was integrated into the tagging tool. The casing was designed in SolidWorks[31] and the narrative interface was designed using Flash and Action script. The tagging tool has three large input buttons to select the categories. In addition there are four smaller input buttons to select the desired moods. Pictures are captured by pressing any of the trigger buttons (who, what/where). Sound fragments are captured by pressing a button placed on the left side of the controller. A sound recording can be stopped manually by pressing this button a second time, or the user can leave it up to the system to stop the recording automatically after 1 minute. A typical experience capture follows a sequence of actions. Firstly, pressing the ‘Who’ button trigger a picture capture and will turn the indicator next to the button green. The user can make a (first) sound recording while this green light is on. Secondly, pressing the next button which is ‘where/what’ button will trigger a second picture recording, as well as a recording of the GPS coordinates. The indicator light next to the ‘Who’ button turns red, indicating an off state, and the indicator light next to the ‘Where/What’ button turns, indicating an active state. The user can again make a sound recording if he wants to. Finally, the emotion button is pressed, which turns the green light next to the ‘Where/What’ button red, a desired emotion can be chosen using any of the four buttons with emoticons. The XTag device is now ready to capture a new experience.
Feedback Session with the Speech Therapist
The XTag prototype and the narrative interface were demonstrated to the speech therapist. The goal was to understand the suitability of the concept for aphasics and also to discover potential design flaws. The main concern was whether or not, in her opinion, people with aphasia would be able to understand and operate the tagging device and the narrative interface. The therapist advised us to reduce the number of options of the tagging tool as they might confuse persons with aphasia. She also mentioned that the narrative interface would be understandable by the aphasics given that some sort of support would be available from the communication partner. She appreciated the interface as it is based on explicit categories of information that are easy to understand. Based on her comments we reduced the number of emotion buttons from the original 8 to the 4 shown in the final design of the tagging tool in Figure 4.
Upon receiving the signal of one of the trigger buttons the Arduino performs a number of actions. First the Arduino activates the remote control of the sunglass camera. This is done by bypassing the button of the existing remote control of the sunglasses camera. Secondly, the Arduino stores information in its internal memory in the form of text strings. Some string contain information about the activated category (who, what/where, or emoticon), including button events related to the sound recording (start and stop time) or the selected emoticon. Another string contains information about the date, time and location (GPS coordinates) of the recording. All strings related to a single
Figure 4. The tagging tool (left and middle) and the sunglass camera on the top of a cap (right). FIELD EVALUATION
The objective of the test was to ascertain the impact of early categorization of images at the same time as the capturing event. The same two participants (P1 and P2) that assisted us earlier were introduced to the technology
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probes which they were allowed to use for one week. The probes were: the sunglass camera, the tagging tool (see Figure 4), and a GPS data logger. Since both the participants already wore spectacles it was not feasible for them to wear the sunglass camera. Equipping the sunglass camera with prescription glasses was also not an option. Therefore, we attached the sunglass camera to a cap. After handing the probes there were several meetings over the week where the researcher asked questions to the participants about how they had been using the probes for capturing experiences. The discussion involved several steps. Firstly, participants had to tell about the captured experiences from memory. Secondly, the participant used the captured pictures, audio and GPS data for retelling their experiences. The captured experiences were presented on the narrative interface during this stage. Finally, the usability of the concept was discussed through a set of questions and (yes/no) statements. The partners of the aphasics were present during the interview sessions. The interview sessions were video recorded and field notes were taken.
both participants expressed that they found the concept of XTag useful and they understood its operating principles. We now provide more detailed discussion about the feedback on different aspects of the concept. Categorization and tagging
Both participants liked the idea of simultaneously tagging pictures when capturing. P1 mentioned: I think this is very convenient; categorizing pictures later on takes too much time and effort. The selections who and what/where are okay, but the freedom within one experience is very limited. Narrative interface
Both P1 and P2 liked the narrative interface as it gave a clear overview of the captured experience. However, participants mentioned that the narrative template was probably too restrictive in its current form. P1 mentioned: The interface is clear and simple, which is what I like about it. However I think I would like to see an overview of all the experiences that I took on a single day before focusing on a specific one. Both categories are always shown equally. I would like to see the category which isn’t applicable blend into the background. This way my attention can be focused only on the category that I want to tell something about, so if I tell something about a person the category what/where should fade out. Both pieces of advice within the previous comment would be worthwhile to consider in a future version of the interface.
Figure 5. The narrative interface showing the two pictures associated with a single experience, next to information on the day & time and the attached emotion. Audio recordings can be activated through the play button at the bottom. Results
Here we present general findings followed by the analysis of the two case studies. P1 only used the probes for 2 days, capturing 2 events, due to battery failure. No sound recordings were made but the GPS logger was used at all times. P1 did not have any problems operating the device. The amount of constructive feedback on the concept was satisfactory. Because of the battery failure the sunglass camera started to capture images automatically, with surprisingly positive results. P2 captured daily events such as gardening, having a chat with friends, but did not capture any GPS or audio data. P1 used the device for mundane tasks such as when he was riding a bike (see Figure 6). This was convenient for him since he could operate the camera easily while he was on the move. P1 was more independent while using the probes and expressing stories than P2. During the interview sessions
Figure 6. Some of the pictures captured by participants with XTag Advantage over traditional photo camera
Participants appreciated the design which was better than a normal digital camera. The main advantage was aiming the camera. This was justified from the comments of P1: With this tagging system you’re able to easily aim the camera just by looking at the desired object. However, the focus point of the camera is a bit problematic because the camera is now placed on a cap on my head. P2 liked a normal digital camera since it had a display device which gave direct feedback. However, he
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appreciated that the tagging tool was much easier to carry and operate.
form it might cause difficulties because all the categories were present at all times. The category ‘emotions’ could be left out completely or at least should be extended with a neutral emotion. Sharing the experiences with the narrative template made it easier for aphasics to concentrate on the important aspects of the story.
Handheld controller for tagging
P1 and P2 found operating the tagging tool very easy. The buttons were large enough and the distance in between them was sufficient in order to avoid unwanted selections. The buttons for selecting the categories (who, what/where, emotions) were also clear though sometime P2 was confused by the emoticon buttons as they were smaller than the other buttons.
The placement of the photo camera on the head of the participant was considered easy, although the view of the camera in the current solution was slightly different than our initial solution. Operating the tagging tool was simple and understandable, but in its current form it might be daunting, because awareness of the system was constantly present. This might hinder daily activities. A solution would be to capture experiences semi-automatically. Additional media other than photos was useful for retelling experiences and audio was most suitable when telling about an event whereas GPS data for telling about trips. It would be advisable to convert the GPS data into an understandable picture format, such as a map. Both the audio and the GPS data should be more clearly linked to the correlating picture.
Use of multimedia to share experiences
P1 reflected that audio and GPS data would be useful additions to the narrative template for sharing experiences. GPS data was most suited for explaining the location of pictures, whereas audio would help aphasics to remember the events. He quoted the following: I like both, audio and pictures. Audio is suitable when I want to capture experiences. Audio helps me to associate images with words. Images in combination with audio can help me refresh my memory. I think audio files should be coupled to the correlating picture in a way that when wanted you can play the audio file when looking at a picture. GPS logging is very handy when I’m traveling; this way I can show where I’ve been in an easy way. The plotted map of the GPS data could be directly linked to the pictures I took. But there should be links to the pictures instead of pictures integrated into the map that would only distract me when sharing my experience.
The battery failure brought new insights to the research, namely semi-automatic capturing of events (experiences), a concept that requires the user to only initiate the capturing at regular time interval (such as 5 minutes). Such a sequence of events may still be tagged with a capturing mood. Although during the field study only few audio files were recorded, aphasics still saw the benefits of adding audio. We think that the use of GPS data would be too complex to understand for severe aphasics. Overall, the findings suggest that the concept of simultaneously tagging and capturing has merit for our aphasic participants.
However, for P2 there was no particular choice of arrangement of the collected media. He liked the pictures most and the audio. He did not capture GPS information as it was a bit complex for him to understand the photos with the GPS locations.
Another remark about the field test is the short testing period. A preliminary usability test could have indicated that the battery life of the tagging tool was limited to 14 hours. Although only two participants were recruited for the field study, still the field test provided us with valuable insights.
Manual vs. automatic capturing
The participants mentioned that there could be a semiautomatic mode for capturing photos. For example, capturing an experience just by pressing the start button and pictures will be taken every 10 minutes. This would help the person to concentrate on the activity without constantly having to think about taking pictures. Another recommendation was to record sound fragments every time a picture is taken. Therefore, while sharing experiences with photos audio can be played to help refresh the memory of the aphasic.
Comparison and Contrast with Capturing and Sharing Devices
other
Experience
Here we would like to discuss the comparison and contrast of our approach with other works. First of all, our approach is different from existing storytelling system [8] in a number of ways. Our work extends the option of capturing life experiences to a mobile setting, whereas existing systems [8] are more limited, as the capturing device is a web camera that needs to be connected to a computer, such as a tablet pc. As it is well known that most aphasics have right sided paralysis, operating such a camera-computer combination is quite tedious for them. Moreover, this would be mostly restricted to an indoor (home) context. In our approach it was feasible to collect experiences both at home and outside. The sunglass camera helps to focus on a particular thing and reduces the burden of operating it. The notion of a
DISCUSSION
The field test showed that XTag helped to view the captured experiences by creating a shared content and context for both the aphasic person and their communication partners. The narrative template with the three different categories was clear and understandable. However, enhancing the freedom to go back and forth between the different categories within capturing one experience would make the device more flexible. The narrative template provided guidance, but in its current
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camera build into a pair of sunglasses, although popular in areas of security, seems to be quite novel for our application of supporting aphasics. The use of the tagging tool helps to capture the information in a more structured way, which also reduces the burden to organize the materials for story building afterwards. The prototype reported in [10] does not provide support for the organization of the captured materials. The narrative interface that we propose helps to view the captured materials in a more structured way. Our approach is also different from traditional tagging applications [3] where pictures are explicitly tagged as people, places, etc. In our approach the captured photos are categorized as who, where/what, emotion and date and time. These categories add an additional label to the captured information and are in agreement with categories used in existing Augmentative and Alternative Communication (AAC) devices and also in the therapy book for aphasics created by the Dutch aphasia union (afasie.nl). These categories are known to be effective for persons with aphasia. In our approach with XTag information is captured manually by the participants, whereas in traditional life logging systems the information is collected autonomously [6, 14]. One obvious difficulty is the huge number of materials collected by existing life logging systems which would probably requires partner assistance to help filtering irrelevant information. Another concern with a system such as SenseCam is that it uses a fish eye lens. The resulting pictures are therefore not rectangular and of insufficient quality for subsequent viewing. The pictures taken by the sunglass camera are rectangular in shape and have fairly high resolution. SenseCam needs to hang on the user’s neck and thereby it moves frequently when the participant is on the move, which adds to the risk of capturing images with motion blur. In the sunglass camera solution, the camera is usually more stable. As evident by our field study, autonomous or semi-automatic capture might be helpful such as when the participants are on the move. However, we believe that the ideal device should have both automatic and manual functionalities for capturing life experiences. As found in earlier research, assistive technologies tend to stigmatize their users and therefore, people don’t want to use them in a social setting [21]. Therefore, our concept would help to reduce this barrier as the solution is more unobtrusive, i.e. other people might not notice that someone is using the sunglass camera and looks like a disabled person.
with aphasia who have unique problems in reading, writing and or speaking in addition to physical disabilities. However, the post-capturing interface of Isaac is interesting and might be useful for people with aphasia. The application needs to be redesigned to make it suitable for people with aphasia, however. Improvements of the Tagging and Sharing Tool
Problems were discovered with the shape and design of the tagging tool during the field study. The shape and design of the tagging tool were judged as too big and ergonomically weak. This problem was admitted by the researchers, but due to time and manufacturing limitations improvements could not be carried out. The tagging tool needs redesigning, aesthetically as well as electronically, to create a smaller shape and more robust operation. Improvements can be done to the tagging procedure as well. At present tags are stored on the tagging tool, while synchronizing pictures with the correlating tags is done manually. Further improvements are required to the presentation of audio and GPS data, whereas current research has confirmed only the merit of those media. The presentation of the events for sharing is another aspect that should be investigated. Test results show that presentation of events using the designed template (who, what/where, emotion) has advantages over the use of pictures without the narrative interface. Presenting an overview of the pictures first and then highlighting the core categories step by step as they were captured and fading out other categories could be a solution. It might also be helpful to add additional labels to the captured pictures. This could be accomplished while eliciting detailed stories from the captured materials by the communication partner by asking questions. For example, the categorized pictures can have additional tags such as name of the person, place etc. Enriching pictures with additional labels would be helpful for people with severe expressive aphasia. Redesign of the capturing device should also be investigated, as the current sunglass camera solution causes problems if users already wear prescription glasses. In the next design iteration the camera device will be integrated into the aphasics’ own glasses. We believe that for P2 due to his severe aphasia it would be advantageous to do some preprocessing with the captured images such as annotation with text/icons to clarify the story to the story recipients. Notes on Methodology
Repetitive question asking worked well for the aphasics as we observed in both the pre and post test interviews. Since aphasics mostly remain passive and quiet, repetitive question asking is most suitable for them to extract opinions. Such an approach followed from requirements gathering with Alzheimer’s patients [15].
Isaac [20] is an early application which has been designed to capture and edit photos. It is based on a version of ‘Apple Newton’ with a CCD camera and phone handset integrated in a modified cover. The total weight of Isaac is 2 kg, including a 7.2 V/2.5 Ah NiMH power pack. Therefore it is not suitable for aphasics to handle the camera. With Isaac users can select a particular photo and annotate it with the help of a keyboard. The application contains complex menus and is not intended for persons
It has been observed that involving the help of domain experts [1] can assist in the design process, despite the fact that these experts are not aphasic themselves. We however observed that the feelings and enthusiasm of aphasics could
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not be understood just by asking experts. Experts can serve as a complementary source of information but never as a substitute for working with aphasics. Especially during the design stage, concept validation through expert feedback is very helpful. However, to understand specific usability problems we must deploy the system with real aphasics.
are a couple of things we can improve. One is the size of the tagging tool and also the look and feel. The other one is improvements to the narrative interface. One of the prospective directions is to enhance the interface with additional functionalities for off-line tagging (adding more information related to the 5 W’s). Another prospective direction is to look at offline ways of distributing collected experiences, such as through email. Aphasics are slower in processing but can spend time to compose stories and share them with other people. Email is such an application that aphasics can benefit from. Therefore, we would like to build add-ons for the narrative interface. The envisioned tool will be able to handle diverse communication needs of aphasics (face-to-face, offline production of stories etc.). Another key direction is the improvements of the capturing device itself i.e. the sunglass camera. As we learned that many aphasics wear prescribed glasses, it would be advantageous to build a pair of glasses with a built-in camera that would allow to simply changing the glasses within.
Mild aphasics are capable of giving their opinions and they have empathy for other severe aphasics since they can better understand and express their experience having been affected by aphasia. Therefore, our selection of two aphasics with quite distinctive abilities turned out to be very fortunate. We also believe that deploying prototypes with mild aphasics could be helpful for early evaluation. Many aphasics need explicit goal setting which is also applied during the therapy period [34]. This aspect needs to be realized if we expect them to accomplish preset tasks. Aphasics either forget things or do not feel interested to accomplish the assigned tasks. We came to know this fact from P1 and used the goal setting technique for P2. We validated this remark of P1 by setting an explicit goal for P2. During the first few days of the probe study, P2 did not capture anything. Later, with the help of his speech therapist and family members we did set a goal for P2 by discussing this with him and by writing it on a piece of paper to remind him of his goals. This helped him to remain focused to use the probe. Therefore, it is very important to determine how new technology would fit into aphasics’ personal goals which might eventually help aphasics in changing their quality of lives.
ACKNOWLEDGMENTS
We thank all the participants and their family members for their cooperation. We also thank the speech therapist for her support. REFERENCES
1. Allen, M., Leung, R., et al. (2008). Involving domain experts in assistive technology research. Universal Access in the Information Society 7(3): 145-154. 2. Allen, M., McGrenere, J., and Purves, B. (2007). The design and field evaluation of PhotoTalk: a digital image communication application for people. In Proceedings of Assets ‘07, 187-194.
CONCLUSION & FUTURE WORK
It is evident that we need to design applications that provide support beyond needs and wants. We need to realize that providing support for sharing daily stories can potentially increase the independence and social affiliation for aphasics. Our study revealed that pictures, audio, and GPS logging can have a positive effect on the ability of aphasics’ to share their experiences, and factors that influenced the capabilities for sharing personal experiences were identified. An application that allowed aphasics to simultaneously tag pictures while capturing was developed and tested with the target group. The participant found the concept useful and understandable.
3. Ames, M. and M. Naaman. (2007). Why we tag: motivations for annotation in mobile and online media. In Proceedings of CHI ’07, ACM, 971-980. 4. Ash, S., et al. (2006). Trying to tell a tale: discourse impairments in progressive aphasia and frontotemporal dementia. Neurology, 66(9):1405-1413. 5. Balabanović, M., Chu, L. L., and Wolff, G. J. (2000). Storytelling with digital photographs. In Proceedings of CHI ‘00, ACM, 564-571.
Field studies were conducted for a short period of time and therefore long term research is needed to ascertain the impact and adoption of such devices such as the one that we propose. More extensive research is necessary with more aphasics to acquire more accurate data and generalize the findings. Conducting field studies with aphasic persons is challenging, but it is essential for evaluating such products. The evaluation of the tagging tool is a first step in a more accurate and intuitive manner of sharing personal experiences for aphasics. Below we describe our future plan with this project.
6. Berry, E., N. Kapur, et al. (2007). The use of a wearable camera, SenseCam, as a pictorial diary to improve autobiographical memory in a patient with limbic encephalitis: A preliminary report. Neuropsychological Rehabilitation 17(4): 582-601. 7. Boyd-Graber, J. L., Nikolova, S. S., Moffatt, K. A., Kin, K. C., Lee, J. Y., Mackey, L. W., Tremaine, M. M., and Klawe, M. M. (2006). Participatory design with proxies: developing a desktop-PDA system to support people with aphasia. In Proceedings of CHI '06. ACM, 151-160.
First of all, we would like to build the second generation of the tagging tool and narrative interface. We see that there
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8. Byrne, D., Jones, G.J. F. (2009). Exploring Narrative Presentation for Large Multimodal Lifelog Collections through Card Sorting. In Proc. ICIDS 2009, pp. 92-97
22. Lee, M. L. and Dey, A. K. (2008). Life logging memory appliance for people with episodic memory impairment. In Proceedings of the 10th international Conference on Ubiquitous Computing, UbiComp '08, vol. 344. 44-53.
9. Cruice, M., R. Hill, et al. (2009). Conceptualising quality of life for older people with aphasia. Aphasiology, iFirst (1): 1-21.
23. Levin, T., Scott, B., et al. (2007). Aphasia Talks: Photography as a Means of Communication, SelfExpression, and Empowerment in Persons with Aphasia. Topics in Stroke Rehabilitation 14(1): 72-84.
10. Daemen, E., P. Dadlani, et al. (2007). Designing a free style, indirect, and interactive storytelling application for people with aphasia. LECTURE NOTES IN COMPUTER SCIENCE 4662: 221-234.
24. Light, J. (1988). Interaction involving individuals using augmentative and alternative communication systems: State of the art and future directions. Augmentative and Alternative Communication 4(2): 66-82.
11. Danielsson, H., & Svensk, A. (2001). Digital pictures as cognitive assistance. In proceedings of AAATE '01, Assistive Technology-added Value to the Quality of Life: 148-152.
25. Lorch, M.P., Borod, J.C., et al. (1988). The role of emotion in the linguistic and pragmatic aspects of aphasic performance. Journal of Neurolinguistics 11,12, 103-118
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26. Mar, R. (2004). The neuropsychology of narrative: story comprehension, story production and their interrelation. Neuropsychologia. 42(10): p. 1414-1434.
13. Greenwald, A., Nosek, B., & Banaji, M. (2003). Understanding and using the Implicit Association Test: I. An improved scoring algorithm. Journal of Personality and Social Psychology, 85(2), 197-216.
27. Mckelvey, M., A. Dietz, et al. (2007). Performance of a person with chronic aphasia using personal and contextual pictures in a visual scene display prototype. Journal of Medical Speech Language Pathology 15(3): 305-317.
14. Gemmell, J., Williams, L., Wood, K., Lueder, R., and Bell, G. 2004. Passive capture and ensuing issues for a personal lifetime store. In CARPE'04, pp. 48-55.
28. Moffatt, K., J. McGrenere, et al. (2004). The participatory design of a sound and image enhanced daily planner for people with aphasia, In proceedings of CHI ’04, pp.407-414.
15. Hawkey, K., Inkpen, K. M., Rockwood, K., McAllister, M., and Slonim, J. (2005). Requirements gathering with alzheimer's patients and caregivers. In Proceedings of Assets '05, pp. 142-149.
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30. Shen, C., Lesh, N., Vernier, F., Frolines, C., Frost J. (2002) Sharing and Building Digital Group Histories. In Proc. of CSCW’02, 324-333
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18. Hutchinson, H., Mackay, W., Westerlund, B., Bederson, B. B., Druin, A., Plaisant, C., BeaudouinLafon, M., Conversy, S., Evans, H., Hansen, H., Roussel, N., and Eiderbäck, B. (2003). Technology probes: inspiring design for and with families. In Proceedings of CHI '03, 17-24.
33. Thorburn, L., Newhoff, M., and Rubin, S. (1995). Ability of subjects with aphasia to visually analyze written language, pantomime, and iconographic symbols. American Journal of Speech-Language Pathology 4(4) pp. 174-179.
19. Huber, W., Poeck, K., & Willmes, K. (1984). The Aachen Aphasia Test. Advances in neurology, 42, 291.
34. Van de Sandt-Koenderman, W., F. & van Harskamp, et al. (2008). MAAS (Multi-axial Aphasia System): realistic goal setting in aphasia rehabilitation. International Journal of Rehabilitation Research 31(4): 314-320.
20. Jönsson, B., Svensk, A. (1995). Isaac, a Personal Digital Assistant for the Differently Abled, Proceedings of the 2nd TIDE Congress, 356-361. 21. Lasker, J. & Bedrosian, J. (2001). Promoting acceptance of augmentative and alternative communication by adults with acquired communication disorders. Augmentative and alternative communication 17(3): 141–153.
35. Van de Sandt-Koenderman, M. (2004). High-tech AAC and aphasia. Widening horizons. Psychology Press 18(3): 245-263. 36. TouchSpeak. www.touchspeak.co.uk
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Pipet: a design concept supporting photo sharing Bernt Meerbeek, Peter Bingley Philips Research High Tech Campus 34 (51) 5656 AE Eindhoven, NL +31402747535 [email protected] [email protected]
Wil Rijnen User-System Interaction Eindhoven University of Technology 5600 MB Eindhoven, NL +32485616907 [email protected]
Elise van den Hoven Industrial Design Eindhoven University of Technology 5600 MB Eindhoven, NL +31402478360 [email protected]
they are not much fun to interact with. In this paper we focus on an enjoyable interaction style with a future remote control, which is specifically designed for cross-device interaction in the living room.
ABSTRACT To support reminiscing in the home, people collect an increasing amount of digital media on numerous devices. When sharing their media with other people, distribution of the media over different devices can be problematic. In this paper, we address this problem by designing an innovative interaction concept for cross-device interaction to support groups in sharing photos using multiple devices. We designed and implemented the Pipet concept. Results of a comparative study show that Pipet resulted in a pragmatic and hedonic user experience.
We investigated innovative ways of interacting, such as physical interaction, instead of taking the standard set of buttons used on most remote controls. For the application context we chose to focus on a situation in which people use multiple devices to create one shared item, namely a photo compilation of a shared group activity. Each member of the group can bring his or her photos on their personal media devices, such as mobile phones, digital cameras, external hard disks and laptops. However, in order to make this shared compilation all the photos will have to be collected on one device.
CATEGORIES AND SUBJECT DESCRIPTORS C.0 [Computer Systems Organization]: General – hardware /software interfaces. H.5.2 [Information Interfaces and Presentation (e.g. HCI)]: User Interfaces - Haptic I/O, Input devices and strategies (e.g., mouse, touchscreen), User-centered design.
In order to investigate cross-device interaction we will start this paper with an overview of related work in the areas of physical interaction, multi-device collaboration, and memory recollection and photo sharing. After that, we describe the design exploration followed by the conceptual design phase and the prototype Pipet. Subsequently, we report on the evaluation of Pipet and the results. We will end with the discussion and conclusions.
GENERAL TERMS Design, Human Factors KEYWORDS Cross-device interaction, Photo sharing, Interaction design, Tangible user interface, Collaboration
RELATED WORK Physical interaction Designers and researchers explore new interaction styles that enable users to communicate with technology in a natural way, for example via speech, gestures, and physical interaction. Physical interaction or the interaction with physical artefacts in the context of an interactive product is a research topic that is becoming increasingly popular due to several reasons. For example, due to miniaturization of technology as described in the Ambient Intelligence (AmI) vision, as well as the desire to design interaction particularly for the physical skills people already have and that are not used in everyday human-computer interaction. Several topics are covered by physical interaction, e.g. embodied interaction [3], reality-based interaction [10], kinetic user interfaces [1] and of course tangible user interfaces which, as defined by Ullmer & Ishii [19], “couple physical representations (...) with digital representations”. The field of tangible interaction shows a recent focus on design, interaction and physicality [11]. A well-known example of a physical interface that is related to our work is the I/O brush [17]. This augmented paintbrush can pick up textures, colours, and movements from the real world and allows a child to make drawings with them.
INTRODUCTION The living room of today hosts an increasingly large number of technical devices, from entertainment systems, such as TVs, audio installations and game consoles, to fully automated homes, with complete atmosphere creation systems, including lighting, temperature and curtains. To make all these features accessible anywhere in the room, most of these systems come with remote controls (RC), one for each device. Even though some of these devices have the same functionality or play the same types of media, e.g. send a picture from the game console to the RGB LEDs that are part of the atmosphere creation device, this is not yet possible through one remote control that can be used across different devices. In addition, most remote controls are designed to be efficient and effective with a button for every function, but Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
When we look at examples of physical interaction, we often see a focus on single user interaction [15,17,23]. There is some work on collaborative physical user interfaces, in particular on digital
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tabletops [18]. Another example of a collaborative physical interface is the Tangible Video Editor, a multi-user, tangible interface for sequencing digital video [22]. Also Nintendo Wii is an example of multi-user physical interaction in gaming. We want to combine physical interaction with cross-device interaction that supports simultaneous co-located collaboration.
using multiple devices with sharing photos and reminiscing talk. And unlike most previous work, we focus on making this activity a fun and enjoyable experience that can take place in the living room. In the next section, we continue with our design exploration. DESIGN EXPLORATION
Multi-device collaboration As described in the introduction, there is a growing number of devices in our living rooms. Many of these devices are standalone and controlled with separate RCs. The exchange of content between devices is often still difficult. Furthermore, people increasingly own personal mobile devices (e.g. smart phones and media players) containing media that can be exchanged with other people and other devices.
Introduction Following the recent focus of physical interaction on design, interaction and physicality we decided to use the design research approach according to Hoven et al. [9]. This approach facilitates designing within context of use, to start designing from a physical activity, to have an iterative process and to focus more on user experiences as opposed to usability. The main activities of our interest are recollecting and sharing memories in the living room. Hence, we decided to start exploring the design space by conducting a contextual inquiry using diaries and in addition we organized co-creation sessions to generate ideas.
Some work has been done on supporting the exchange of information between devices, both in individual and in collaborative settings. Pick-and-Drop [15] allows a user to pick up an object on a display and drop it on another display as if he was manipulating a physical object with a pen based device. Slurp [23] is another example of a device that allows a single user to move digital content from one device to another by physical interaction. Slurp can extract and inject digital media by touching and squeezing the digital eyedropper and gives haptic and visual feedback.
Sensitizing diary Six people (three couples, age 27-36) participated in the contextual inquiry. Two weeks before the creative sessions, participants received a sensitizing package. This package contained a sensitizing diary with open-ended questions and small exercises, cards with creativity triggers, and some crafts materials. The goal of the sensitizing package is to prepare people for the creative session by asking them to think about the topic of reminiscing and express related opinions, needs, aspirations, etc. People filled out the diary for five consecutive days and needed about 20 minutes per day (see Figure 1). The diaries were completed individually in their own living room.
Research on multi-device interaction in collaborative settings mainly focuses on meeting rooms. Several techniques for moving digital content from one display (e.g. personal tablet pc) to another display (e.g. shared projection display) are suggested and compared with respect to efficiency [13]. Most important in these settings is to create an efficient solution, rather than a fun and enjoyable experience.
Creative session Each couple that completed the sensitizing diary was visited for a creative session. First, the researcher recapitulated the diaries with the participants to shift to the right mindset for idea generation on the topic of interest and ask clarifying questions if necessary. In the first creative exercise, participants planned an event to reminisce with friends or relatives with whom they had a pleasurable experience, for example a holiday trip. After this cognitive mapping exercise, people were asked to project how this event would change if it were held in 2020. In the second creative exercise participants used handicrafts materials - including clay, cocktail sticks, fabrics, etc. – to make a creature that would support them in reminiscing with their friends or relatives. By working with a fictive creature, participants forget about technical limitations and focus on expressing their real needs and wishes.
Memory recollection and photo sharing Another focus of our work lies in the application area of sharing memories and everyday reminiscing. When we talk about “memory for the events of one‟s life”, which underlie everyday remembering, we talk about Autobiographical Memory [8]. And the process of remembering is often initiated and supported by memory cues [9]. In everyday life people often use photos for cuing their memories and sharing their experiences. For example, people get together to show their most recent holiday photos to each other. We all know that with the introduction of the digital photo camera these traditions are undergoing some transformations. First of all people create an increasing number of digital photos [16], while people are reluctant to organize their collections [21]. On the other hand, people are still eager to share in particular face-to-face or co-present. Within co-present photo sharing one can identify three types, namely storytelling, reminiscing talk and a combination of both [5]. In the storytelling situation people share photos with others who were not present at the time the photo was taken, while for reminiscing talk both photo owners and visitors were present, so both parties can give input to the conversation. We want to support the organisation of digital photos in the reminiscing talk condition, since we see this is even more difficult than only managing and organizing your own set of photos. Without being complete, we presented a short overview of related work. Our work extends this body of research by designing a physical interface that supports multiple users simultaneously
Figure 1 Examples of completed sensitizing diaries
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Main findings Obviously, the diaries and creative sessions resulted in a substantial amount of qualitative data, which we clustered and analyzed using affinity diagrams. In this section, we summarize the main findings of our design exploration.
putting the cube back on the table, as well as edit the pictures or add comments. XXL The concept XXL (Figure 3) is based on reaching consensus. All group members need to agree on all decisions to get the job done. Each group member browses their own set of pictures and sends them to a shared device – a huge inflatable remote control – by blowing over the display of their camera or phone. As the inflatable remote control receives more pictures it becomes bigger. By collectively pointing and manipulating the remote control, pictures are added to the compilation on the TV screen.
Participants regard the living room as both an individual and a social place. They refer to it as the place to withdraw from the surrounding world and to be safe and at ease, as well as the place where your friends and relatives are welcome. It is a place to relax and enjoy. We indentified two types of „memory cues‟ in the living room: visible cues and stored cues. The visible cues are positioned in a visible place and help to remind you of a person or event (e.g. a family picture in a frame on the wall). The stored cues are precious and often private, hence safely stored in boxes or cupboards to prevent losing it (e.g. a picture of a first lover in a shoe box). With regard to recalling memories, participants distinguish between reminiscing in an individual and a social context. Individual reminiscing mainly focuses on mood intensification and mood change, whereas social reminiscing has to do with feeling connected and having fun. Most participants enjoy making photo collages or photo albums and believe that it facilitates reminiscing with others. However, they regard this as a complex and time-consuming activity.
Dice The Dice concept (Figure 4) consists of a set of large dices that can display pictures on each of its six faces. The displayed pictures are taken randomly from the picture collections of the group members. By tilting the dice, the picture on the bottom is deleted and replaced with another picture. By choosing the tilting direction, people can influence which pictures are deleted. The pips on the upper face indicate how often people have to tilt the dice. In this way, the best pictures are collectively selected. The dices can be stacked, resulting in a physical 3D photo collage.
The main findings from the diaries and creative sessions are translated into design requirements, which are described in the next section. Design requirements We aim to design an interactive system that supports groups in reminiscing previous pleasant experiences. People should be able to use this system in a living room setting. The system should allow groups to jointly create a photo compilation and stimulate people to recollect shared experiences. Furthermore, it should support using photos from different people and devices, but offer seamless cross-device interaction. The system should offer more value as more people participate and everybody should have equal opportunities to participate. Finally, the experience of creating the compilation should be fun. The process is more important than the end-result (i.e. the compilation).
Figure 2 MirrorCube concept
CONCEPTUAL DESIGN Idea generation Starting from the requirements we stated in the previous section, we generated ideas for systems during a brainstorm session with six interaction designers. Based on these ideas, we developed five interaction concepts, which we describe in the next section.
Figure 3 XXL concept
Five interaction concepts Mirror Cube With the Mirror Cube (Figure 2), the compilation process becomes an interactive gaming experience. People sit around the table and browse through their own set of pictures. They can share a picture from their own selection with the group by sliding the picture from their camera or mobile phone towards a digital display table. Everyone has a Mirror Cube that he can put on top of a picture, thereby copying the picture to his cube. The compilation process starts when everybody has filled his cube with six pictures. People can add a picture to the compilation by
Figure 4 Dice concept
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participants were asked to rank the concepts. For each concept, detailed user feedback was collected. It is beyond the scope of this paper to discuss it in detail, but overall XXL was appreciated the least (4 of 7 participants ranked it as the least appealing concept). Pipet was most appreciated (4 of 7 participants ranked it as the best concept). Its interaction style was considered universal and easy to understand, yet playful and spontaneous. Everybody can use it immediately, but you can also improve skills with practice. Based on the results of the concept evaluation, we decided to design a prototype of the Pipet concept to gather more detailed insights on the user experience of this interaction concept. Figure 5 Byb concept PIPET PROTOTYPE The metaphor of a pipette as used in chemistry is extended in both the design and the interaction. Comparable with transporting fluids from one place to another, the digital pipette is used to transfer content across devices. Because the Pipet has a very specific goal, the looks and the interaction can be designed specifically as well. Sucking and shooting is done by a squeeze action of the Pipet. As in chemistry, where one needs to be in the fluid to draw it up, the digital one will only get the picture if the Pipet is pressed against the screen of the smart phone. Likewise the content will be released if you squeeze without pressing it against the smart phone. Similar to putting the tip of the laboratory instrument in another reservoir to indicate in which one to release the fluid, the tip of the digital one has to point towards the screen the picture has to be transferred to. The faster the Pipet is squeezed, the faster the content will be shot. This results in a larger picture on the TV screen.
Figure 6 Pipet concept Byb Byb (Figure 5) is the acronym of „behind your back‟ and turns creating a photo compilation into a physical activity. People select a picture from their individual camera or phone by rubbing over the display with their T-shirt. The picture is displayed on the back of the shirt. When all pictures are selected, they are presented in a slideshow on the TV screen. A green check mark and a red cross appear on the back of randomly selected shirts. People can vote whether they want the picture in the compilation by touching the shirt with the green or the red sign. After the voting, each shirt shows a different editing tool (e.g. resize, rotate, etc.) on the back side. People need to work together to create and edit the compilation.
At a glance the Pipet concept may seem somewhat similar to Slurp [23] that uses the metaphor of an eyedropper. Like Slurp, Pipet supports touching and squeezing a digital eyedropper while providing haptic and visual feedback, with Pipet also adding auditory feedback. Where Slurp focussed on the extraction of digital media from physical objects and the selection of an appropriate display device to access it from, Pipet focuses on multi-user interaction and group collaboration using multiple devices simultaneously.
Pipet Pipet (Figure 6) offers groups a way to create photo compilations in a quick and easy manner. Each person has a digital pipette, which can be used to suck up pictures from cameras and mobile phones and shoot them from a distance onto a TV screen or smart phone. In a similar way, text message created on a phone can be send to the TV. The harder people squeeze Pipet, the larger the picture on the screen, but the more difficult it is to aim. Once a picture is shot on the screen, it cannot be removed, as if it were paint. Concept evaluation The five concepts were presented on A3 concept cards and discussed with seven participants. Most of the participants had also participated in the design exploration phase, which was considered an advantage as they were already more aware of the problems and needs in recollecting and sharing memories. Goal of the evaluation was to assess to what extent the concepts appeal and are perceived as a useful and fun alternative for reminiscing. Participants were asked to highlight the aspects they liked with green and the aspects they disliked with red. Furthermore,
Figure 7 Four 3D printed Pipet add-ons with Nintendo WiiMotes
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The Pipet prototype consisted of four hardware Pipets, four smart phones, a Windows PC and an LCD TV. The Pipets were prototyped by 3D printing a specially designed casing for the Nintendo WiiMote (Figure 7). Foam balls were used to differentiate the Pipets by colour and to provide spring action for squeezing the Pipets. Four HTC Touch Cruise smart phones were running a dedicated Windows Mobile picture browsing application (Figure 8) that could be used with the Pipets to browse photos and to suck up a photo (Figure 9) which could subsequently be shot to the TV by squeezing a Pipet. The Windows PC served as a communication hub for the Pipets and smart phones, gathering input and distributing output to these devices. Also the PC was running an application for creating photo compilations created in Flash which was shown on the TV screen (Figure 10).
Figure 8 Four smart phones with photo browsing application
The Flash application on the TV was used to create a compilation of photos per day of the shared holiday of the users. Arrow buttons on the TV screen could be used to navigate to different days, causing the photos related to the selected day to appear on the smart phones. In this way the people were informed visually about the change, next to an auditory signal. Feedback about the Pipet status was provided with a combination of visual, auditory and haptic feedback, as people may be focusing on different devices while interacting. When the Pipet tip is pressed against the mobile phone display, the Pipet tool starts vibrating. When the Pipet is squeezed the vibration stops and LEDs indicate that the photo has been sucked up by the Pipet. When the Pipet is aimed at the TV, a coloured cursor is displayed corresponding to the colour of the Pipet. When aiming at the screen and squeezing the bulb, the picture is shot and appears on TV. At the same time, a splash sound is played and the LEDs on the Pipet are switched off. When squirting a picture outside the screen, the picture will not appear. Nevertheless, the splash sound and the LEDs will indicate that the picture is shot and that the Pipet is empty.
Figure 9 Pipet “sucking” a photo from a smart phone
All users could simultaneously suck up pictures from their smart phones and splash them on the TV screen (Figure 11). In this dynamic activity other group members can immediately see which pictures have already been chosen, and react upon them. Each individual has a big influence on the result, because nobody can undo what someone else has shot to the TV.
Figure 10 Screenshot of photo compilation application on TV
The prototype did not provide all functionality of the Pipet concept. The ability to shoot photos to other smart phones was not implemented, as was the possibility to scribble text messages and shoot these to the TV. Also photos were clustered by date only, and not by location. PROTOTYPE EVALUATION Introduction Pipet aims to support reminiscing previous pleasant experiences by enabling groups to jointly create a photo compilation in a fun way. The goal of the evaluation was to find out how participants experience Pipet and to investigate the effect of Pipet on the group process. To answer these questions, we compared the Pipet prototype (P) with the control condition (C). The control condition (Figure 12) was very similar to the Pipet prototype in terms of functionality and innovativeness of the user interaction device. It only differed on the two key aspects of the
Figure 11 Four persons creating a photo compilation on the TV screen using their Pipet and smart phone
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Method The evaluation was conducted in a realistic living room setting in the Philips ExperienceLab, a user-centred research facility at the High Tech Campus in Eindhoven [20], and followed a withinsubjects design. Three groups of four people were recruited to participate in the evaluation (12 participants, age 18-30, 9 female). To make the setting as realistic as possible, all three groups consisted of friends that had actually been on holiday together in the past year. They were asked to provide their own set of pictures of that holiday, which were used during the evaluation session. Procedure and measurements Each group received a short explanation about the procedure of the evaluation. After signing informed consent forms, participants could briefly try out the system. When participants had no more questions, the actual task started. Participants were instructed to jointly create a photo compilation of the holiday trip they recently made. The TV showed empty slides with a certain topic or a specific day of the trip on which participants could place their pictures. The session finished when five sheets were completed or after 20 minutes. Groups alternately started with condition P or C. For the second condition, the same procedure was followed. After each condition, people were asked to complete a questionnaire. At the end of the evaluation, a short group interview was conducted. Participants received a reward for their participation.
Figure 12 Control condition: gyromouse Pipet system: the multi-user involvement and the fun interaction style („suck-and-shoot‟). The control condition consisted of a gyromouse that one group member at a time could use for selecting pictures from a shared space and dragging these to the compilation. Other group members could give instructions to the person holding the gyromouse or take it over. There were several reasons why the gyromouse was considered the best control condition for our evaluation. In our design exploration, we learned how groups currently create photo compilations. Often, they just do not create compilations together, because it is too much hassle. But in case they do create a compilation together, they often sit around a pc or laptop, which is controlled by one person. So if we want to compare our solution to the status quo, we would have a pc and mouse as control condition. However, we believe a comparison of our solution with a condition in which four people sit behind a laptop would lead to an obvious preference of participants for newer and more innovative interaction solution. Therefore, we chose for the gyromouse, which still represents the situation where one person is in control, but is new and innovative for our participants as our Pipet is.
We used different measures to address our hypotheses, including questionnaires, objective task measures, and a semi-structured group interview. The questionnaire measured two aspects of user experience (pragmatic and hedonic) [14], perceived control [7], group result satisfaction and group process satisfaction [6]. As an objective measure for people‟s level of contribution, we counted the number of photos added to the compilation. In the Pipet condition, this number was automatically logged. In the control condition, we counted this offline by analyzing the audio and video recordings. During the semi-structured interview, we gathered more qualitative data on how people experienced the two systems and advantages and disadvantages of the systems.
Hypotheses The focus of the presented work is on designing a physical interface that supports groups in photo sharing and reminiscing talk, and on making this activity a fun and enjoyable experience. Therefore, we formulated hypotheses to test the effect of Pipet on the user experience and the group process. Next, we enumerate our hypotheses, where P stands for the Pipet condition and C for the control condition:
RESULTS Next, we will summarize the results concerning the user experience (H1) and the effect on the group process (H2). Thereafter, other interesting findings are reported. User Experience The User Experience questionnaire was tested for reliability (Cronbach‟s α = 0.88), which indicates a high internal consistency of the scale. The scores of condition P and C were compared with a Wilcoxon signed rank test. The results (see Table 1) indicate that Pipet scores significantly (α = 0.05) higher on pragmatic user experience, hedonic user experience, and overall experience. The qualitative results support these findings. Participants indicated that Pipet was fun to use and 9 out of 12 participants expressed that they preferred Pipet over the control condition (1 out of 12 preferred the control condition, 2 participants had no preference).
User Experience H1. Overall user experience of P higher than in C H1a. People experience P as more pragmatic („useful‟) than C H1b. People experience P as more hedonic („fun‟) than C Effect on group process H2. P supports group process better than C H2a. People contribute more equally in P than in C
In sum, the qualitative and quantitative results give strong support for hypotheses H1, H1a, and H1b. So indeed the user experience, both pragmatic and hedonic, of Pipet was better than in the control condition.
H2b. People perceive more control in P than in C H2c. People are more satisfied with end-result in P than in C H2d. People are more satisfied with group process in P than in C
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Control
DISCUSSION The Pipet prototype proved to be significantly more fun and useful than the control condition for collaborative photo compilation creation in the living room. Also the contributions of the participants were more equally distributed using Pipet and the perceived control for group members turned out to be higher.
Pipet > Control
Pipet
Mean
SD
Mean
SD
z
p
H1a: pragmatic UX
3.08
.42
3.60
.70
-2.04
.041
H1b: hedonic UX
3.37
.94
4.23
.58
-2.94
.003
H1: overall UX
3.23
.57
3.92
.58
-2.63
.009
The difference in satisfaction with the end-result and the group process turned out to be insignificant. For the end-result this could be due to the limited aesthetical and layout options available in both conditions, since the aim was to explore the merits of the interaction style. For the group process we observed a levelling effect in the groups of participants. For example, a dominant person preferred the control condition as she was in full control using the gyromouse, while a shy group member was left out. In the Pipet condition the dominant person was less satisfied with the group process since she had to share the control, while the shy person was more positive on the group process as she was more able to contribute to the compilation.
Table 1 User Experience results Control
Pipet
Mean
25%
25%
Min.
0%
12%
Max.
60%
36%
18.7%
7.1%
SD
Although the UX research filed is expanding, methodologically the field is not mature yet [11]. Although the notion of coexperience (“experience that users themselves create together in social interaction”) has been described [1], we are not aware of validated instruments to measure the user experience (UX) in settings where groups of friends or family interact with devices. Therefore, we used a measure for individual user experiences that has already been applied successfully in the domain of Information Systems [14]. However, we recommend future work on developing valid instruments to measure user experiences in groups for consumer products.
Table 2 Mean, minimum, maximum, and standard deviation in relative contribution to compilation (% of photos) Effect on group process We found no significant differences between the conditions in participants‟ satisfaction with the end-result (i.e. the photo compilation), nor in the satisfaction with the group process. Hence, we reject hypotheses H2c and H2d. We expected that Pipet would lead to more equal contributions of participants to the photo compilation. The percentage of pictures each participant contributed to the compilation was logged and this data indicates that indeed the contribution of each participant is more equal with Pipet. A fully equal contribution would imply an average contribution of 25% (100% / 4 group members). However, in C the contributions were significantly (α = .05, F = 7.05, p = .002) less equal than in P (see Table 2). Therefore, we accept hypothesis H2a.
The number of participants was small which might have affected the results, in particular when looking at group processes. However, we did find significant differences between the two conditions for most hypotheses. Another limitation of the evaluation is the choice for the gyromouse as the control condition. The gyromouse was selected because it is commercially available and it is a new interaction style for most participants. It resembles the current single-user interaction style for sharing digital photos in a living room. Results might have been different if we would have used another control condition.
Furthermore, we expected that participants would perceive more control in P than in C. The mean scores (on a 7-point scale) for perceived control were 4.45 for the control condition and 5.09 for Pipet. A Wilcoxon signed ranks test showed that the perceived control with Pipet was significantly higher (α = .05, z = -2.040, p = .041). Hence, the results of the questionnaire show that users indeed perceive more control with Pipet and support hypothesis H2b.
The Pipet prototype supported cross-device interaction between Windows Mobile smartphones and a Flash-based TV application. A commercial product will need to support a more diverse range of devices, including a variety of digital cameras, media players, laptops, tablet computers, PC‟s, and a plethora of smartphone variants (iPhone, Android phones, etc.). This brings additional technical complexity which is outside the scope of this paper. The complexity of setting up communication between various devices will hopefully be solved in the coming years through standardization efforts. However, the related user interaction complexity poses a worthy challenge for future investigation.
Additional findings From the interviews we learned that participants appreciated the idea of collaboratively making photo compilations in a living room setting. Not the photo compilation itself, but rather the social and fun process of reminiscing was the key reason why they liked it.
CONCLUSIONS In this paper, we described our efforts in designing a cross-device interaction system supporting groups sharing photos and supporting reminiscing talk, following a user-centred design approach. We explored the design space and specified user requirements for such a system. Based on the requirements, we developed five interaction concepts. After evaluation of the five concepts, we decided to proceed with the Pipet concept. We developed a prototype and evaluated this with groups of friends
Other applications of the Pipet concept were suggested by the participants, including video editing and file exchange between storage means. Another suggestion was to use Pipet for sucking up colours from objects in the environment and paint it as an artwork on the TV. Participants also mentioned using Pipet in public spaces, for example allowing people at a party to select songs from their portable music player and „shoot‟ it to the DJ.
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that had been on holiday together in a realistic living room environment. The Pipet prototype proved to be significantly more fun and useful than the control condition (gyromouse) for collaborative photo compilation creation in the living room. Also the contributions of the participants were more equally distributed using Pipet and the perceived control for group members turned out to be higher. Hence, we conclude that we succeeded in designing a useful and fun interactive system that supports groups in sharing photos. The system allows seamless cross-device interaction and enables a physical interaction style („suck-andshoot‟). We also demonstrated that Pipet resulted in more equal contributions of group members to the photo compilation, which makes it a truly collaborative process.
interaction: a framework for post-WIMP interfaces. In Proceeding of CHI‟08 (Florence, Italy, April 2008), ACM Press, 201-210. 11. Law EL-C, Vermeeren APOS, Hassenzahl M & Blythe M. Towards a UX Manifesto. Proc BCS HCI Group Conference 2007, Lancaster, UK. British Computer Society 12. Mazalek, A., and Hoven, E. van den. Framing Tangible Interaction Frameworks. In "Tangible Interaction for Design" a special issue of AIEDAM 23 (Spring 2009), 225-235. 13. Nacenta, M.A., Aliakseyeu, D., Subramanian, S., Gutwin, C. A Comparison of Techniques for Multi-Display Reaching. In proceedings CHI‟05 (Portland, Oregon, USA, 2005), ACM Press, 371 - 380
ACKNOWLEDGEMENTS We thank TU/e Industrial Design‟s “/d.search labs”, for helping to realize the Pipet prototype and all participants in the creative sessions and prototype evaluation.
14. Ogertschnig, M., and Van der Heijden, H. A short-form measure of attitude towards using a mobile information service. In Proceedings 17th eCommerce conference (Bled, Slovenia, 2004).
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User Experience (UX) Patterns for Audio-Visual Networked Applications: Inspirations for Design Marianna Obrist1 , Daniela Wurhofer1 , Elke Beck1 , Amela Karahasanovic2,3 and Manfred Tscheligi1 Christian Doppler Laboratory for ”Contextual Interfaces” HCI & Usability Unit, ICT&S Center, University of Salzburg, Salzburg, Austria {firstname.lastname}@sbg.ac.at 2 SINTEF ICT, Oslo, Norway 3 University of Oslo, Oslo, Norway [email protected] 1
INTRODUCTION AND MOTIVATION
ABSTRACT
How to design and develop applications in order to lay the foundation for a good user experience (UX) has become a hot topic within the HCI community [22]. Designing for a good user experience has been investigated for different types of applications, such as social networking sites including audio-visual material (e.g. [20], [34]). Some of the most prominent examples for audio-visual networked applications are Youtube, Flickr, Facebook, and MySpace. They all build on user communities, provide networking opportunities for their members, and are strongly related to audiovisual user-generated content. Such social network and community websites have changed the way people use new media, by motivating their users to create personal profiles, share photos and videos, write blogs, etc. However, there is still a lack of knowledge on how the UX of such applications can be enhanced. Within this paper, we focus on how to design for a good user experience of audio-visual networked applications. More specifically, we report best practices for doing this by means of UX patterns, which represent possibilities and inspirations for designers. The developed patterns are a first step in giving designers an empirically grounded guidance on how to design for a better UX, and will be further extended with new insights gathered from users’ experiences.
This paper summarizes best practices for improving user experience (UX) of audio-visual networked applications such as YouTube, Flickr, or Facebook. Designing for a good UX is becoming increasingly important within the HCI community. However, there is still a lack of empirically based knowledge on how to design audio-visual networked applications for an optimal UX. Based on studies with more than 8000 users of ten different audio-visual networked applications, we have developed 30 user experience patterns (short UX patterns). Our UX patterns are build on the end users’ experiences investigated in lab and field studies in three different European countries. Most other pattern collections are based on the experience of designers or developers. In this paper we will present how we have developed the UX patterns and will describe the major UX problem areas found in detail. Our pattern collection can be useful to the designers of audio-visual networked applications and for the researchers working in the area of UX by providing empirical evidence on identified UX problems and suggestions for solutions referring to one or more of our UX patterns. Author Keywords
Patterns, User Experience, User Experience Patterns, AudioVisual Applications, Social Media, Social Networked Applications
This paper is based on our UX studies with users of audiovisual networked applications, which were conducted as part of a large three-year research project (2006-2009). Within this project, audio-visual networked applications were developed in three different European countries, on different platforms (web, mobile, IPTV – Internet Protocol Television), and addressed diverse target groups (online and offline community members, families, professional artists, children, etc.). More than 8000 potential and actual users were involved over the whole project in different design, development, and evaluation steps (e.g. from co-design sessions, lab studies, to field evaluation studies), with a huge amount of user feedback being collected. The knowledge we gained within the project’s evaluation phase resulted in a set of 30
ACM Classification Keywords
H.5.m Information Interfaces and Presentation (e.g., HCI): Miscellaneous; D.2.2 Software Engineering: Design Tools and Techniques
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UX patterns, summarizing the most important insights on how to improve UX in audio-visual networked applications. These patterns are intended to capture the essence of a successful solution to a recurring UX related problem or demand of audio-visual networked applications. This work is currently extended towards other contexts within a large national project on contextual interfaces.
count when constructing new buildings. Others made similar claims for explicitly considering human activity and a user’s experience (e.g. [11] or [25]). Van Welie et al. [41] also point out the need to consider experiences by describing them as the main user goals and tasks that need to be supported by the designers. Kohler et al. [25] state that there are no patterns describing solutions to motivational or other hedonic aspects. To overcome this, they suggest developing patterns that integrate broad and general principles of human behavior in the form of concrete solutions. In their article, they introduce one pattern dealing with a user’s motivation. However, existing attempts to focus on the user’s experience are fragmentary and lack a comprehensive pattern collection.
In this paper, we first provide an introduction to the patterns and their application in the field of HCI as well as their potential for UX. Afterwards, we describe how we developed and validated the UX patterns, how the resulting pattern collection looks like, and how the UX patterns can be applied according to the five major identified UX problem areas. Finally, we discuss the pattern approach as a tool for communicating knowledge on UX and inspiring designers of future audio-visual networked applications.
USER EXPERIENCE (UX) PATTERNS
Hassenzahl [21] states that a “good UX is the consequence of fulfilling the human needs for autonomy, competency, stimulation (self - oriented), relatedness, and popularity (others - oriented) through interacting with the product or service (i.e. hedonic quality)”. Pragmatic quality, such as the usability of a system, is also contributing to a positive experience, but only through facilitating the pursuit of meaningful hedonic needs. An important aim of “positive HCI” is to provide users with “outstanding quality experiences” [22]. Thus, developing applications that are explicitly intended to create a positive UX can be seen as an important step towards such a “positive HCI”. The most important characteristics of UX are its normative nature (differentiating between a positive, desired experience and a negative, undesired experience that a user can have when interacting with an application) [22] as well as its dynamic nature [28].
USAGE OF PATTERNS IN THE FIELD OF HCI
Since their emergence in architecture [1], patterns have been developed for a variety of application areas, ranging from patterns for successful software engineering concepts [19] to pedagogical patterns [18] for documenting good practices in teaching. In the last years, patterns and pattern languages have also gained popularity in HCI, as the broad application spectrum of patterns clearly shows. A detailed review on patterns and pattern languages in HCI as well as application areas of patterns in HCI can be found in [15]. In the field of HCI, patterns are often used in order to convey principles and best practices of good interface design (e.g. [3], [38]) and thus can be seen as a way of dealing with the increasing complexity and diversity of interaction design. A set of design patterns has been proposed in the area of product design [43] based on the product attachment theory. They describe how product interaction can help people to become who they desire to be. In the area of humanrobot interaction (HRI), design patterns were used for describing how to achieve sociality [23].
In order to preserve knowledge on UX and inspire designers on how to account for a good UX in audio-visual networked applications, we have developed 30 UX patterns. This extends the current state of the art on UX and patterns, as there is no structured guidance (i.e. patterns) on how to design for a better UX in such applications so far. These patterns were developed through an iterative process and clustered in five major problem areas. In the following sections we describe the whole data collection and clustering process in detail.
A recently published book targets the design of social interfaces [14]. Principles and patterns for social software are introduced by giving practical design solutions for improving the interfaces of social websites. Other research areas are dealing with the adoption of patterns for supporting innovative game design [32], for describing best practices in ubiquitous computing applications [10], and for teaching human-computer interaction principles [26]. Patterns have also been used for organizing and presenting ethnographic material (see [30], [13]).
Collection of User Experience Data
The UX patterns were extracted from the results of a threeyear European project, which aimed to develop novel forms of user communication and collaboration and to provide the users with an optimal user experience based on their own user-generated content. Apart from web-based applications, mobile and IPTV applications were developed within this project. Similar to applications such as YouTube, the developed applications enabled users to create their own usergenerated audio-visual content and share it over different platforms. In order to investigate UX, we collected data in the three testbeds located in different European countries. UX was defined by eight central factors that were identified as relevant for audio-visual networked applications. These factors were fun/enjoyment, emotions, motivation, user engagement, user involvement, co-experience, sociability, and
The adoption of the pattern approach for a variety of different fields of HCI shown above, illustrates the flexibility and broad applicability of patterns. Within the pattern community, there are demands for patterns explicitly dealing with the general human perspective and UX in particular. The first to emphasize a focus on social action and the human perspective were Alexander et al. [2]. According to them, it is essential to investigate how people experience architectural constructs and to take the user’s experience into ac2 344
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usability (see detailed evaluation framework and description of the UX factors in [33]). This UX factor framework was applied for collecting user feedback from all testbeds and to detect common UX problems or demands and, in turn, to identify UX patterns. For the collection of the user data we used a combination of several qualitative and quantitative methods, such as interviews, focus groups, design workshops, questionnaires, lab and field studies, logging and semiotic content analysis, and the experience sampling method (ESM). A detailed description of all evaluation sessions, methods, and results goes beyond the scope of this paper. We focus here on the resulting patterns based on this process for improving the UX of audio-visual networked applications.
Table 1. Example for a UX Pattern (namely the Pattern 17 ‘Real-Life Integration”) illustrating the used Structure and Content
Name
Example: UX Pattern 17 “Real-Life Integration” (part of the third UX Problem Area - see Figure 2)
Problem
How can the users’ offline activities foster the use of an audio-visual networked application?
Forces
- The users want to support/strengthen their offline social relationships via an audio-visual networked application - The users want the possibility to promote offline activities that are closely related to activities on the application Use this pattern when your online community has close connections to an offline world/community.
Main idea of the pattern in a few words Problems related to the usage of the system, which are solved/improved by the pattern Further elaboration of the problem statement
Pattern Development and Validation
The UX patterns were identified by using a template that follows the pattern structure suggested by van Welie et al. [39] and Borchers [8]. Table 1 shows an example UX pattern called ”Real-Life Integration” taken from our UX pattern collection (see Figure 2). This pattern example reflects the main parts of a UX pattern, i.e. name, problem, forces, context, solutions, and examples. It also illustrates the content of a typical UX pattern. The list and details for all 30 UX patterns can be found online1 .
Context
Characteristics of the pattern usage context
Solution
Successful solutions for the described problem
Results of first evaluation phase Definition & Structure of UX Patterns
Examples
Examples of successful use of the pattern in a system
Initial UX Pattern collection Iteration
- Implement features that allow the mapping of offline social structures on the application - Possibility to announce important offline events on the application - Possibility to report offline events or activities on the application - Announcement of tour schedule of musicians on MySpace - Videos about offline community events on an IPTV platform - Regional groups on Flickr
Writer’s workshop with researchers
Our UX patterns were developed and refined iteratively, based on empirical data from user studies (see [35]) as well as on validation sessions with designers and developers (e.g. from co-design sessions, lab studies, to field evaluation studies). Figure 1 illustrates this iterative process. The UX patterns are based on the secondary analysis of the data collected during the evaluation of five applications and five use cases. During this evaluation we used in total 17 evaluation methods. The whole pattern development process was planned iteratively. First, eight researchers individually analyzed the empirically collected data to identify patterns in the three testbeds, using the same pattern template (see left column of Table 1). Then, the identified patterns from each researcher were compared and a common set of patterns was generated for each testbed. In the next step, the patterns from the different testbeds were merged, resulting in an initial UX pattern collection. Following the ideas presented by Borchers [7], we conducted a writer’s workshop with the researchers, in which the initial UX patterns were discussed and modified, and additional patterns were defined, resulting in an extended UX pattern collection. Another design and evaluation cycle within the project followed and revealed additional UX data, which were used to further extend and revise the UX pattern collection.
Extended UX Pattern collection Iteration Results of second evaluation phase
Feedback on UX Patterns by independent expert
Revised UX Pattern collection Iteration Interactive Pattern Workshop
Revised UX Pattern collection Iteration Pattern Checklist
Revised UX Pattern collection
Figure 1. Development and Validation of UX Patterns 1
http://hciunit.org/uxpatterns/
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In order to validate the quality of the UX patterns, we developed a quality criteria framework which includes five main criteria, namely findability, understandability, helpfulness, empirical verification, and overall acceptance (see a detailed description in [42]). In order to validate the quality of the UX patterns, two validation sessions with potential users of the UX patterns (i.e. designers and developers) were conducted. The first validation session was arranged as an interactive pattern workshop, with six design students. The second validation session was conducted with six computer science students using a checklist we developed for estimating the quality of a pattern on a 5-point rating scale.
4. Raise and maintain the interest in the A/V application. 5. Support users in handling the A/V application. These problem areas are related to the overall goal to design for a better user experience in audio-visual networked applications and are provided as a starting point for inspiring designers in their design decisions. UX PATTERNS RELATED TO MAIN UX PROBLEM AREAS
In this section we present insights for each user experience problem area gained within our project. Thereby, we discuss the most important UX issues that account for a positive UX in audio-visual networked applications and give an overview about the related patterns. In favor of easier referencing, the patterns are consecutively numbered in Figure 2. In the very left column of that figure, UX pattern 6, “Content Co-Creation”, is further subdivided into additional patterns due to their high relevance for audio-visual networked applications. For details about single UX patterns and concrete solutions to the problems described below, we refer to our UX patterns website (see footnote 1).
The goal of these validation sessions was to evaluate the quality of selected UX patterns with regard to understandability, helpfulness, and overall acceptability, focusing on practical aspects in the usage of patterns by designers and developers. The results of the validations then provided the basis for two more revisions of the UX patterns. These revisions mainly concerned the grouping of the patterns, their naming, and the problem statement of each pattern. After the first validation session, the patterns were grouped according to more general problems they address. After each of the two validation sessions, the names of the patterns were iterated and verbs were removed from the pattern names. Furthermore, the problem part was described more concretely. The designers’ and developers’ rating of the content and the structure of the patterns implied that the general acceptance of the patterns was rather high concerning the individual ratings on the checklist. Interestingly, the stakeholders were not immediately convinced about the helpfulness of the patterns; however, after exploring some in detail, they reconsidered and decided that patterns would be helpful in the design process. A detailed description of the validation sessions and results including the applied quality criteria framework for validating patterns can be found in [42]. At the end of this iterative development process, our UX pattern collection comprised 30 UX patterns. The UX patterns have to be seen as suggestions for solving the identified problem area. Thus, the 30 UX patterns were further categorized by sorting them according to similar problems areas. These areas cover the main UX issues in audio-visual networked applications, which we identified based on the literature review and our empirical data. Our research team limited the categories to five problem areas so that designers and developers (intended users of UX patterns) could quickly find the solutions they need for a given UX issue. Further, an affinity diagramm was constructed which shows the relations between the patterns and their problem areas. Figure 2 provides an overview of the collection, with the patterns grouped according to the five main identified UX problem areas they address, namely:
Feeling of Being Part of the Community
This problem area contains patterns dealing with the question of how users of an audio-visual application can be given a communal feeling (established through the application). Figure 2 shows the patterns belonging to this category. With a total of eight patterns and six sub-patterns, this group is the biggest. This goes in line with our observations that a feeling of belonging is an important requirement for audio-visual networked applications. Moreover, a feeling of belonging is an important precondition for (re-)using an application. One issue which turned out to be central in this category was the possibility of giving an application a personal look, covered with UX pattern 1, “Self Presentation”. We found that the presentation of oneself and of others often leads to a more positive experience. For example, by personalizing the appearance of their profiles, users are presenting themselves to other application users. Conversely, by having the possibility to view profiles of other users, they can know with whom they are interacting. Audio-visual networked applications accounting for such a personal look should therefore provide the functionality for creating and viewing personal profiles. Strengthening the sense of community is another important issue supporting a positive experience in audio-visual networked applications. Having something in common with other application users or experiencing something together creates a communal feeling among the users. Such a sense of community can be for example enforced by establishing “social groups” through gaming competitions that require team play and cooperation. This and other solutions can be found in UX pattern 2, “Common Goals”. Letting users directly profit from the community aspect also accounts for a positive experience in audio-visual networked applications, which is the theme of UX pattern 3, “Content Sharing”. Such profit can be, for example, collective community content or the appreciation of other application members for the produced
1. Increase the feeling of being part of the community via an A/V application. 2. Increase the user’s trust in the A/V application. 3. Raise the personal and social benefit of using the A/V application. 4 346
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How to design for a be[er U\ in A/V applica9ons] Increase the feeling of being part of the community via the A/V applica9on
Increase the user’s trust in the A/V applica9on
Raise the personal and social benefit of using the A/V applica9on
(1) Self Presenta9on
(15) Privacy Management
(17) Real-‐Life Integra9on
(20) Fun Factor
(25) Ini9al Support
(2) Common Goals
(16) Gradual Involvement
(18) Innova9on U Tradi9on
(21) Content Variety
(26) Easy Yrienta9on
(19) Explicit Purpose
(22) Social Rewards
(27) Informa9on Management
(23) User Responsibility
(28) Fast Data Input
(24) User Challenges
(29) Dynamic Informa9on Grouping
(3) Content Sharing
(4) Content Crea9on
(5) Social Interac9on
(6) Content Co-‐Crea9on
(13) Interest Groups
(14) Visible Interac9on
(7) User-‐ Centric Updates (8) Version History (9) Consolida9on View
Raise and maintain the interest in the A/V applica9on
Support users in handling the A/V applica9on
(30) Constant Feedback
(10) Idea Rooms
(11) Point of Reference (12) Quick-‐ Start Template
Figure 2. Grouping of the 30 UX patterns under the 5 main identified User Experience Problem Areas for Inspiring Design of A/V Applications
content. For instance, features for uploading, viewing, and modifying collective content can support such an experience.
represents another way for improving their UX in an audiovisual networked application and supports the sense of community. UX pattern 6, “Content Co-Creation”, and the related UX patterns 7 - 12 further clarify this topic focusing on application features for collectively creating and modifying content (e.g. collaborative storytelling, video commenting).
UX pattern 4, “Content Creation”, covers another issue influencing UX in a positive way, namely the user’s feeling of being actively involved in the platform. The feeling of active involvement can be achieved when the users are given the possibility to act as “designers” and to actively contribute to the appearance and the content on the application. Thus, features that enable users to produce content and to place the created content on the platform are one possibility to account for this pattern. Providing space to the users for sharing their experiences and knowledge has also a positive effect on UX in audio-visual networked applications, as explained in UX pattern 5, “Social Interaction”. Letting the users interact with each other via the platform enabled them to partake or profit from their experiences, which turned out to be important for UX. Providing different means of communication is one way to support experience and knowledge sharing. Moreover, enabling users to collectively create content
UX pattern 8 “Version History” is in line with the Interaction History pattern proposed by van Welie [40]. They both focus on the importance of the use of history, but the pattern proposed by van Welie refers to the single-user context, whereas our UX pattern 8 identifies this need in the multiuser interaction context. Another way to improve UX is by supporting the users to find like-minded others on the audiovisual networked application. Meeting other users with similar interests thus accounts for a positive experience (see for example [37]). In order to achieve this, functions for forming and subscribing to special “Interest Groups” (see UX pattern 13) can be implemented in the application. In contrast, the findings of Ludford et al. [29] showed that dissimilarities among online community members led to increased
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contribution and satisfaction within the community, because its members appreciated the feeling of uniqueness. Further research is needed to clarify which situations might benefit from different degrees of either similarity or uniqueness. Increasing social presence of the users is also important for a positive UX in audio-visual networked applications. Users experience the community as lively when other members are aware of them and their content, or when they are informed about other users’ activities and feelings. To support such a feeling of social presence among users, UX pattern 14, “Visible Interaction”, suggests displaying ongoing activities on the starting page or sending the users messages about their friends’ current status.
on- and off-line activities contributes to a favorable perception of the application. Another possibility to influence UX in a positive way is to offer a balanced amount of new and innovative versus traditional and well-known services and application elements. If a service is experienced as too familiar – e.g. because of other audio-visual networked applications with the same service – the users will not be motivated to try it, as such a service does not offer additional value. On the other hand, if the service is experienced as too different, users will have a hard time in identifying the purpose of the service and thus may be loathe to spend time investigating how it will benefit them. Consequently, a practical way of providing the users with a positive application experience is to blend innovative concepts with traditional audio-visual application elements. UX pattern 18, “Innovation & Tradition”, focuses on this issue.
Trustworthiness and Security
Another important problem area is related to the task of providing a trustworthy and secure audio-visual networked application [36]. There have been efforts to define a pattern language for trust in related areas, e.g. for online consumer trust in e-commerce [24] focusing on information policy, reputation and warranty policy. The UX patterns of this paper concentrate on user privacy and user involvement. As shown in UX pattern 15 “Privacy Management”, it is essential for a positive UX that the users feel in control over their self-generated content, in order to be able to shape their online identity and self-disclosure. The feeling of trust towards the application, its providers and the other users depends on a balanced degree of privacy and publicity of all personal information and uploaded content. This can be achieved by giving the users the opportunity to reveal different parts of their identity depending on the social context and to limit access to their content.
Explicitly stating the purpose of an audio-visual networked application to help users quickly identify the benefit of using it would seem to be an obvious requirement for a positive UX. Nevertheless, there are applications that do not manage to immediately attract users and make their purpose clear at a first glance. According to UX pattern 19, “Explicit Purpose”, this problem can be avoided by clearly communicating the defined aim, concept, and content via design and information architecture on the welcome page of the application. Potential users can then immediately know if the platform meets their expectations and requirements. Interest Maintenance
Next to raising the users’ interest in the usage of audiovisual networked applications, the challenge lies in maintaining that interest and in encouraging them continue contributing content. This UX problem area deals with the prevention of boredom and the elicitation of a joyful experience among the users of an application. UX pattern 20, “Fun Factor”, specifically refers to the fun-in-use factor of the provided services and functions of the audio-visual networked applications. In order to keep the users actively contributing to the application, it is beneficial to focus not just on the utility of the services but also on their entertaining character. Hence, one possibility to raise positive emotions during application usage is to provide the users with entertaining or surprising elements.
Building trust takes time and if users have to register for an application without being given the chance to explore the application and discover personal benefits beforehand, they may abandon the site. Bishop [4], for example, researched the question of how to persuade lurkers to become active contributors. They investigated a system that indicates the credibility of community members to lurkers in order to establish a trustful relationship between the members and motivate the lurkers to participate in the community. In our research, we also found that potential users should be gradually involved in the community to give them a positive, trustful UX of the application. Starting with the availability of basic functions of the application, users are continually provided with enhanced features after they passed through several levels of registration and user-generated content contribution. UX pattern 16, “Gradual Involvement”, provides further solutions for this UX problem.
Our findings from the user studies clearly showed that users strive for variety when using an audio-visual networked application. A loss of interest in the application, and thus a negative UX can be caused by outdated content and stagnating application development. To avoid this, UX pattern 21, “Content Variety”, suggests prominently placing and marking new content on the application, as well as keeping functionalities up-to-date or providing new ones.
Personal and Social Benefit
This collection of UX patterns comprises the challenge of how to raise the personal and social benefit of audio-visual networked application usage among its users. As described in UX pattern 17, “Real-Life Integration”, UX can be influenced in a positive way if the application includes aspects of the real life of its users. In other words, off-line activities of the users should be closely related to the activities within the application and vice versa. This tight relation of
One reason why people use audio-visual networked applications is related to the ‘social significance user value’ [9]. These users experience the application as beneficial if it provides social rewards for their contributions. As described in UX pattern 22, “Social Rewards”, social rewards can take the form of feedback or comments on contributions, or an 6 348
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indication of which contributions received how much attention by other users. Similarly, Lampel and Bhalla [27] argue that status, as a kind of social reward, is a motive for contributing knowledge and content to the community and leads to a sustainable contribution behavior within communities. Apart from social rewards, the members of online communities experience their participation as valuable when they can take responsibility for the application. Giving users the opportunity to actively shape the application, increases their commitment to and involvement in it. UX pattern 23, “User Responsibility”, points out that this can be achieved by integrating tools for organizing contents, expressing opinions about the application, and getting in contact with application developers in the application.
worked application easier by offering suggestions or predictions based on previous user input. Another crucial point is the amount of information displayed to the user. Too much information can overwhelm the users, whereas too little can leave them bored and uninterested. One possible solution is to provide “Dynamic Information Grouping” (UX pattern 29), such as filtering information according to the user’s interests, friends, and groups. Finally, UX pattern 30 stresses the importance of “Constant Feedback”. Constant feedback from the application to its users contributes to a positive user experience, in the sense that the users need application and service status information about, for example, content upload progress and errors.
Providing “User Challenges” (UX pattern 24) also contributes to a positive UX, since the users of an audio-visual networked application can get bored when using the application for a longer time. By adding challenging elements like games, quizzes, and competitions to the application, users can enjoy competing with others and thus keep themselves from getting annoyed by the usual participation activities in the community.
DISCUSSION AND LESSONS LEARNED
Alexander et al. [2] already claimed that it is essential to observe and investigate how a user experiences architectural constructs (i.e. to take the user’s experience into account when constructing new buildings, rooms etc.). Existing pattern languages mostly do not deal with what users experience; rather, they deal with “technical” facts or are limited to usability issues. In this paper, we made a step towards focusing on user experience as a central topic for the HCI community. The most important aspect of the contribution is that we started with the users and used their input (collected in several studies - see e.g. [34]) to create our user experience (UX) patterns. As best we can tell, no other pattern collections describe best practices related to the design of user experience of audio-visual networked applications.
User Support
This problem area describes UX patterns that focus on helping users to handle the audio-visual networked application efficiently. It is therefore related to the usability of the application, which itself is an influencing factor on the UX. One possibility to immediately facilitate a positive UX for novice users is to provide them with “Initial Support” (UX pattern 25) - for example, by offering the users playful, interactive ways to get to know the application and the provided functionalities. Additionally, users will appreciate an “Easy Orientation” (UX pattern 26) within the audio-visual networked application, especially when it contains large amounts of user-generated content. Further, users are not interested in investing much time in searching for specific content. Thus, applying approved navigation structures and elements and providing interconnections between contents will help keep users from feeling lost in the application.
Other existing design patterns are still limited to mainly usability issues and do not take into account the huge amount of existing UX research, which has become an important area within the HCI community. We do not claim that all insights on UX, stored as UX patterns, are new. Some of our UX patterns, especially those dealing with usability issues (e.g. “Easy Orientation”, “Constant Feedback”, “Information Management”), may remind the reader of basic usability principles or existing interaction design patterns (see discussed similarities with references on pages 4 - 7). However, what distinguishes our collection from most other pattern collections is that our UX patterns represent empirically proofed insights on UX specifically in audio-visual networked applications. Also, instead of focusing on the user interface of an application, we focus on the user’s experience while interacting with the application (with usability issues of the interface as one of many factors influencing UX).
In general, a sophisticated information management will support the users in their consumption and contribution of usergenerated content on the audio-visual networked application. UX pattern 27, “Information Management”, states that the experience of the application can be improved by letting the users manage sets of objects like photos and videos, by using over-views and detail-views, by enabling user-defined grouping of content and information, and by integrating features for easily adding new content and deleting outdated information.
Similarities to our UX patterns could be detected in the book by Crumlish and Malone [14] about patterns for designing social interfaces to improve UX. Although their patterns address similar issues, there are two fundamental differences to our approach.
Redundant and needlessly complicated user actions (e.g. content upload and data input) within the audio-visual networked application leads to boredom among the users. One way to avoid this is to help users easily add data to the application by taking into account individual usage habits and typical choices of users. UX pattern 28, “Fast Data Input”, suggests making the input of text to the audio-visual net-
1. First, we build on the users’ experiences instead of building on the experience of designers or developers. The advantage of starting from the users’ point of view is that the patterns are directly based on their input and thus are not 7 349
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biased by designers’ or developers’ interpretation of the users’ experience. However, it is necessary to validate the patterns with designers and developers, as they are the intended users of our UX patterns and should apply them in practice. Therefore, we iterated our UX patterns with designers and developers as part of the pattern development process.
the main UX problems. The developed patterns are providing designers an empirically grounded guidance on how to design for a better UX. A full list of our UX patterns can be accessed on the Web (see footnote 1). Experienced designers always have an advantage over inexperienced ones when designing a new system. Expert designers reuse solutions that have worked in the past. When they find a good solution, they use it again and again. Consequently, recurring patterns are formed. Such patterns help designers to reuse successful designs by basing new designs on prior experience. A designer who is familiar with patterns can also apply them immediately to design problems without having to rediscover them.
2. A second difference is that our UX patterns have a broader focus, because we looked beyond web applications – IPTV applications, for instance. Furthermore, the fact that we are validating our UX patterns against certain quality criteria [42] also differentiates our approach from that of most other pattern collections, in particular from the one of Crumlish and Malone [14]. When using our UX pattern collection in practice, the adoption of each UX pattern strongly depends on the context of use and thus must always be determined by the stakeholder designing or developing an application. Our pattern collection and the main identified UX problem areas provide a starting point for inspiring designers in their design decisions. The UX patterns should be seen as a collection of empirically revealed solutions, providing suggestions on how to solve particular UX problems rather than as fixed instruction for actions suitable for every context. We developed UX patterns in order to preserve knowledge on UX and to make it available for other researchers and practitioners in a comprehensive and easy to use format. During this process we experienced several challenges. For example, finding appropriate names was not always easy. Moreover, it was sometimes difficult to clearly distinguish between the forces and the solutions of a pattern. However, the close collaboration with expected pattern users for validating and improving the UX patterns turned out to be especially helpful for such issues. The examples (of the use of a pattern in a system) we found in the collected data were both positive and negative. In our patterns we describe only positive examples. In doing so, we risk missing some important messages from our users, but we preserve the “tradition” of patterns as describing best practices. Moreover, research in the field of teaching showed that negative teaching mechanisms like anti-patterns (i.e. patterns using negation) or negative guidelines confused the students and created pitfalls in the knowledge transfer [26]. As the process of developing patterns is a subjective activity, it might be that different researchers would identify different patterns based on the same data set. To overcome these limitations we followed an iterative development, merging, and evaluation process. During the analysis phase, several researchers were involved in individual as well as collaborative sessions.
Compared to existing pattern collections and common pattern development processes, we did not start from the designers’ experiences when we developed the UX patterns discussed in this paper. Our UX patterns are based on empirical data collected from users of an application. This is similar to the approach taken by Martin et al. [31] - they present patterns of cooperative interaction that they derived from ethnographic studies of cooperative work. By combining the pattern concept, an already proved and valuable approach, with an empirical data collection process, we gained a lot of insights on how users’ experience the interaction with a system, what kind of problems appear, and what further demands they have. Within the CHI community, several experts build their research on the pattern approach (most recently [5]). It was pointed out that patterns can facilitate the communication among all stakeholders, and are more than just a sort of poetic form of guidelines. Pattern languages are intended to be meta languages used to generate project-specific languages that are grounded in the social and cultural particularities of a given design domain. Moreover, it can be stated that patterns are important as they provide a common vocabulary [16], they are structured around the problems designers face, and they provide solution statements [17]. These pattern characteristics can reduce time and effort for designing new projects considerably [41] and support a better communication among different stakeholders. In summary, capturing useful design solutions and generalizing them to address similar problems is one of the big advantages of patterns, in part because the documentation and use of best practices improves the quality of design. Despite considerable research related to design patterns within HCI, there are few empirical studies evaluating them. Patterns can be validated in two ways. On the one hand, they can be validated by using expert/stakeholder-based evaluation methods, such as heuristics, checklists, workshops etc. On the other hand, patterns are validated through practical use by stakeholders, such as designers and developers. Borchers [6], for example, inspected whether a set of developed patterns met a set of defined criteria and evaluated their didactic usefulness. Cowley and Wesson [12] conducted an experimental evaluation of the usefulness of patterns, comparing a set of patterns with a set of similar guidelines. Kotze et al. [26] compared the use of patterns and anti-patterns in
CONCLUSIONS AND FUTURE WORK
Within this paper we aimed to fill the lack of knowledge on how to design for a good UX, in particular focusing on audio-visual networked applications. To do so we used the pattern approach and reported the development and validation process of our 30 UX patterns and provided insights on 8 350
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education. As a first step for evaluating our UX patterns, we conducted two validations with designers and developers to enhance their quality (see section on “Patterns Development and Validation” and our “quality criteria framework” [42]).
8. J. O. Borchers. A pattern approach to interaction design. In DIS ’00: Proc. of the 3rd conference on Designing interactive systems, pages 369–378, New York, NY, USA, 2000. ACM.
The development of design patterns is an iterative process, and thus we plan to further validate the ones presented here. As audio-visual networked applications and users’ expectations related to their user experience will change over time, the UX pattern collection has to be constantly updated. To facilitate this process we use our established pattern website with its integrated comment/feedback channel. Overall, we will further investigate UX and try to preserve the collected knowledge based on the pattern approach in order to enable designers and developers to enhance UX in a positive way. Besides the context of audio-visual networked applications, we will further extend our patterns to other contexts in order to get a comprehensive pattern collection of so-called “contextual UX patterns”. Dependent on the specific context, the adequate sub-collection of patterns can be chosen. In particular, we will investigate UX patterns for the context car as well as for the context factory as part of a large national project on “Contextual Interfaces”.
9. S. Boztepe. User value: Competing theories and models. International Journal of Design, 1(2), 2007. 10. E. S. Chung, J. I. Hong, J. Lin, M. K. Prabaker, J. A. Landay, and A. L. Liu. Development and evaluation of emerging design patterns for ubiquitous computing. In DIS ’04: Proc. of the 5th conference on Designing interactive systems, pages 233–242, New York, NY, USA, 2004. ACM. 11. T. Coram and J. Lee. Experiences - a pattern language for user interface design. Website, 1998. Available online at http://www.maplefish.com/todd/ papers/experiences; retrieved at August 21st 2009. 12. N. L. O. Cowley and J. L. Wesson. An experiment to measure the usefulness of patterns in the interaction design process. In INTERACT, pages 1142–1145, 2005.
ACKNOWLEDGMENTS
This work was partly funded by the Federal Ministry of Economy, Family and Youth and the National Foundation for Research, Technology and Development (Christian Doppler Laboratory for “Contextual Interfaces”) as well as by the CITIZEN MEDIA research project (FP6-2005-IST-41). Thanks go to all people involved in the collection of the empirical data and the development of the UX patterns collection.
13. A. Crabtree, T. Hemmings, and T. Rodden. Pattern-based support for interactive design in domestic settings. In DIS ’02: Proc. of the 4th conference on Designing interactive systems, pages 265–276, New York, NY, USA, 2002. ACM. 14. C. Crumlish and E. Malone. Designing Social Interfaces. O’Reilly, 2009.
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Collective Interaction by Design Collective controllers for social navigation on digital photos Marianne Graves Peter Gall Krogh Morten Boye Petersen Aarhus School of Mortensen Department of Architecture Department of Computer Science, Nørreport 20, DK- Computer Science, Aarhus University 8000 Aarhus, Aarhus University Aabogade 34, DKDenmark Aabogade 34, DK8200 Aarhus N, peter.krogh@aarch 8200 Aarhus N, Denmark .dk Denmark [email protected] mortensen.morten @gmail.com ABSTRACT
Collective interaction holds some qualities in terms of the strong social connection between close collaborators as well as the social engagement in a shared activity. We find that few interactive systems of today support collective interaction by design. Even though conventional systems may be adopted in this way, as exemplified above, we wish to point to the potential in designing to support shared control and negotiation of digital contents in everyday life. An effort in this direction is the development of the interaction model of collective interaction [13]. A limited number of interactive systems supporting collective interaction have been designed, and we expand upon this work using a research through design approach [11]. Thus we have developed a collective interaction prototype adopting “making as a method of inquiry” [ibid]. Previous prototypes, which can be characterized as collective interaction by design, have been developed for e.g. museums, a library and for collective exploration of digital photos in the home. In this paper we report on how we designed a prototype enabling people to navigate digital materials, in this case photos organized spatially by geographically positioned journeys, by two connected interaction instruments. Through their combined input, the interaction instruments control a shared cursor on the display. In addition, each controller provides tactile feedback on where the other person is moving. The prototype is developed for a home setting where people share a display, either remotely or co-located.
Author Keywords
Interaction,
Ditte Hvas Mortensen Department of Psychology, Aarhus University Jens Chr. Skous Vej 4, DK-8000 Aarhus, Denmark [email protected] k
object together, when children share a keyboard playing a PC-game together, e.g. one controlling the movement of a character, another controlling his weapons, in this way adopting the game in a way not anticipated by the designers.
This paper seeks to attract attention to the possibilities for designing for collaborative control and social negotiation in everyday interaction design. This work is starts out from the interaction model of collective interaction, which is a model depicting strong social connection between people interacting on a shared digital material with a shared goal. We adopt a research through design approach where we develop an exemplar collective interaction prototype for collective exploration of digital photos in the home and we evaluate the prototype in use. The exemplar prototype and experiences from trial use serves to refine the collective interaction model and identify qualities and shortcommings of collective interaction applications. In this way we wish to point to a design space, which can lead to new interaction techniques and -designs supporting shared social experiences around digital materials in everyday life.
Collective Interaction, Social device, tactile, shared display.
Thomas MøllerLassen Aarhus School of Architecture Nørreport 20, DK8000 Aarhus, Denmark [email protected]
Interaction
ACM Classification Keywords
H5.m. Information interfaces and presentation INTRODUCTION
Collective interaction happens often in everyday life, e.g. when two people coordinate their actions to carry a heavy Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
The prototype is developed as part of a project exploring new means for supporting connections between people, friends or family, who are apart as well as people who are
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COLLECTIVE INTERACTION
co-located. We used the collective interaction model to guide the development of a collective interaction system for navigating digital materials in context.
In the following, the interaction model of collective interaction is briefly described. See [13] for a more elaborate description of the model. “An interaction model is a set of principles, rules and properties that guide the design of an interface. It defines the look and feel of the interaction from the user’s perspective” [2]. An interaction model defines a design space and is a way to move beyond “point design” [3], trying to capture more generally the characteristics of a group of interfaces and explore the qualities of interaction with interfaces inheriting from this model.
In the following, we position our contribution with respect to related work, before we describe the interaction model of collective interaction (CI). Next we describe early design concepts adhering to the CI model before we describe in more detail the prototype developed as well as the analysis of the results of a laboratory-based evaluation of the prototype with four couples representing different relationships. We conclude the paper discussing the experiences from the study refining the characteristics of collective interaction, and we discuss how this model points to future applications of collective interaction in the future.
[13] defines the CI model as “Collective Interaction is when multiple and collocated users share both one logical input channel and one logical output channel. The input channel may consist of a number of interaction instruments, which are logically coupled in the interaction. Collective Interaction requires more than one user for controlling and taking full advantage of the system. Through their interaction and negotiation, the users must actively coordinate their actions towards a shared goal”
RELATED WORK
Recently others have raised the need to focusing on shared experiences around interactive systems beyond what has previously been accomplished. Forlizzi and Battarbee [4] have proposed co-experience partly as a criticism of the highly individualistic approach to experience design. We sympathize with the criticism raised by Forlizzi and Battarbee [ibid], and where they focus mainly on how technologies per se can support co-experiences, our interest is to investigate how we can design technologies that invite co-experience by their design. Our thesis is that the CI model can contribute in this direction. Ludvigsen [14] also introduces a framework of interaction in social situations. He suggests this framework as providing a scale of engagement ranging from distributed attention to collective action. Ludvigsen [ibid] has been involved in the design of earlier systems adhering to the CI model and we apply this framework to analyze the experiences from trial use.
Figure 1 Two contrasting interaction models. Left: Single Display Groupware [16] Right: Collective Interaction
The Collective Interaction model can be described through comparison with the Single Display Groupware model (SDG) [16]. In both models, people share a display. In SDGs each person has an independent input channel, as illustrated in figure 1, whereas in the CI model people share one logical input channel. CI has the following characteristics:
A strand of research has investigated how sending messages in various forms can contribute to establish connections between couples living apart [e.g. 4, 10, 15, 19]. Much of this research have focused on designing for activities related solely to connecting, whereas we are interested in investigating how connecting can become a more integral part of otherwise mundane, purposeful everyday activities. [6] also explores means for drawing people into a shared experience, but they use other means than the tactile connection during the interaction itself. Thus elements of our systems can complement their approach.
1.
2.
Tactile interfaces has a long history in CHI, but most of these explore how individuals can improve their individual performance in various domains e.g. music composition [6] or feedback on basic manipulations like tilt [17].
3. 4.
The interaction model of collective interaction has been proposed already [13], however, few systems have been developed from this model yet. In this paper we wish to contribute to the continued development of this model adopting a research through design approach [20].
5. 6.
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Collective interaction involves users actively collaborating and negotiating their concrete interaction Collaboration is instrumentalized, meaning that collaboration and negotiation is part of the concrete interaction. The interaction itself invites for human-human interaction beyond what is in the interface The spatial organisation of people induces expectations of use and contributes to the active collaboration A shared goal is established on the basis of sharing responsibility and negotiating of control Establishing shared goal through negotiation is essential both in order to achieve it and in order to challenge and thereby tease other participants.
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7.
The interaction may be asymmetrical, in the sense people take on different roles, but the efforts of all participating are accounted for and valued in the use of the system. As we illustrate later on, there are both advantages and disadvantages inherent in this model. It has been suggested that the CI model is particularly relevant in situations were social engagement and negotiation is important over efficiency. For instance in the areas of games, sport, teambuilding, multidisciplinary teamwork, training, and learning. Also in the domains of public libraries, museums, homes, and theme parks [13].
‘chair’ reacts on activity through displaying more pictures at a time. Moreover, pictures can be stretched and rotated through squeezing various ‘active zones’ distributed on the furniture.
Early examples
The collective interaction model has evolved through design iterations. An early example of a collective interaction design is iFloor [11] (see figure 2). The intention with iFloor is to pursue a richer social environment in a library facilitating visitors contacting one another.
Figure 3. Squeeze in use by a family
These early design concepts point to different ways of realizing the CI model. One of the experiences from the trial use of Squeeze was that people got frustrated because of lack of feedback on who was doing what making it hard to interpret the reaction of the furniture [13]. COLLECTIVE CONTROLLERS - THE DESIGN CONCEPT
The motivation behind the concept of collective controllers was to establish new means for sharing and exploring digital content on a shared screen both for co-located people and people who are apart in different locations or homes.
Figure 2 iFloor setup in a library
In the iFloor system, the Q/A’s are pushed to the floor using individual mobile phones and are displayed in the floor interface in an extending circular pattern (see figure 2). For interacting with the floor and navigating between the various messages to provide a response, visitors collectively move one cursor. In order to hit an area of interest on the floor, people need to coordinate their body movements around the floor. When the prototype is operated by a single user the cursor will be attracted to the rim of the display and thereby give little chance for exploring the whole interface, whereas if two or more persons are collaborating on moving the shared cursor the whole display can be explored.
Via each their handheld input device, users are offered the possibility to collectively explore digital contents. The devices are individual, but they share the control of one logical input channel controlling the spatial navigation on a map, and the navigation through slideshows with pictures. The devices are connected so that one user experiences tactile feedback about the other user’s spatial movement. The concept offers users the opportunity to negotiate through combinations of verbal, visual and tactile coordination. Furthermore this rich negotiation, especially the tactile feedback, was intended to introduce a sense of connection through use between the users. In this way the concept attempts to bridge the distance and create a sense of remote presence.
Another example is Squeeze [16] (see figure 3), which is a prototype designed based on the collective interaction model [13]. Squeeze consists of a house-camera and an oversized and interactive sack chair (figure 3), which is intended as an inviting setting for collective and playful exploration of the history of the home as captured through the pictures. Squeeze encourages humorous, active and collective ways of exploring the digital photos. The whole
The concrete prototype consists of screen displaying a simple world map organizing collections of digital photos (see figure 4), and two joystick-like input devices (see figure 5). One joystick for each user, two screens with shared contents for users who are apart and one shared
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screen for co-located users. Approximately one third of the map is visible on the display, and tilting one of the joysticks left, right, forward or backwards causes the view to pan west, east, north or south accordingly. The thumbnails enlarge slightly if the shared pointer passes over them, and when holding the pointer on top of them a few seconds a slideshow of pictures from the location launches. To browse a slideshow the joystick is tilted to the right until all pictures have been viewed and the screen returns to map view. During the slideshow it is possible to go backwards by tilting the joystick left.
navigation speeds up letting the users reach their shared goal faster. One user can also decide to stay passive for a while or oppose a direction by navigating in the other direction. In this way a shared goal is negotiated. Since a user has the possibility to stay passive, only sensing the haptic movements from the co-user, the concept does not leave out single user interaction, and can in this way also work as a SDG system. Invitation to join in is supported in the way that if one user is exploring contents in one location, the unused joystick located elsewhere will lie wiggling and indicating the possibility to connect with a remote friend or family member. In designing the tactile feedback we encountered a challenge regarding what the tactile feedback should represent. We considered two alternatives, as illustrated in figures 6 and 7. The alternative differs as to whether the weight represents the resulting movement or alternatively such that one person feels the other person’s movement: • Resulting movement: Here the resulting vector is used as a common tactile feedback for both devices, giving both users the same feedback to let them sense how they are oriented in relation to the common result.
Figure 4 the map with photo collection
•
The partner’s movement: feedback to one device is only what the other is doing.
Figure 6 Feedback as resulting movement: the two movements even out each other and the feedback (weight) is neutral.
Figure 7 Eeedback on partner’s movement The feedback makes it harder for V1 to keep the position towards left. Similarly for V2, but in the opposite direction. In this way the movement is negotiated very tactically.
Figure 5 Collective controllers in action
The joysticks are held in mid air. As can be seen in figure 5, beneath the handle is mounted a weight, which mechanically shifts reflecting the co-users movements in real time. If people move in the same direction, the
In choosing between the two solutions we drew upon insights from psychology on proprioception [7].
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Proprioception is the sense a person has about the relative position of neighboring parts of her body. The spatial interaction is informed by a combination of the movements of each person, but the individual person already has proprioception of her own movements, so a combination of this with perception of the other’s movements through the tactile feedback is what informs the spatial interaction for the individual person. To include the individual’s own proprioception in the feedback would be redundant.
map and the slideshow to the users. Accelerometer readings from the two interaction devices are converted to vectors which drag the map. In practice this meant that if the two joysticks are tilted equally in opposite directions, the map does not pan at all, and if they are tilted in the same direction, the map pans at double speed. The accelerometer readings are also used to generate the tactile feedback in the other device and to neutralize the device’s own orientation so that the movements of the frame only reflect feedback from the other device.
Therefore we chose the second solution (illustrated in figure 7) expecting that it will make the tactile feedback more easier interpretable as negotiating with the other and thus be a good way to instrumentalize collaboration in this situation.
EXPERIMENT
We tested the collective controllers in a laboratory setting involving with four couples with different relations:
IMPLEMENTATION
The joystick-like prototypes consist of two main parts; a handle with an accelerometer attached, and a frame holding two servomotors and a counterweight keeping the frame in balance. The handle and the frame are connected by three cardan joints mounted in an L-shape, where the center joint is static and does not move, whereas the outer two are connected to rods that can be moved up and down by the servo motors, making the frame twist in relation to the handle. This causes the centre of gravity of the device to move and therefore changes the amount of force needed by the user in order to hold the handle in the desired position.
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Malou and Mads: Couple living together
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Camilla and Bo: Couple living together
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Tine and Pernille: Friends living together
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Maibritt and Dorthe: Two colleagues
Each session was divided in three parts. In the first part we asked the users not to talk to each other while navigating and browsing, but rather to rely on the feedback of the setup. We also did not explain the users the co-dependency of the joysticks and the unified input. In the second part we allowed them to talk to each other across the divider, and in this way imitate a real time audio connection between to homes or sites. In the third part the divider was removed and the two armchairs placed next to each other in front of only one screen. This last setup we also used for an interview about the experience and the concrete use. Each test lasted around fifty minutes in total and all four tests were recorded on video for later analysis.
Figure 9 Picture of the experimental setup in the first and second part
We acknowledge that the conditions for the experiment are artificial and quite different from the familiarity of the users’ home, just as the timeframe and the presence of the research team motivated the users’ commitment. However, keeping this in mind, our observations still enable us to identify general patterns of collaboration, which we describe below.
Figure 8 Prototype with counterweight removed for illustrative purposes.The liniear arrows indicate the movement of the rods and the circular indicate the resulting motions.
Handling accelerometer readings and controlling servomotors is done by an application which displays the
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PATTERNS OF COLLABORATION AND NEGOTIATION
Maibritt: “But this isn’t Thailand.” Dorthe: “No.” Maibritt: “It really isn’t” Dorthe: “No. There are a bit to many stones.” Maibritt: “Yes.” [The Greece slideshow comes to an end and they return to the map.] Dorthe: “Should we go to Thailand?” Maibritt: “I think we should go to Thailand.” Dorthe: “…to see how nice it is.” Maibritt: “Actually it’s [the thumbnail] Indonesia.” [Simultaneously the tilt the handles to set the direction and navigate collectively towards the Indonesian thumbnail and quickly enter it.] […] Maibritt: “Dorthe, is this one of the islands you stayed on the last time you were there?”
In the following we describe the interaction, collaboration and negotiation observed during the experiment with the collective interaction prototype. We identified four patterns characterizing the interaction between the users and the prototype: Equally active, Taking turns, Main actor and active listener, and Close synchronization We use Ludvigsen’s framework of interaction in social situations [13] to support an analysis of the levels of social engagement during the lab trial uses. Ludvigsen’s framework provides a scale of engagement ranging from ‘distributed attention’ at the lowest level, where the only thing shared is the presence in the space, virtual or physical. ‘Shared focus’ is where the situation develops a single focus shared among its participants. ‘Dialogue’ in turn is where people invest themselves and their opinions in a dialogue visible to all participants. Finally, ‘collective action’ is the socially most engaging interaction. This is where participants are working collaboratively towards a shared goal. ##
Verbally referring to the desired content, through their conversation they form a shared goal, which is enhanced through the awareness of the others movements. In the form of collective action, they browse the contents they have agreed upon
Equally active: From Dialogue to Collective action Taking Turns – Shared focus
Three out of the four couples were very often equally active negotiating contents both verbally and through the tactic sensation of the other’s intention. Thus we saw a pattern of frequent shifts between dialogue and collective action. They discussed where and what to explore, both by verbally expressing their interests and by tilting their own handles to make the weight shift and indicate a direction to the other. Often both together:
From time to time for all four couples we observed a pattern of sharing through surrender of control, leaving mainly a shared focus. But one couple were special in that they exercised a very practical approach to taking turns, and did this quite often throughout the trial session: [… They circle the navigation cross around Iceland because they just got out of the Iceland slideshow too fast. Now they have trouble settling on the thumbnail together.] Camilla: “Can you hold it in place or should I?” Bo: “Well, I’ll do it. Just…” Camilla: “All right you do it.” [Camilla turns passive, watching on her screen how Bo slowly settles the cross and enters the slideshow.] Bo: “There.” Camilla: “Ok. Let me try to find it.” Bo: “Which part of it?” Camilla: “What I think might be a glacier. I just want to check.” [Bo turned the first couple of pictures together with Camilla, but now turns passive while Camilla browses through the pictures one by one.] Camilla: “There it is. I think it is. I’m not quite sure, ‘cause it’s so blackened from pollution.” [After considering the picture a bit Camilla takes the lead and holds her hand tilted to the right. Bo joins in and the browsing speeds up and out of the slideshow …]
Malou: “Try going downwards.” [She tilts the handle towards herself to pan the view south on the map, Mads follows suit.] Malou: “I’m kinda fascinated by those…”[Mads interrupts] Mads: “Hey! There’s also one [thumbnail] down here [on Antarctica].” [Mads adjusts his handle to navigate to the thumbnail.] Malou: “Waugh, it’s with penguins and stuff.” [With synchronous movements, they navigate to the thumbnail and try to settle on it, but have trouble keeping it still] Malou: “You move it.” [Mads manages to enter the slideshow, and they both take up tilting through the slideshow]
Observing them operating their joysticks, it’s evident that they are both equally active in moving to the slideshow, When browsing through the pictures of the slideshow they perform some micro-coordination where one of them sometimes take the lead in skipping to the next picture. During the slideshow Malou twice requests to go back and Mads obliges but he is also the one to move forward when they have talked a picture over followed by Malou's corresponding tilt of her handle.
Both Bo and Camilla are quite task orientated in reaching the glacier picture, and as they have just been through the slideshow once, there is no talk about the content until Camilla settles on the glacier picture. Since Bo does not comment on the picture, it seems in this example he indulges her interest but does not take part in it. In this way he dismisses a shared interest in the goal and therefore actually leaves little of a shared goal.
Less pronounced is the negotiation of Maibritt & Dorthe as they collectively tilt through the Greece slideshow appreciating the beaches and the sun, though both appear to have a thing for Thailand:
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Mads and Malou show a conversational approach to surrendering the control:
As Dorthe drives the storytelling forward, Maibritt listens attentively and exercises her possibility to stop or go back if parts of the story are particularly interesting or use the handle to speed up when her interest drops. With Tine and Pernille visiting Iceland, Tines story is the main focus
[Mads & Malou have seen all the slideshows more than once and then take to the map.] Malou: “Now you put it [the navigation cross] on a country you wanna go to.” Mads: “Aha.” Malou: “If you could decide yourself. Where you’d like to go the most.” Mads: “I know where.” [Mads navigates alone while Malou is passive.] Mads: “New Zealand. I’d like to go to New Zealand.” Malou: “Arh yeah.” [Malou takes over and navigates away past South America.] Malou: “Now look where I want to go. … Damn, where is it? Mads: “What do you want to find?” Malou: “I’d like to find….” [She struggles with adjusting the speed of the navigation.] Mads: “Hawaii?” Malou: “No, that’s here, right? I want to find something further down.” [Mads seems to have guessed the destination and joins in with the navigation] Malou: “There!!” Mads: “Arh the Galapagos.” Malou: “I’d also like to go… right about here…” Mads: “The Caribbean?”
Tine: “We can go to Iceland. I’ve been there also.” [Both tilt their handles navigation towards Iceland.] Pernille: “When?” Tine: “That was in high school. Sophomore year.” [Collectively they settle on the Iceland thumbnail and enter the slideshow and start browsing.] Pernille: “Which high school did you go to?” Tine: “Ikast High school. [They browse to a picture of a meadow creek.] Tine: “I remember being there.” […] [Tine tilts her handle to move forward and Pernille follows suit. The pictures flick by quickly] Pernille: “This picture …” [Both straighten their handles stopping on a picture of a tall waterfall.] Pernille: “Back…” [Pernille tilts her handle left and now Tine follows suit landing them on a picture of wide green fields.] Pernille: “This is reminiscent of that TV-show “Ørnen.” [Danish show aired on Danish national TV.] Tine: “Yes. Well it’s from up there.” [Collectively they tilt right, forward to the waterfall picture again.] Tine: “I’m not quite sure. But we saw a waterfall called Guldfos but it doesn’t look like this is it…” Pernille: “Guldfos….”
By agreeing on fully surrendering control and Taking Turns to navigate in the content Mads and Malou dismiss the shared goal, creating an asymmetrical attachment to the content. However they maintain a shared interest in the goal of seeing each other’s favorite places, which keeps the conversation alive. The two examples show how taking turns holds a possibility to connect and share as well as temporally abandoning the collective concept.
Tine has a lot to tell Pernille about her Iceland trip, but Pernille also asks her questions not directly relevant to the trip, just as she makes room for her own observations on the pictures by taking the lead in going backwards in the slideshow.
Main actor & active listener – between dialogue and collective action
Close synchronization – collective action
This pattern is somewhat in between the two former. Here one person takes the lead, and the other person soon adopts the goal as shared and contributes actively in the navigation and storytelling. Much like the example of Taking Turns by Mads and Malou the interest in the goal is shared, but though one is dominant here both users still collaborate in the interaction.
We also observed the users doing synchronised movements while browsing slideshows, where they would fall into silence and a rhythmic tilting and straightening of the joystick settling themselves on a pace that allowed taking in the picture while satisfying both their patience: [Tine and Pernille's hands are active tilting in synchronous browsing the Moscow slideshow pictures one by one, but they watch the pictures in silence.] Interviewer: ”What are you doing now?” Tine: ”I’m trying to browse controlled through the pictures.” Interviewer: “Yes.” Pernille: ”I think, I automatically have been following Tine’s movements. ’Cause it’s the pictures we’re watching. And we know that if we work together it will go fast, so here we tilt a bit and straighten up, so we have time to watch the pictures.”
[… Dorthe is commenting on slideshow pictures, which she pretends to be from her vacation in Greece. Both she and Maibritt coordinate the speed of navigation as they more or less synchronously skip from picture to picture.] Dorthe: ”This is from my trip to Athens….” Maibritt: ”Oh, what happened there? Can we go a back?” Dorthe: ”Sure we can.” [They simultaneously tilt their handles left and return to the picture.] Dorthe: “Ehh… I’m standing on some kind of fortress ruin. Actually what you can’t see is that there is water right down below. And that my husband just jumped in.” [Both laugh as they collectively tilt their hands to the right and skip to the next picture …]
The users browse through the pictures and take them in one by one, sensing in their hands an equal level of interest through the haptic feedback of the joystick.
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The patterns did not occur in pure form throughout any of the four tests, and quite often the shift between patterns happened very quickly as a user suddenly changed focus. E.g. in the Taking Turns quote by Mads and Malou, Mads joins in with his joystick helping Malou to her favorite destination where they both move to in close synchronization.
And when knowing who the person is, it contributed to the experienced connection with the other and the rather detailed coordination on the speed of the slideshow: Tine: ”This is another kind of presence. Because if we where apart, I would know that the movements that I feel in my hand are not just by a machine but are actually made by Pernille at the other end”
EXPERIENCED QUALITY OF CONNECTION
Camilla: ”If I imagined being abroad I would find it nice, that there was some sort of interaction. Even if he takes over I would sense him through the machine.” Malou: “.. the sense of sharing is stronger in slideshows because I can tell when he’s seen enough of a picture and wants to move on.”
We did not explain the connection between the interaction instruments before the test began, as we were interested in exploring how people would interpret the connection or even if they were able to identify it. For all couples it took up to five minutes at most, to identify the connection. Once the concept of the prototype was clear none of the users expressed difficulty in mapping the shifting weight to the movements of their co-user
Dorthe: ”We can adjust the speed (of the browsing), because it’s easier when you have the contact. Then you know what’s said and then you can watch and then move on.”
Dorthe: ”You can feel the other is doing something – the joystick is moving in the direction the other is turning it. So you’re connected in some way.”
Common for all four couples, was the need to talk to each other in order to appreciate the functional and relational qualities of the design. Either in the form of a sound connection when not in the same place or through sitting together
Pernille: ”You can also see where the other one is going on this [the joystick]. I think if we didn’t have this it would take a longer time to figure out, that the other is counteracting.”
Malou: ”You can really sense there’s someone else. So in a way it can actually be more difficult to reach a goal if you don’t agree on what the goal is. Surfing around without talking about it, Mads’ presence is an obstacle to my exploration.
Dorthe: ”I think it’s a quite funny feature that you can go places together.”
Thus from this experiment it seems that the considerations around proprioception, i.e. the decision to only represent the other person’s movements in the tactile feedback made it easy to interpret the tactile feedback as the other persons actions, and in this way feel connected to the other person. Of course a comparative study between two different versions is needed to confirm this finding.
Maibritt: ”I thought it was very difficult with out communication [Skype]. Dorthe: ”Yes so did I.” Maibritt: ”I might as well have been sitting in my office alone. I didn’t have any connection to my sister, friend or whatever.”
Our experiment also illustrates the importance of actually knowing who is “at the other end”. As Bo points out, being physically influenced by another person requires a certain level of transparancy:
To Bo the design did not fulfill his expectation for an interface, and when asked about his experience he clearly expresses his reluctance towards the collaborative input into the navigation:
Bo: ”I think it’s ok that the counterpart is controlling if I know who the counterpart is. Otherwise it would just be annoying. Then you would just feel stupid.”
Bo: “It compromises the precision.”
To Bo the collaboration was an interference of use, and instead he suggested fitting buttons on top, allowing a user to either seize control or to surrender it completely. In this he did not dismiss the haptic feedback from the co-user, but through out the test he did not really approve of it either. Bo’s reluctance to negotiate the interaction throughout the trial suggests that there are people who due to their personal values and preferences will rarely find it appropriate to negotiate the interaction in the way promoted by the CI model. The remaining users on the other hand embraced the design and the possibility to explore the content together and almost exercise a relationship through the interaction:
Mads: ”About the presence and sensing that there is someone else, then it’s cool that it feels alive in some sense. It might also be because it’s something you know – that there is an intention behind the movements.” Malou: ”Yes”
In general the users responded positively to the sensation of haptic feedback from the co-user. Even before being aware of the co-dependence of the joysticks, one user expressed a sensation of something living within the mechanical movement: Malou: ”It really feels alive. -Like holding a budgie in your hand.” [Chuckling]
Pernille: “It’s about taking an initiative and about giving room at the same time.”
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Tine “I can’t help thinking that Pernille and I know each other so well, so we are so use to giving each other that space. It’s not just one taking control all the time.”
people were still sitting rather close in the laboratory when we simulated the situation where they are apart.
Pernille: [While trying to counteract Tine.] ”You can really work against each other. It could be kind of a relationship test” [Both laughing.]
With the experiences from this study we argue that the CI model is worth pursuing further in the future and that it can contribute to opportunities for interaction design providing a strong sensorial and social connection and relation between people in their everyday interaction with computers.
DISCUSSION AND CONCLUSION
As the design and trial use illustrates, the collective interaction model and exemplar design hold promise for supporting social experiences through instrumentalizing collaboration. In the experiment we saw how control was negotiated at times second by second in a way that can never be accomplished when the negotiation happens at device level. To contrast with other approaches Hornecker et al. [10] refer to previous studies suggesting that the number of input devices, in this case classic mice, enabled more active participation in children’s drawing activities, however, resulting in more parallel working on a drawing. CI depicts a solution contributing to the best of both worlds in this respect enabling both multiple input devices, but at the same time promoting close collaboration with these.
ACKNOWLEDGMENTS
We thank the couples who took part in the evaluation and we thank the Danish National High Technology Foundation for funding this research. REFERENCES
1. Bardram, J. E. (1998): Collaboratior, Coordination, and Computer Support: An Activity Theoretical Approach to the Design of Computer Supported Cooperative Work Ph.D. Thesis, Daimi PB-533, .Aarhus: 2. Beaudouin-Lafon, M. 2000. Instrumental interaction: an interaction model for designing post-WIMP user interfaces. In Proceedings of CHI '00. ACM, New York, NY, 446-453.
Compared to earlier research into the collective interaction model and exemplar designs, the experiences from this study add to and refine some of the earlier findings. The collective controllers exemplify how a system may bridge between the SDG model and CI model in different ways. Whereas iFloor is impossible to operate by one person and thus is a pure form of CI, the collective controllers may be adopted as a SDG system. This happens when people take turns with the controllers.
3. Beaudouin-Lafon, M. (2004) Designing Interaction, not Interfaces. In Proceedings of AVI’04. ACM Press, pp. 15-22. 4. Eichhorn, E., Wettach, R., and Hornecker, E. (2008) A Stroking Device for Spatially Seperated Couples. In Proceedings of Mobile HCI 2008, ACM Press, pp. 303306 5. Forlizzi, J., and Batterbee, K. (2004) Understanding Experience in Interactive Systems. In Proceedings of DIS 2004. ACM Press, pp. 261-268
The study also suggests that it is not only situations but also some people who will very rarely benefit from the opportunity to negotiate control and interaction.
6. Gabriel, R., Sandsjö, J., Shahrokni, A., and Fjeld, M. (2008) BounceSlider: Actuated Sliders for Music Performance and Composition. In Proceedings of TEI 2008, ACM Press, pp. 127-130
The collective controllers point to the potential in using tactile actuators to support the connection and negotiation in the interaction. At the iFloor prototype, feedback about other people’s influence are given in the form of lines on the display. In the Squeeze prototype, no feedback on the individual influence was given, which was experienced as frustrating. The tactile actuators establish a connection and a sense of the others’ presence in a way that none of the earlier systems did.
7. Gibson, J. J. (1966). The senses considered as perceptual systems. Boston, Houghton Mifflin. 8. Harboe, G, Metcalf, C. J., Bentley, F., Tullio, J., Massey, N, and Romano, G. (2008) Ambient Social TV: Drawing People into a Shared Experience. In Proceedings of CHI 2008, ACM Press
We have only connected two people in the setup. Technically, it is not a problem to extend the model where the tactile feedback represents the resulting movement of the others’, but it remains open how easy it will be to interpret this result, given the very clear indication that is was necessary to know who was causing the movement. Our study indicate that people felt connected when they could combine sound and tactile connection and we saw no difference between situations where people sat apart or beside each other. Our study is limited in the way that negotiating to grab the handles and engage in the collective activity would be very different in the two situations and
9. Hindus, D., Mainwaring, S. D., Leduc, N., Hagström, A. E., and Bayley, O. (2001): Casablanca: designing social communication devices for the home. Proceedings of the SIGCHI conference on Human factors in computing systems, Seattle, Washington, United States, Pp: 325 – 332 10. Hornecker, E., Marshall, P, and Rogers, Y. (2007) From Entry to Access – How Sharability Comes About. In Designing Pleasurable Products and Interfaces. ACM Press
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11. Kaye. J. (2006) I just clicked to say I love you: Rich evaluations of Minimal Communication. In proceedings of CHI’07 ACM Press, pp. 363-368
Systems (San Jose, CA, USA, April 28 - May 03, 2007). CHI '07. ACM Press, New York, NY, 2609-2614. 17. Poupyrev, I., Maruyama, S. and Rekimoto, J. (2002) Ambient Touch: Designing Tactile Interfaces for Handheld Devices. In Proceedings of UIST’02, ACM Press, pp. 51-60
12. Krogh, P.G., Ludvigsen, M., Lykke-Olesen, A. (2004) Help me pull that cursor - A Collaborative Interactive Floor Enhancing Community Interaction. In proceedings of OZCHI 2004, ISBN:1 74128 079
18. Stewart, J., Bederson, B. B., and Druin, A. (1999) Single Display Groupware: A Model for Co-present Collaboration. In Procedings of CHI 1999. ACM Press, pp. 286-293.
13. Krogh, P. G., and Petersen, M. G. (2008) Designing Collective Interaction. In From CSCW to Web 2.0: European Developments in Collaborative Design, Springer Verlag
19. Vetere, F., Gibbs, M. R., Kjeldskov, J., Howard, S., Mueller, F. F., Pedell, S., Mecoles, K. and Bunyan, M. (2005) Mediating Intimacy: Designing Technologies to Support Strong-Tie Relationships. In Proceedings of CHI 2005, ACM Press, pp. 471-480.
14. Ludvigsen, M. (2005) Designing for Social Use in Public Places – a Conceptual Framework of Social Interaction. In Proceedings of Designing Pleasuable Products and Interfaces, DPPI 05, Pp 389-408. 15. Lottridge, D., Mason, N., and Mackay, W. (2009) Sharing Empty Moments: Design for Remote Couples. In Proceedings of CHI’09, ACM Press, pp. 2329-2338
20. Zimmerman, J., Forlizzi, J., and Evenson, S. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (San Jose, California, USA, April 28 - May 03, 2007). CHI '07. ACM, New York, NY, 493-502
16. Petersen, M. G. 2007. Squeeze: designing for playful experiences among co-located people in homes. In CHI '07 Extended Abstracts on Human Factors in Computing
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Privacy-Awareness Information for Web Forums: Results from an Empirical Study Stefanie P¨otzsch Technische Universit¨at Dresden, Faculty of Computer Science 01062 Dresden, Germany [email protected]
Peter Wolkerstorfer Center for Usablitity Research and Engineering 1110 Vienna, Austria [email protected]
Cornelia Graf Center for Usablitity Research and Engineering 1110 Vienna, Austria [email protected]
A German newspaper reported about the case of a woman who runs a restaurant and was looking for help in terms of an online gambling issue. Therefore, she became member of a forum and posted a lot of personal details in this forum over time. With all this information publicly available, the woman attracted the attention of a cyberstalker who continued to spy on her and posted a lot of further allegations about her. Some of the stalker’s statements may be true, others are wrong, but in neither case the woman would have wanted this details published on the internet. The story went on for four years when the owners of the restaurant, which this woman was running, found some of the negative things about her online. For fear of a negative image of the restaurant, the owners finally canceled the contract with the woman, who some months later no longer even dares to have a nameplate on her front door [3]. This is only one of the extreme examples that appear in the media from time to time and all of these examples illustrate that the sharing of (too much) personal data with possibly millions of unknown people on the internet is a critical point from a privacy perspective and may result in negative consequences, like e. g., bullying, cyberstalking, harassment or identity theft.
ABSTRACT
While interacting with others on the internet, users share a lot of personal data with a potentially large but “invisible” audience. An important issue is maintaining control over personal data and therefore, in the first place, users need to be aware to whom they are disclosing which data. Based on the cues-filtered-out theory we introduce a new feature to support the privacy-awareness of forum users and tested it with 313 users. The results of our empirical study show that the presentation of privacy-related context cues indeed increases forum users’ privacy-awareness. This is an important precondition for users’ willingness to modify privacy settings or to use privacy-enhancing technologies. ACM Classification Keywords
H.1.2 Models and Principles: User/Machine Systems—Human factors; H.5.2 Information Interfaces and Presentation: User Interfaces General Terms
Privacy, Privacy Awareness, User-Centred Design, Empirical Study, Forum, Social Software, Social Web
Yet, social software also has positive sides: It enables its users to get in contact with like-minded people anytime, anywhere, no matter which kind of issues they like to discuss. The mutual exchange of information, both personal and nonpersonal, is the major feature of social software and the motivation why people use it. Further, from a social perspective, the exchange of implicit and explicit personal data allows people to get an impression of the potential interaction partners and their situations. In this sense, the disclosure of personal data contributes to the success of social interactions and the forming of communities [4]. This means, that users inevitably have to give up their anonymity to a certain extent to become part of the social web. However, they should not need to give up control over their personal data. Therefore, in the first place users need to be aware to whom they are disclosing which data and it is an interesting challenge for the HCI community to support users in making informed decisions whether and to which extent they disclose their personal data in social software.
INTRODUCTION
The success of the social web is based on the active participation of users and their willingness to contribute to the creation and improving of contents on the internet by sharing data and knowledge. By using social software, a lot of personal data is disclosed either directly, e.g., real name and date of birth on social networking sites, or indirectly, e.g., through editing specific topics in a wiki, commenting on blog entries or posting statements in a forum [9, 7]. The possibilities of the social web may enrich people’s life, however there are also privacy risks involed.
Permission to to make make digital digital or or hard hardcopies copiesofofall allororpart partofofthis this work Permission work forfor personal or or classroom classroom use use is is granted granted without without fee fee provided provided that that copies copies are are personal not made made or or distributed distributed for not for profit profit or or commercial commercialadvantage advantageand andthat thatcopies copies bear this this notice or bear notice and and the the full fullcitation citationon onthe thefirst firstpage. page.ToTocopy copyotherwise, otherwise, republish, to post on servers or toorredistribute to lists, requires prior prior specific or republish, to post on servers to redistribute to lists, requires permission and/or a and/or fee. a fee. specific permission NordiCHI 2010, - 20, 2010, 2010, Reykjavik, NordiCHI 2010, October October 16 16–20, Reykjavik, Island. Iceland. Copyright 2010 ACM 978-1-60558-934-3/10/08... ISBN: 978-1-60558-934-3...$5.00. $10.00.
It needs to be considered that there is an essential difference between actual privacy that is realised and secured by tech-
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nical means on the one hand, and perceived privacy as an individual feeling of users on the other hand. Individuals decide and behave based on a subjective evaluation of their environment instead of collecting and analysing precisely all objective facts (cf. the theory of bounded rationality [15, 2]). Thus, our research about user-centred design and human behaviour in social software primarily focuses on the individual’s perception of privacy.
cues [6, 17]. Therefore, we propose to provide additional privacy-related cues in social software in order to raise users’ privacy awareness, help them to better assess their potential audience and eventually enable them to make better informed decisions whether to disclose personal data on the internet. Considering that privacy is only a secondary task for users, the privacy-awareness information should be easy and quick to understand and not hinder social interactions and communication as primary tasks in social software.
In the next section we point out the importance of perceived privacy in computer-mediated communication by referring to results from related research. Then we describe our approach for the integration of privacy-awareness information in web forums. This feature was empirically tested with 313 users. The hypotheses and the design of the study are explained in the following section. Descriptive statistics and findings of the user study are discussed subsequently. We conclude the paper with a brief summary of the results.
Recent research about privacy and the social web has especially focussed on social networking sites [1, 5, 18, 20] where users maintain explicit profiles. Other applications where personal data is mainly implicitly included in the usergenerated content have been widely neglected. However, protecting privacy is also an important issue in these applications and therefore we decided to use the example of a web forum to conceptualise and implement a feature for the presentation of privacy-awareness information. Obviously, manifold social and context cues are conceivable to enrich computer-mediated communication in general and web forums in particular. Our goal is to find and test practical privacyawareness information on real forum users’ perception of privacy. We do not aim to identify the most salient form of social cues. Thus, we distinguished between the following two different types of privacy-awareness information: First, the display of the potential audience replaces partly the missing context cues from communication partners and should remind users about the actual audience of their contributions. In face-to-face communication, individuals usually can see who hears them speaking, even if a large part of the audience does not actively take part in the conversation. In a forum (or other social software), it is impossible to ascertain the whole audience and users may especially forget about the mass of silent readers [5]. According to the 90-9-1 rule, 90 % of all users of an online community are lurkers who never contribute, 9 % are members who post from time to time and only 1 % are considered as regular active users [12]. This implies that the number of visitors of a post in a forum is on average ten-times higher than the number of the active forum members, which – at least in theory – could be known to the author of a post.
RELATED WORK
When asked whether they care about privacy and want their personal data to be protected, a lot of people indicate a privacy-aware attitude in general. Regarding their actions in concrete situations, the majority shows another behaviour [13, 1, 16]. The complex reasons for this privacy paradox are object of research from psychological, social and economic perspectives. A possible explanation is that, although caring for privacy, users “blind out” their privacy concerns after a while when they enjoy their computer-mediated communication and that people overestimate their level of privacy in online interactions [18]. In an early study, Sproull and Kiesler found egalitarian and deregulating effects of computer-mediated communication in comparison to face-to-face communication, e.g., the disclosure of personal data to a large audience within a company [17]. In a meta-analysis of 39 studies on self-disclosure in interviews, it was shown that subjects disclose more personal data in computer forms than they do in face-to-face interviews [22]. The finding was explained with a higher level of perceived privacy of the participants in the first case. Similar results are reported from a comparison about spontaneous self-disclosure in face-toface situations and computer-mediated communication scenarios [10]. The researchers confirmed a positive correlation between individuals’ self-disclosure and visual anonymity as one aspect that contributes to perceived privacy. Further studies about the privacy attitude and behaviour of Facebook users reveal that they do not underestimate privacy threats in general, however, they misjudge the extent of accessibility of their personal data [1, 19]. Altogether, these results suggest that the individual’s perceived level of privacy is a very important factor for the decision whether to disclose personal data on the internet. Therefore, users need to be (made) continuously aware which – actively or passively created – personal data is visible to whom. PRIVACY-AWARENESS INFORMATION
The cues-filtered-out approach implies that individuals are more lavish regarding the disclosure of personal data when they use computer-mediated communication technology than in face-to-face settings due to a lack of social and context
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In our privacy-awareness information panel the display of the potential audience is realised, first, by a textual cue which says that a forum post is visible to all internet users and, second, by the indication of the concrete number of visitors of the forum within the last seven days. The second direction for privacy-awareness information aims at demonstrating users how not anonymous they actually are. Considering that individuals usually visit a forum by following a link on the internet, the IP address is a good context cue: it is highly individual, it reminds the user that she is less anonymous than often perceived, and it can be correctly shown to each user. For similar reasons we also included a textual cue about a user’s current location (city) in addition. The location can be derived from the IP address by using a geolocation database. It is less individual identifying then an IP address, however probably more understandable for those people who are not very familiar with technical terms.
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Figure 1. Forum with privacy-awareness information (also available in German)
For the graphical presentation of the privacy-awareness information we followed well-accepted design guidelines [11] and used a box in a complementary colour (orange) placed on top of the forum (blue). The cues about the potential audience are presented on the left hand and are visually separated from the cues about the additional information that the provider receives. This is displayed on the right hand. Figure 1 shows an example of a forum with our privacy-awareness information panel.
Table 1. 2 × 2 design of the study
Numerical representation yes Textual representation no no CG ExG1 yes ExG2 ExG3
H2 – Numerical privacy-awareness information will show a stronger effect than textual privacy-awareness information.
EMPIRICAL STUDY
In order to test the validity of our assumption that the presentation of privacy-awareness information as additional context cues influences individuals’ perception of privacy, we conducted an online study with real forum users. In line with the arguments above, we expect:
The concrete objective of the privacy-awareness information is to continuously remind users about the potential audience if they contribute (personal) data to a forum. The privacyawareness information should also inform users about implicitly submitted data, which is known to the forum provider in addition to the actual contribution. Since users do not actively enter such data, e. g., their IP address or current location, in a web form and confirm its submission, they may especially not be aware of the fact that it is known by the a provider anyhow.
H1 – Participants who are provided with privacy-awareness information feel they have less privacy during their visit of the forum than participants from a control group. We further wanted to study whether there are differences in the effect of single privacy-awareness information according to their form of presentation. Considering that most information in the user interface of the forum is presented as text, we assume that the numerical cues in the privacy-awareness information panel stand out and will be perceived better. Here we also have to control for participants’ familiarity with technical terms, i. e., whether they actually know what an IP address is.
H3 – Participants who are provided with privacy-awareness information will be better informed about the potential audience of forum contributions and they will also be better informed about additional information that they implicitly transfer to the forum provider.
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(a) Experimental group ExG1 (numerical cues)
(b) Experimental group ExG2 (textual cues)
(c) Experimental group ExG3 (textual and numerical cues)
(d) Control group CG (advertisment) Figure 2. User interface for experimental groups and control group (originally shown in German)
study group. In the following second part, subjects filled in a well-elaborated online questionnaire. In the questionnaire we asked about their perceived level of privacy during the visit of the forum, about their knowledge of technical- and privacy-related terms and their internet use in general. We also collected demographic data.
The study was a 2 by 2 design that distinguished two forms of presentation of comparable privacy-awareness information as independent variables: textual cues vs numerical cues (Table 1). As textual information the potential audience and the user’s current location were displayed. As numerical representation we showed the exact number of visitors of the forum within the last week and the subject’s IP address. Participants in the control group got displayed an advertisement instead of any textual nor numerical privacy-awareness information (Figure 2). Subjects of the study were randomly assigned either to one of the three experimental groups (ExGi ) or to the control group (CG).
DESCRIPTIVE ANALYSIS
327 participants completed the online study between mid of December 2009 and mid of January 2010. We excluded answers from those who ticked off that they have not seriously answered the questionnaire and also from those who needed less than four minutes to complete the whole study, because it was not possible to seriously answer all questions within such a short time frame. Since we want to test the effect of privacy-awareness information on forum users, we further did not consider answers from participants who stated that they have never even read in a forum. Altogether, 313 valid responses remain for further analysis.
We invited people to participate in the study by posting a link via mailing lists, forums and blogs on the internet. If they were interested they could follow this link and use their own computers in their familiar surroundings to do the study. To avoid bias towards privacy, we told them that we are studying usability aspects of a web forum. Further, we did not post the invitation on platforms with a special focus on privacy and data security. internet users were motivated to participate by the offer to win several vouchers for an online store after finishing the study.
Since the study was available in German language, our participants are mainly located in Austria (51 %) and Germany (44 %). The majority of 85 % has A-levels or a higher educational achievement. 45 % are employed persons and 42 % of the participants are students. An almost equal number of male (50.3 %) and female (49.7 %) subjects filled in the questionnaire.
The study, that was originally realised in German language, consisted of two parts. First, participants saw a realistic fullscreen screenshot of the forum including the orange box on top and two posts in a discussion thread about leisure-time physical activity (see Figure 1). We instructed the subjects to imagine that they are the author of the first contribution. The orange box either contained one of the three privacyawareness information panels or the advertisement (Figure 2). The rest of graphical user interface was identical for each
The participants of our study are experienced internet users. The majority of 88 % indicates that they use the internet for five years or longer. Regarding their daily use, we can identify three approximately equally large groups. A first group of 29 % of all participants can be labelled occasional users
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Table 4. Detailed reasons to use forums
Table 2. Knowledge of technical aspects of the internet
Inform myself about different topics / products Ask for advice / help Share my knowledge Pass the time Discuss own view on topics with others Report about own experiences Stay in touch with others Follow what happens in the life of others Get to know new people Use anonymity of the internet for communication Friends outside the internet have no time Showing off
Do you know... Yes / Correct No / Wrong ...what an internet browser 97.76 % 2.24 % is? ...what an IP address is? 86.90 % 13.10 % 85.30 % 14.70 % Give short explanation ...how to change your IP 52.40 % 47.60 % address? 48.88 % 51.12 % Give short explanation n=313 (100 %)
Table 3. Linkability by nickname
When you contribute to more than one forum, do you use the same nickname in more than one forum? Always different nicknames 24.28 % Same nickname in more than one forum 38.66 % No nickname (as anonymous / guest user) 4.47 % Not contributed to more than one forum 6.39 % Never contributed to any forum 26.20 %
multiple answers have been possible
93.29 % 56.87 % 37.38 % 32.91 % 31.63 % 25.56 % 21.73 % 13.74 % 9.90 % 8.63 % 5.11 % 3.51 %
n=313 (100 %)
Those 26.20 % (=82 participants) who claim to never have written a forum post were asked in a free text field about the reasons for not contributing. Besides a lack of time or interest, 20 % of the 82 indicated privacy concerns. This number underlines that forum providers should have an interest to develop privacy features for their users.
n=313 (100 %)
Selection of quotations from participants who indicate privacy reasons for not contributing to forums (originally posted in German):
who are online two hours a day at most. Second, we have 37 % normal users who surf the internet three to four hours a day. A third group of 33 % can be considered as frequent users since they spent at least five hours a day on the internet. We further asked participants about their technical knowledge. Results in Table 2 show that nearly all subject claim to know what an internet browser and an IP address is and that almost all of them were actually able to explain the second item with a few words. When it comes to the question how to change the own IP address, the ratio of participants who claim to know that and could also explain how to do it decreases to about 50 %, which is still quite good. These numbers indicate that the participants of our study are not that clueless when it comes to key technical terms related to internet usage as someone might think.
Q1 (from CG): “I do not feel secure, when I post something on public web sites.” Q2 (from ExG2 ): “I don’t want to reveal so much about me. Besides, I can get the information I am looking for somewhere else. If a need advise, I ask real people.” Q3 (from ExG3 ): “Not interesting for me, I don’t want to reveal information about me all over the internet where everybody may read it.” Table 4 lists different reasons why participants of our study use forums in general. We see that informing oneself about different topics and/or products, i. e., passively consuming information is the primary reason. However also the sharing of a user’s own knowledge, the discussion of own views and the reporting about own experiences are often stated motivations. All of the latter three reasons imply the disclosure of personal data.
As said previously, all participants whose answers are considered in the analysis read in web forums at least from time to time. Approximately three quarters of the subjects have also actively contributed to one or more forums and about one quarter claims to always use different nicknames for different forums which can be interpreted as very privacy-aware behaviour (Table 3). However, a huge part uses the same nickname in more than one forum which allows for linkability of the information that is provided across different applications and therefore can be considered as privacy-intrusive behaviour. When directly asked whether they care about privacy and the protection of their personal data on the internet, 89 % stated that they often or always do so. This means, among the participants of our study we see a discrepancy between the stated attitude and the actual behaviour with regard to privacy. This can be interpreted as evidence for the privacy paradox (cf. the section on related work).
RESULTS
To the best of our knowledge, at the time of the study there is no established scale available to measure people’s individual perceived privacy. However, in order to make participants’ perception of their own privacy in the forum – our dependent variable – comparable, we created the Perceived Privacy Index (PPX). Since privacy in general is a very ambiguous term, we decided to use four specific questions, namely participants were asked to specify how public and how private their contribution in the forum is and how anonymous and how identifiable they have felt during their visit of the fo-
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Table 5. Perceived Privacy Index for different groups according to the presented privacy-awareness information
Num, text or both others Num or both others Text or both others Both others
Min 0 0
PPX Mean 133.59 161.63
Max 280 292
0 0 0 0 0 0
128.27 151.76 133.96 147.58 123.83 145.85
266 292 280 292 248 292
ANOVA (F -test) F (1,311)=13.36; p=0.00*** F (1,311)=12.46; p=0.00*** F (1,311)= 4.08; p=0.04* F (1,311)= 7.89; p=0.01**
sign. levels: *** p < 0.001, ** p < 0.01, * p < 0.05
these groups they would intend to have access. Actually, the post that we showed to the participants was accessible for all people with access to the internet, i. e., all registered and unregistered users, the forum provider and the internet provider. The fact that the post from the example was completely public could be learnt from the privacy-awareness panel with textual information (if shown) and there was also a visual cue visible for participants of all study groups indicating that the post can be viewed without being logged in, which means it is visible for everybody with internet access. We found no statistical evidence that any of the presented privacy-awareness information leads to better informed users with regard to the question which groups really have access (see rows expected in Table 7). The comparison of the percentages of expected access vs intended access of different audience groups reveals that nearly all participants know about and agree with the access to all post for registered members. Also nearly all participants know that the forum provider has access and three-quarters stated that the forum provider should have access. Our results further show that a majority of participants knows that also unregistered visitors can see the post, however only about one-third would want unregistered people to view their posts. This means, there is a considerable difference between the percentage of participants who would let registered users read their posts and those who also would allow unregistered users access to their posts. This finding is very interesting considering the fact that in most forums on the internet anybody can easily become a registered member by providing a fake e-mail address and choosing a password. Thus, practically each internet user could have access in any case with no great effort.
Table 6. Regression models for Perceived Privacy Index
PPX (dependent v.)
Model 1, n= 313 Est StdEr p 159.16 5.73
Model 2, n= 313 Est StdEr p 161.63 6.62
Intercept Predictors Num or both −23.78 6.62 0.00*** −28.86 9.49 0.00** Text or both −14.12 6.61 0.03* −18.83 9.15 0.04* Both 9.88 13.25 0.46 sign. levels: *** p < 0.001, ** p < 0.01, * p < 0.05
rum. Each of the four items was measured on a 0 to 100% slider scale. Then, the PPX is calculated using Equation 1. The higher the PPX value, the more private a subject has felt.
P P X = (100 − public) + private + anonymous + (100 − identif iable)
(Equation 1)
The results, which are are listed in Table 5, clearly support hypothesis H1. The PPX is significantly lower, i. e., subjects feel they have less privacy, when textual, numerical or both types of privacy-awareness information are available. To further disentangle the effect of the numerical cues vs the effect of the textual cues, we used linear regression models. Table 6 shows that both kinds of cues significantly decrease participants’ perceived privacy and that hypothesis H2 can also be confirmed since the effect is indeed stronger – for both, estimate value and level of significance – for numerical cues. Thereby, from Table 2 we know that most of the participants really have a concrete idea of what an IP address is. We further see that there is no additional effect if both kinds of information, textual and numerical, are presented together as can be seen in model 2.
Furthermore, in an additional free text field, a dozen of the subjects said that they would like to authorise particular readers based on properties (e. g., others with more than ten posts) or based on their relationship to them (e. g., friends from other communities). An approach that addresses the idea of user-controlled, property-based access control for forums is discussed in [14]. The authors further argue that access control only based on relationships would not be suitable for forums in general since this requires that the author of a post and the users she wants to give access have to know each other before. This assumption does not hold for web
Regarding hypothesis H3 the picture is less clear. In order to test whether participants are aware of the potential audience, we asked them which of the four groups in Table 7 really have access to the forum post. We further asked which of
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Table 7. Expected and intended groups of people to access forum posts
All registered users expected intended Unregistered users expected intended Forum provider expected intended Internet provider expected intended
Advert. n=78
Num, text or both n=235
Num or both n=149
Text or both n=161
Both n=75
96.15 % 89.74 %
96.60 % 97.45 %
97.32 % 97.99 %
96.27 % 96.27 %
97.33 % 96.00 %
69.23 % 28.21 %
73.19 % 31.08 %
74.50 % 33.56 %
74.53 % 31.68 %
78.67 % 36.00 %
98.72 % 66.67 %
95.32 % 75.68 %
95.30 % 73.15 %
95.03 % 73.29 %
94.67 % 70.67 %
47.44 % 7.69 %
50.21 % 11.91 %
48.99 % 11.41 %
51.55 % 12.42 %
50.67 % 12.00 %
forums, where people with similar interests can meet and discuss without knowing each other in person.
Finally, we tested whether participants are aware of the information which they directly and indirectly disclose to the forum provider. Therefore we showed participants a list with specified information items. We asked them to decide for each of the items whether a provider knows this piece of data about them after they have visited the forum. An overview about the answers is given in Table 8. Actually all of the listed facts are known to the provider. Since the IP address is the item that most of the participants are aware of anyway, we found no significant difference between the experimental groups and the control group. The knowledge that the provider can infer the location of the user is lower in general and it increases significantly if privacy-awareness information are shown. The according regression model in Table 9 shows that really only the textual cue increases the knowledge, i. e., users who only were informed about the IP address (ExG1 ) do not conclude that this also conveys information about their location. Among all study groups, the majority of users is sure that the forum provider knows which posts in the forum they have visited, i. e., they are aware that their behaviour in the forum is monitored. Interestingly at least half of the participants of each group were sure that the provider does not know anything about them which can be learnt from the content of their contributions, which in our example was something about the author’s pollen allergy, i. e., health information. Yet, this percentages have to be regarded with caution since some participants may just have forgotten what was written in “their” post. On the other hand, users may also forget about real forum posts after a while and which personal data they have disclosed there.
We further asked subjects to name a concrete number how many people theoretically could access their post. Obviously there is no clearly correct answer to this question, however we were especially interested to see whether the display of privacy-awareness information about the audience leads to an increased estimated number compared to the number named by the control group. Considering a possible anchor effect [21] for the two experimental groups with the numerical privacy-awareness information, we further wanted to check whether the single information that posts in the forum are “visible for all internet users” (ExG2 ) leads to a higher variance in the answers in comparison to the cases when the information that the forum had 388 visitors last week is given (in addion) (ExG1 , ExG3 ). In the former case, the formulation leaves it completely up to the user to imagine a number of how much people “all internet users” might be, whereas in the latter case a number is already presented and may function as rough orientation. The answers, which are graphically shown in Figure 3 for each study group and on a logarithmic scale, support the assumption about an anchor effect. Though the medians (black lines through the boxes) are roughly on the same level for all groups, in the box plot for ExG2 (Text only), we see that the actual box, which depicts the interquartile range1 , is considerably longer and also the range between minimum and maximum values (without outliers) is much greater compared to all other groups. We cannot see this phenomenon if no privacy-awareness information is presented and also not if a concrete number is given. This means, if no concrete number is provided but a textual information about all internet users, at least some forum users do really imagine that not only hundreds but millions (> 220 ) of people theoretically can visit their contribution.
We also asked participants whether a forum provider knows which browser and operating system they have on their computers. This hint was not included in the presented privacyawareness information and the answers indicate that there is a considerable share of participants who believe that the provider does not know this kind of information or who are not sure about this question. In fact, forum providers - like all other web site operators - are able to read out the so-called
1 The interquartile range is the difference between the third and first quartiles, i. e., the “middle” fifty percent of all answers.
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Table 8. Users’ knowledge about data items known to forum providers
Advert. n=78
Num, text or both n=235
Num or both n=149
Text or both n=161
Both n=75
91.49 % 2.55 % 5.96 %
92.62 % 4.65 % 6.04 %
91.30 % 3.11 % 5.59 %
93.33 % 1.33 % 5.33 %
57.45 % 21.70 % 20.85 %
53.02 % 23.49 % 23.49 %
65.22 % 18.63 % 16.15 %
65.33 % 18.67 % 16.00 %
68.94 % 11.91 % 19.15 %
69.80 % 10.74 % 19.46 %
67.08 % 13.66 % 19.25 %
66.67 % 13.33 % 20.00 %
41.70 % 53.62 % 4.68 %
36.91 % 57.05 % 6.04 %
43.48 % 51.55 % 4.97 %
36.00 % 56.00 % 8.00 %
59.15 % 19.57 % 21.28 %
59.06 % 19.46 % 21.48 %
56.52 % 22.36 % 21.12 %
53.33 % 25.33 % 21.33 %
44.68 % 31.06 % 24.26 %
44.97 % 30.87 % 24.16 %
43.48 % 33.54 % 22.98 %
42.67 % 36.00 % 21.33 %
IP address known by forum provider 85.90 % not known 7.69 % unsure / no answer 6.41 % Contingency test χ2 (2)=4.26, p=0.12 Location known by forum provider 41.03 % not known 33.33 % unsure / no answer 25.64 % Contingency test χ2 (2)=6.79, p=0.03* Posts visited known by forum provider 70.51 % not known 15.38 % unsure / no answer 14.10 % Contingency test χ2 (2)=1.41, p=0.50 Content of own post (health information in the example) known by forum provider 41.03 % not known 50.00 % unsure / no answer 8.97 % Contingency test χ2 (2)=2.03, p=0.36 Browser known by forum provider 65.38 % not known 19.23 % unsure / no answer 15.38 % Contingency test χ2 (2)=1.41, p=0.50 Operating system known by forum provider 47.44 % not known 34.62 % unsure / no answer 17.95 % 2 Contingency test χ (2)=1.36, p=0.51 sign. levels: *** p < 0.001, ** p < 0.01, * p < 0.05
User-Agent string and therefore know which browser and operating system users run on their computers. Furthermore, considering details such as version numbers or installed plug-ins, the fingerprint of the web browser can be enough to re-identify a user [8]. There are settings and tools available to blur the information of the User-Agent string and to increase users’ anonymity. However, before users will apply this privacy-enhancing technologies, they need to be aware about the facts.
numerical cues. We also showed that privacy-awareness information enhances users’ knowledge about personal data that can be inferred by forum providers and that textual cues tend to stimulate users’ imagination of how many visitors potentially can see their contribution. Future research about privacy-awareness and user-centred design will include the transfer of the concept to other social software, such as wikis or (micro)-blogs. Then, further user studies will contribute to a more general understanding of the effect that single privacy-related context cues have on the perceived privacy of users and their self-disclosing behaviour across different types of social software. Having gained a better understanding, it will then be reasonable and very interesting to deploy a privacy-awareness tool in a real social software application and study the effect of the privacy-awareness cues on the long-term.
CONCLUSION
In this paper we have shown with empirical evidence that the presentation of privacy-related context cues promotes forum users’ privacy-awareness. This effect is found regardless of whether numerical, textual or both kinds of privacyawareness information are presented and is even stronger for
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over accepting possible usability drawbacks and give up the convenience of personalisation when surfing on the internet in a privacy-friendly way, to extra money that needs to be paid for enhanced privacy and security features. It remains object of further research to precisely analyse and quantify the trade off between privacy and extra costs that privacyaware users are willing to accept in different use cases. ACKNOWLEDGEMENTS
Many thanks are due to Christina K¨offel for her excellent research assistance. We also thank all participants of our study. The research leading to these results has received funding from the European Community’s Seventh Framework Programme (FP7/2007-2013) under grant agreement No. 216483. REFERENCES
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Figure 3. Comparision of theoretically expected number of visitors by the four study groups
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Table 9. Regression model for location Location known by forum provider = true (dependent var.)
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sign. levels: *** p < 0.001, ** p < 0.01, * p < 0.05
Even without privacy-awareness information users may know and accept that all information which they explicitly contribute to a forum or other social software application is public, potentially for a broad audience and for a long time period. However, the question about implicitly submitted data, which are at least known to the application providers, remains. Since users do not actively enter this data and confirm the transmission, they are not aware of the fact, that providers know, for instance, their current location or may reidentify them because of their web browser details. Privacyawareness is important since it is an essential precondition for the use of privacy-enhancing technologies. Using these technologies will help to protect users’ privacy, however it is also accompanied with extra costs. Only if users are (made) privacy-aware, they will see a clear need for these technologies and they finally might be willing to spend associated additional costs. These costs range from extra time and cognitive effort that is needed to pay attention to privacy hints,
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Tactile Camera vs. Tangible Camera: taking advantage of small physical artefacts to navigate into large data collection Mathieu Raynal1 Guillaume Gauffre1 Cédric Bach1,2 Bénédicte Schmitt1,3 1
IRIT Université Paul Sabatier 31062 Toulouse cedex 9, France {firstname.name}@irit.fr
2
Metapages 12, Grand Rue Nazareth 31000 Toulouse, France [email protected]
ABSTRACT
Emmanuel Dubois1
3
Global Vision Systems 10 Avenue de l'Europe 31520 Ramonville Saint-Agne, France [email protected]
interactive systems. It led to the emergence of novel interaction techniques, especially for mass-market systems. Nowadays, as underlined by [12] and [17], recent advances adopt a new approach for reducing these gaps: it consists in focusing on users’ aptitudes and their environment. This approach therefore promotes a better integration with the physical environment of the user by merging the use of physical artefacts and digital capabilities.
This paper presents the design and evaluation of two interaction techniques used to navigate into large data collection displayed on a large output space while based on manipulations of a small physical artefact. The first technique exploits the spatial position of a digital camera and the second one uses its tactile screen. User experiments have been conducted to study and compare the both techniques, with regards to users’ performance and satisfaction. Results establish that Tactile technique is more efficient than Tangible technique for easy pointing tasks while Tangible technique is better for hardest pointing tasks. In addition, users’ feedback shows that they prefer to use the tangible camera, which requires fewer skills.
As a consequence, different paradigms and interaction forms emerged including mobile interactive systems, tangible user interfaces, mixed reality or tabletop interactions. Following their breakthrough in specific application domains such as, maintenance, surgery, learning or military applications [1], demonstrating their technical feasibility, these new forms of enriched or embedded interaction spread themselves in numerous public spaces, such as classrooms [23], sightseeing places, public transports and museums [5,11].
Keywords Interaction technique, mixed interactive systems, pointing task, usability study ACM Classification Keywords H5.2 [Information interfaces and presentation]: Input devices and strategies – Interaction styles General Terms Design, Experimentation, Human Factors INTRODUCTION
Through the use of metaphors, direct manipulation and exploration of different modalities combined or not, the reduction of the execution and evaluation gaps [30] has always played a major role in the development of Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1: Luminous Table for Urban Design Course (http://web.mit.edu)
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Interaction in Public Spaces
The aim of this paper is thus to 1) present the two interaction techniques dedicated to the pointing in large space and, 2) to summarise results of the user-test comparing these two interaction techniques. First section synthesised existing interaction forms with large displays and physicality based interaction. Then, the implementation of the proposed interaction techniques is detailed. Finally, the two last sections describe the experiment and its main results.
In such public contexts, designers often provide large displays, tightly integrated into the environment, using video-projection or wall-screens. This is more and more prevalent when several users simultaneously interact with a large amount of information, such as a bus network, a site map, museum or artistic exhibits. Therefore, studies on the interaction with large data collections triggered new representation forms and interaction metaphors [7], or combination of representations [33]. However interacting with these display surfaces most often results in basic interaction techniques [24] because little attention has been paid to the study of their characteristics and impacts.
RELATED WORKS
With regards to the use of small devices for navigating through large data collections rendered via large displays, related works can be analysed through three different aspects: existing approaches for interacting with large displays, interests and forms of Mixed Interactive Systems (MIS) and finally optimizations of pointing tasks.
Meanwhile, the miniaturization of technologies raised the amount of small devices able to capture physical information and process digital data. They are even integrated into personal objects such as cellular phones, PDA or digital cameras for example. They support access, navigation and selection of data, but constrain the interaction spaces in terms of size. However, these objects are familiar to users: learning to manipulate them has to be done only once and the fear of using new technologies may be reduced.
Devices Used with Large Displays
Using a mouse to interact with large displays remains difficult since a display size larger than the input size deeply affects the pointing of distant targets [32]. Moreover, users are standing in front of large displays instead of sitting at a desk and therefore the use of traditional pointing devices is precluded. Considering these two facts, several works introduced some pointing devices to facilitate the interaction with large displays.
Therefore, our work explore a current challenge in public interactive spaces: successfully combining the use of small personal belonging, providing a spatially limited and constrained input interaction space, with the need of pointing in wide output interaction spaces such as large displays.
Among the proposed solutions, technologies enabling a direct pointing on displays constitute the main trend. The tracking of stylus [29] or pen [19] on whiteboards can use ultrasonic or infrared recognition. Direct tracking of users’ fingers is also implemented using visual recognition in infrared range [20] or visible range [27]. If pointing performances are satisfying [13], direct pointing constrains users to move around the display if targeted objects are not within reach. On very large displays, users can even not access to some areas especially with vertical displays. Therefore with direct pointing, interaction possibilities are dependent of the displays configuration. To avoid such a limitation, distant pointing is available with laser [10], eyetracking [34] or freehand technique [35]. However, distant pointing lacks precision, especially when targets are small.
Physicality-based Interaction Techniques for Remote Pointing
To contribute to this challenge, two interaction techniques were developed that exploit the physicality of a personal digital camera to navigate a large collection of pictures rendered via a large display. The exploitation of the digital camera provides two different user‘s input interactions with a data collection: • The first version takes advantage of the object itself, its position and its ability to be moved by the users; it is therefore a tangible interaction; • The second technique takes advantage of its tactile surface to capture the position of a finger or a stylus; it is therefore a tactile interaction.
In this context, 3D input devices can be used to support an indirect pointing [28]. It involves different input and output interaction spaces and can offer new perspectives. But it highlights three problems: 1) the use of a specific input device: it is not always relevant especially in public spaces, 2) the discontinuity of the interaction: input devices may require some users’ attention too, 3) the difference of scale between input and output spaces. Therefore, a promising way to consider should be the development of new interaction techniques, such as Mixed Interactive System (MIS), since they propose a wide range of devices, more customary to users and with larger interaction capabilities.
In both versions, the detected position, respectively of the camera and the stylus, is used to move a pointer in the pictures collection. This pointer is controlled through the so-called Softstick, a software enhancement allowing a modal behaviour of the interaction and a control of the pointer’s speed. To assess the adequacy of small physical artefacts to support the input interaction with a pointing task in a large output space, a user test protocol has been defined and applied: it aims at evaluating the usability of the systems, especially both performance and satisfaction.
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Mixed Interaction Interests
effective. Therefore interacting with pictures collections, which include few empty spaces, cannot take advantage of such kinds of optimizations.
In public spaces such as museums, getting used to an interactive element is rather rare, because users do not visit these places on a regular basis and interactive elements may be rapidly replaced with new ones. Rather than offering traditional desktop devices, an ecological design of the interaction techniques may lead to the use of the environment artefacts and/or the users’ own resources: this will contribute to the users’ appropriation and learning of the technique. The main objective of novel interaction forms such as MIS, tangible UI, ubiquitous and pervasive systems, is to populate the interactive space with physical elements: any artefact, the architecture, the ambient light or sounds are therefore potential interactive elements [22].
DEVICES FOR REMOTE POINTING
As enounced above, the main objective of our project consists in navigating into a large amount of data, actually a large collection of pictures (Figure 3) projected on a white wall. It is intended that users of our techniques have the possibility to navigate their own pictures: therefore the main design idea is to use their own digital camera as the primary interactive device. With this physical element, we propose two forms of input for pointing at pictures: 1) using a video-based localisation of the camera and 2) using the embedded tactile screen of the camera. Since such input techniques offer a quite limited range of input interaction values, they are combined with a digital tool, the Softstick further described in the following section.
Given the technologies involved, mixed interactions have a great potential for taking into account a wide range of physical dimensions: users or objects positions [21] or body gestures [2] are some examples. These possibilities now offer new ways of using the environment: by using water, bricks and clay [31] as interactive support instead of keys and buttons, by using image walls, see-through devices, and also light intensity, colours or gas pressure as feedback instead of only pixels. Such a potential opens up the design space of interactive systems that best fit the situation. Any physical artefact may be involved and related to a digital concept to define the best interaction according to the environment and the users’ goals and/or expectations.
Description of the Softstick
The Softstick is a software tool used to control the position of a selector on a display. The centre of the Softstick representation gives the position of the selector. The rest of the Softstick representation, a disk and a pointer, provides a feedback related to its behaviour. Indeed, one position of the interaction technique controlling the Softstick corresponds to one position of the pointer in the Softstick; in addition, the position of the pointer determines the motion (direction and speed) of the whole representation of the Softstick, i.e. of the selector displayed in the data collection. It thus supports a modal interaction to pilot the selector.
Involving MIS in public spaces is therefore a promising route. In addition, MIS can be more customary to users since their components may already be present and manipulated in the spaces; MIS can be more attractive because of their novelty and their use of common objects; finally MIS reduce the problems of damages or robbery since it can be based on artefacts owned by the users themselves. All these characteristics participate to a better acceptance by visitors that can increase the possibilities of knowledge transmission targeted in classrooms, museums, sightseeing places, and all public spaces.
disk
v
However, when dealing with indirect pointing in large spaces, it is also necessary to put attention to the task itself and the way to optimize it.
u
radius
Optimization of Pointing Tasks
Reducing the time needed to accurately point at distant targets is a problem already well studied and which produces many software solutions. Among them, three predominant forms of approaches emerge: they either propose to increase the speed of the pointer in empty spaces [6], or to always select the closest target [16,18] or to increase the number of on-screen pointers [7,25]. These techniques are effective when the number of targets displayed on screen is limited.
pointer Softstick motion u = log2(v)
Figure 2: the Softstick components
In concrete terms, the representation of the Softstick is composed of a disk with a specific radius and a circular pointer (Figure 2). The input technique drives the pointer inside the Softstick disk: the Sofstick disk therefore represents the available input interaction space. Above a predefined threshold of motion of the pointer (10% of the radius), the Softstick starts to move. That motion (u) is performed using as direction and speed (with a logarithmic
However, if the pointer flies multiple targets before reaching the desired target, these techniques are no longer
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function) the vector (v) between the Softstick’s centre and the pointer. Therefore, the motion speed increases when the pointer moves away from the centre.
better distinguished its pointer. A progress bar was also added indicating to user how many acquisitions he had already performed and how many were left. These improvements led to reset a second set of interaction techniques, cleaned of major basic usability drawbacks and ready to be tested by users.
Having such behaviour and representation, the Softstick is able to manage the scale difference between a small input interaction space and a large visualisation space. Its modal behaviour has also consequences on the user’s physical actions and their number: clutching is avoided and thus reduces the appearance of musculoskeletal disorders.
In addition, a user testing has been carried out to identify problems that can only be revealed at runtime. During this pre-test we were both interested in usability problems and experimental protocol dysfunctions. We adopted an incremental strategy to iteratively improve the application and the protocol. Nine users participated to this preexperiment. All of them are daily computer users and have no view or audition impairments. They all completed the entire protocol including a training phase, targeting tasks, responses to standard questionnaires (e.g. SUS [9], some items of IBM CUSQ and SUMI were used) and in-house satisfaction questionnaires, interviews and debriefing. The average time to complete the entire protocol was 90 minutes per participant (SD = 10 minutes). This preexperiment revealed different bug related to the logging functionality and the Softstick velocity control. Additionally we computed a SUS score for both interaction techniques: each of them scored 72,5 which is marginally acceptable according to [4]. We also noted a learning effect due to a training phase on a single difficulty index. Obviously, we fixed all the drawbacks identified iteratively along these 9 testing and we ended with an “experiment ready” version of the interaction techniques, Softstick and experimental protocol, described in the next section.
Input Techniques
To control the behaviour of the pointer in the Softstick, two input techniques have been defined. In the first one, position of the Softstick’s pointer is associated with the location of the camera held by the user. The location of the camera is computed using marker-based video recognition; therefore a tag is placed on the camera. As a result, users interact with the pointer through wide arm motions: such non-fastidious motions limit the need of skill and focus for performing the actions. Conversely the second input interaction technique proposes smaller movements to interact with the Softstick. This technique is based on the use of camera’s tactile screen. This screen is actually simulated with an UMPC, providing a 7-inches tactile screen and unrestrictive software capacities. In this setting the user manipulates a stylus to control the position of the pointer in the Softstick. Although no data are displayed on the tactile screen, each position of the stylus on the tactile screen corresponds to a position of the pointer in the Softstick. These two input interaction techniques have been connected to the Softstick and used during user-tests with a large collection of data.
EXPERIMENT
As mentioned above, the goal of the experiment is to study two interaction techniques for large spaces navigation, based on the use of physical artefacts owned by the users. To study these interaction techniques we have adopted a composite approach, i.e. a multi-factors evaluation. Indeed we seek to measure the quality of the interaction techniques in terms of satisfaction and performance. Such an approach is in line with recent advances in HCI evaluation, which promote the place and importance of aspects, related to the user experience especially with advanced forms of interaction techniques.
Pre-Experiment
To finalize the development of these two interaction techniques and remove any remaining drawback that may jeopardize the experiment, a pre-experiment has been performed. This evaluation includes a document-based usability evaluation with ergonomic criteria [3] followed by a user testing. This evaluation is limited to the application displaying the pictures, the interaction techniques and the experimental constraints embedded in the application to support the part of the experiment related to the target acquisition tasks.
Comparison in terms of satisfaction is based on evaluation resources similar to those used in the pre-experiment. Performance analysis is based on the time required to perform the task and completed by the use of the Fitts law [15]. Slightly modified [26], the Fitts’ law is adopted in many HCI works and states that the time needed to point a target of width W, at a distance D from the started position of the pointer can be predicted with the following relation where a and b are constants whose values are obtained by linear regression:
The document-based inspection reveals a set of 12 problems mainly about legibility of target, prompting (e.g. progress in the tasks sequence), Grouping / Distinguishing by Format (e.g. inadequate use of colour to distinguish targets from other pictures), Feedback, Explicit User Actions, Consistency. This inspection led to improvements of the two prototypes and avoided the major drawbacks indentified with this Usability Evaluation Method (UEM). These new versions improved the distinction of the targets, added a transparency to the Softstick representation and
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Communications between the UMPC and the experiment system were enabled thanks to the UPnP protocol. protocol
The setting and the hypothesis for these experiments are described in the following sections. Goals and hypotheses
Two wo interaction techniques exploiting physicality of small artefacts have been developed to navigate into a large collection of pictures (Figure 4). However the type of techniques considered is not traditional; the place and ro role of the physicality multiply the amount of interaction facets facets, i.e. channels constituting the interaction, and interaction targets,, i.e. entities involved in or supporting the interaction: this directly increases the amount of potential usability problems. As mentioned above, a multi dimensional evaluation protocol is required to compare them. In this context, a first goal is to study the applicability of a well known method in a specific context: the use of the Fitts’ law with mixed interaction techniques. The first hypothesis (H1) is that such a law is still applica applicable even for this new form of interaction technique and the second hypothesis (H2) is that Fitts’ law parameters will vary with the type of mixed interactive techniques considered. Furthermore, a second goal is to compare the two proposed techniques in terms of user performance (on pointing tasks) and in terms of user satisfaction. The third hypothesis (H3) is that it is quicker to point on a tactile surface, because it is quite similar to the use of a mouse; in addition, the meticulous pointing supported rted by this technique may contribute to maximize the efficiency. Finally a fourth hypothesis (H4) is that it is preferred to manipulate the camera itself, because motions require less skill and therefore require less attention on the actions performed; in addition, such rough gestures may imply less learning efforts and therefore be more appropriate to public spaces.
Figure 3: View of the overall setting (top), tangible (left) and tactile (right) t) techniques in use. Task and stimuli
The task consisted in the selection of a picture on a 24×12 matrix of pictures (Figure 4). The picture to be selected was p highlighted, and randomly computed so that it fits the constraints of a Fitts protocol (predefined set of variations in terms of size and distance). To select a target, the user had to move the Softstick onto the target and stop its motion. Participants were instructed to proceed as quickly and accurately as possible.
Participants
Twenty users, thirteen men and seven women women, have been involved in the study. The age range was 22 to 56 years ((M = 33, SD = 10,3). They were all regular users of mouse and keyboard. Ten of them frequently used tactile screen. Apparatus
The system was executed on a 2GHz Dual Core laptop computer with 2 Gb of RAM. A video projector displayed the task on a white wall. The projection on area was 2x1.5 meters and participants were removed from 2.5 meters. The experiment environment has been implemented with .NET using C# language. The video recognition ecognition used a 60 fps digital camcorder. Detection of the camera position was performed by the ARToolkit+ library [36]. An ARToolkit+ tag was therefore stuck on the camera. The tactile screen is the one of an UMPC (ASUS R2H 900 MHz with 1 Gb of RAM), providing a 7-inches inches tactile screen.
Figure 4:: experiment software
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Design
technique. This difference is significant (F(1, 1213) = 5.71, p = 0.017). However, this effect has only been identified for the ID equal to 4. In all other cases (ID ranging from 2 to 6), no significant differences have been observed.
Repeated measures within-subject design was used. The independent variables were Input interaction technique (Tangible technique and Tactile technique), Target Width (12, 30 and 50 pixels) and Target Distance (150, 450 and 750 pixels). The nine distance and width combinations gave height indexes of difficulty ranging from 2 to 5.99.
Similarly, we performed an analysis of the selection time according to the distance, and then according to the target’s size. As for the ID, there is no significant difference in the selection time between the two techniques. On the other hand, according to the target’s width differences between the techniques have been observed. For the target’s width equal to 50 pixels (i.e. the biggest one), participants were faster with Tactile technique (F(1, 1783) = 6.91, p = 0.009), while they are faster with Tangible technique for the small targets. The difference on small targets is marginal (p<0.1).
Participants were randomly assigned to 2 groups of 10. In the first group, participants began with the Tangible technique and ended with the Tactile technique; the order was counterbalanced in the other group. For each technique condition, participants completed 9 blocks: one block consisted of a ratio distance/width condition and was presented in random order. For each ratio distance/width condition, participants performed 15 targets selection. In summary, the experiment design was:
These differences confirm our third hypothesis: it is more efficient to select with the Tactile technique i.e. a technique which anyone is used to manipulate since it is a common form of interaction technique. However, this analysis also reveals some unpredicted limitations: the use of the Tactile technique is less accurate than the Tangible technique to point at small targets. This unexpected result plays in favour of the use and development of Mixed and Tangible forms of interaction: indeed we can infer that once the users will be familiarised with this new form of interaction, they will be able to perform task as quickly as with a Tactile technique but in a more accurate way.
• 20 participants × • 2 techniques × • 9 blocks of predefined ratio × • 15 target selections • = 5400 trials The dependant variable studied was the pointing time. Errors of pointing are not recorded: the target to reach remains the same until the participant successfully select the correct target.
Fitts’ law Analysis
A second part of the analysis consisted in computing the mean time required to perform a selection for a given ID. In Figure 5, X-Axis and Y-axis respectively represent the index of difficulty (ID, in bits), and the mean time computed over the participants for this ID (in seconds). Solid and dashed lines are the regression lines respectively obtained with Tangible techniques ( ) and the Tactile technique ( ² ).
Variables
In order to verify that both tested devices follow the Fitts’ law, we have recorded for each pointing task the width of the target to be reached and the distance between the starting position of the Softstick and the selected target. In addition, we recorded all Softstick movements on the screen and the event that occurs during the selection of target. We associate with each collected event the time that has passed since the beginning of the experiment. RESULTS
Tangible Linear reg (Tangible)
Quantitative Measurements
This section presents the quantitative results computed by use of descriptive and inferential statistics (i.e. ANOVA).
Tactile Linear reg (Tactile)
9 8
Selection Time (in s)
Movement time
As a first analysis, we computed the mean time required to select a target is equal to 5434ms with the Tactile technique and to 5387ms with the Tangible technique. Regarding the time to select a target, there is no significant difference between the two techniques. An analysis of this selection time according to the index of difficulty (ID), defined by the ratio distance / width, shows that, for an ID equals to 4, the selection time depends on the technique used: participants pointed the target in 4984.6ms with the Tangible technique whereas they performed the same task in only 4617.7ms with the Tactile
7 6 5 4 3 2 2
3
4
5
Index of difficulty (in bits) Figure 5: linear regression MT vs ID
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This first analysis shows two problems: 1) the correlation between Index of difficulty and Movement Time for both techniques is rather poor (r²~0.9). The scatter plot reveals that the mean movement time is above the regression line for IDs whose width of target equals 12 pixels (the smallest target); 2) the Fitts’ law intercept a is negative for Tactile technique. This negative value can be due to noise in data [37]: when the user misses the target, he must continue his pointing while he achieves it. These errors are more frequent for the smallest targets (and thus the highest IDs). This noise may explain points above the regression line and consequently a high slope and thus a negative intercept.
pointing tasks correspond to large target and/or reduced distance and hard pointing tasks are obtained with long distance and small target. Furthermore, this analysis demonstrates that the Fitts Law still applies with mixed interactive techniques, i.e. interactive techniques based on the manipulation of physical artefacts. Our first hypothesis is thus verified. Regarding the second hypothesis, we also established that the parameters of the Fitts law (a and b) also vary with the kind of physical actions a user has to perform with elements constituting the mixed interaction technique. For example, a lower value of the b parameter, such as with the Tangible technique, indicates a lower sensibility to the difficulty of the task to perform. In the present case, this may be linked to the resolution of the input interaction space: with the Tangible technique, required users’ motions are wider than those he has to perform with the stylus on the tactile screen.
In order to verify if the target with the width equal to 12 pixels is a problem for regression analysis, we calculated regression equation without the ID of the pointing task where the width of target equals 12 pixels (Figure 6). Regression equations are ID with r for the Tangible technique and ℎ for the Tactile technique. Without the small target, there is a high correlation between MT and ID for both techniques. So, 12 pixels are too small for the width of a target. Tangible
Tactile
Linear reg (Tangible)
Linear reg (Tactile)
Alternatively, having a higher value of the a parameter, such as the Tangible technique in comparison to the Tactile technique, means that even for very simple task, the time to perform the task will be longer. In the present case, this may be linked with the fact the user first has to perform a large motion with the camera to bring the pointer of the Softstick over the threshold triggering Softstick motions. This analysis may therefore suggest reducing the size of the ineffective physical area of manipulation of the camera until an appropriate minimum time is reached for simple task, or in comparison to another interaction technique.
9
Selection Time (in s)
8 7
However, further work will be required to enable a finer correlation between the Fitts parameters values and the mixed interaction characteristics.
6 5 4
Users’ preference and satisfaction
3
As previously mentioned different questionnaires and interviews have been used to gather users’ preference and satisfaction. This section reports the major results collected through these evaluation techniques.
2 2
2,5
3
3,5
4
4,5
Index of difficulty (in bits)
First we did not find major usability drawback about the Softstick and the application developed to support the targeting tasks. Interviews and specific questionnaires about the evaluation of the application and the Softstick only reveal few minor problems that could be solved easily. Therefore the results presented below will only focus on the interaction techniques.
Figure 6: linear regression MT vs ID without targets whose width equal 12 pixels
In both cases (with and without target with W=12), the profile of the computed regression lines is similar: they intersect and the one corresponding to the Tangible interaction is above the other for lower ID. In concrete terms, the regression lines intersect at an index of difficulty (ID=3,87 in Figure 5 and ID=5,11 in Figure 6). This intersection means that the Tactile technique is better suited for pointing task than the Tangible technique, if the pointing task is easy (ID<4). Inversely, the Tangible technique is more efficient than the Tactile technique for the harder pointing task (ID > 5). This analysis thus confirms the one made in the previous section: easy
Questionnaires analysis
We computed a SUS score to each IT: the Tactile technique scored 78.5 and the Tangible technique scored 77.5. The scores are better than the ones computed during the preexperiment and are good and acceptable according to [4]. This measurement of control firstly indicates that usability of IT cannot jeopardize the results of pointing tasks. Secondly it reveals a marginal difference in favour of the
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CONCLUSION AND FUTURE WORK
Tactile technique. The answers to the items of the IBM and SUMI questionnaires are consistent with the SUS ones. But it is still difficult to conclude on preferences or satisfaction only on the basis of SUS scores; we therefore further discuss it in the following paragraphs, on the basis of the analysis of post-experiment interviews.
Our work aims at exploring new interaction techniques using a small input device to interact with a collection of pictures displayed on a large output space. Our approach consists in exploiting two complementary dimensions of the physicality of a personal digital camera: on one hand, the object itself and its position in the space is used as a support for the interaction; on the other hand, users can take advantage of the interaction with the tactile screen of the camera. Moreover, we carried out an iterative design, which involved a pre-experiment to help us identify the main usability problems and resolve them before the user experiment.
Post-experiment interview analysis
We asked participants to indentify the three best and worst points of each IT. These questions are usually a fair indication of improvements, indicating what could be developed to reach a better usability level. Regarding the Tactile technique, the most frequent answers mentioned by the participants are
3 best points (a) very usable, (b) easy to learn how to use it, (c) intuitive.
3 worst points (a) not precise enough, (b) awkward to control velocity of the Softstick, (c) the screen shapes limit the freedom of movement.
Resulting interaction techniques have then been assessed in a users experiment. Different aspects of their use have been considered: user’s performance, preference and satisfaction. The user’s performance is based on standard measures (like mean time) and revealed that the Tactile technique is more efficient than the Tangible technique for easy pointing tasks, while Tangible technique is better for hardest pointing tasks. To complement the analysis in terms of users’ performance, this work also intended to study the applicability of the Fitts law in the context of advanced interaction techniques. Results of this users experiment allow concluding that the correlation with Fitts’ law is established, despite problems due to pointing at the smallest targets. Having shown in this work that Fitts’ law applies to the designed techniques, it opens up a new research avenue that aims at predicting performances of mixed interactive techniques. To do that, we envision in a near future to further explore the different characteristics of our techniques to establish links between the parameters of Fitts’ law and the characteristics of our technique (including the physicality involved in MIS).
And regarding the Tangible technique, the most frequent answers mentioned by the participants are:
3 best points: (a) very usable, (b) easy to learn how to use it, (c) funny.
3 worst points: (a) less precise to point smaller pictures, (b) not easy to stay in the interaction area (i.e. in the camera field of view), (c) the size of the tangible camera is too big.
These qualitative results highlight one main difference about the best points: Tangible technique is mainly perceived as funny and the Tactile technique as intuitive. Regarding the worst points, it reveals on one hand that the Tangible technique may need to be more concrete and reliable: this seems to be technically easy to address through the use of a more accurate localisation system. On the other hand the Tactile technique shows bad points linked to the screen small size and definition. Consequently, these points cannot be solved without a radical change of IT including a bigger definition and size of the interaction surface.
The study was conducted in a laboratory and proposed an abstract context of use. Moreover, only 20 persons have been involved in the experience. This is sufficient for an exploratory study, but may represent a limit for the results. Finally, the study is based on prototypes and should be replicated with more practical and technically reliable applications.
About the users preferences between the two IT the answer show that 65% of participants prefer to use the Tangible technique. 55% of participants estimate that the Tangible technique is more usable than Tactile technique. On the same line, 60% of participants estimate that the Tactile technique is more constraining in terms of freedom of movement.
ACKNOWLEDGMENTS
Many thanks to Nathalie Sahuque, Céline Lemercier, Dong-Bach Vo, Theophanis Tsandilas and Philippe Truillet to their active participation in the study; and to the participants in the different phases of this study. Part of this work is funded by the Région Midi-Pyrénées - France, through the grant “Praxis Environment Project”.
To conclude we can say that our fourth hypothesis (H4) is confirmed. Overall the users prefer use the Tangible technique because it offers a stronger freedom of movement.
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Five design challenges for human computation Stuart Reeves and Scott Sherwood Department of Computing Science University of Glasgow, UK {stuartr, sherwood}@dcs.gla.ac.uk ABSTRACT
offering vast resources of computation. In particular, it is this potential for solving hard computational tasks that has drawn researchers to designing systems which involve human activity as an integral part of their operation. These attempts have been characterised as ‘human computation’ systems, employing humans as “processing nodes for problems that computers cannot yet solve” [29], while others have likened this opportunity to a dynamically available “remote server rackspace” of “distributed human brainpower” [34]. Motivating this trend is the knowledge that, in theory, interactive computation provides greater computational power than non-interactive algorithmic systems [33].
Human computation systems, which draw upon human competencies in order to solve hard computational problems, represent a growing interest within HCI. Despite the numerous technical demonstrations of human computation systems, however, there are few design guidelines or frameworks for researchers or practitioners to draw upon when constructing such a system. Based upon findings from our own human computation system, and drawing upon those published within HCI, and from other scientific and engineering literatures, as well as systems deployed commercially, we offer a framework of five challenging issues of relevance to designers of systems with human computation elements: designing the motivation of participants in the human computation system and sustaining their engagement; orienting participants, framing and orienting participants; using situatedness as a driver for content generation; considering the organisation of human and machine roles in human computation systems; and reconsidering the way in which computational analogies are applied to the design space of human computation.
Existing literature within HCI includes many impressive demonstrations of ways that human activity, coupled with computational processes, may be employed to solve varied problems, such as image recognition [28, 31] and audio tagging [17]. As yet, however, there is little research that offers generally applicable recommendations or design frameworks that might assist us in realising this potential power. Furthermore, there are numerous systems outside the domain of HCI that draw upon similar strategies to human computation. So, when we consider more general design frameworks for human computation, it appears sensible to examine the larger domain of systems that involve complementary human-machine relationships (‘human-based computation’), in which computer systems become partners in interactive processes [11]. For example, we have seen the spread of systems employing similar techniques to human computation in scientific domains outside computer science. ‘Citizen science’ projects have employed human computation methods, particularly for processing large data sets. There are also elements of human computation concepts within popular notions of ‘crowdsourcing’ [14] and the ‘wisdom of crowds’ [25], as well as increasing numbers of mainstream and commercial crowdsourcing ventures. Work done in HCI also links to other disciplines within computer science, and interest has been generated in information retrieval, natural language processing, genetic and evolutionary computation, and artificial intelligence communities.
Keywords
Human computation, design framework, games with a purpose, citizen science, crowdsourcing. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Recently within HCI, a strand of research has developed concerned with the ways in which we might harness human ‘computational power’ for the purposes of solving difficult computational problems. Most prominently this work has manifested itself within HCI via the so-called ‘games with a purpose’ (GWAP) genre (e.g., [28, 30, 31, 13, 9]), in which hard problems for computation (e.g., image labelling) are distributed to humans in the form of competitive games. This work has a wider significance. Human activity has been envisaged, particularly within networked and ubiquitous systems (e.g., the internet, ad-hoc networks, etc.), as Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
As a contribution to this growing literature, we develop five core challenges facing designers of human computation systems. Before presenting these distinct challenges, we review in more detail our own human computation game, ‘EyeSpy’, and the range of human computation systems within the literature. This literature, coupled with our own
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human computation system design experiences, inform the design challenges.
‘rounds’ lasting 3 weeks in total. Participants’ interactions with the game were extensively logged. After the game’s end we interviewed all participants, the transcripts of which were qualitatively analysed for key themes of player experience.
HUMAN COMPUTATION SYSTEMS
In this section we review various human computation systems within HCI, as well as our own mobile human computation system [1]. We shall also examine other system examples with similarities to human computation, and begin to piece together a sense of the boundaries of the design space.
As a by-product of players’ activities, EyeSpy collects a high quality set of photos that are useful for navigation on foot around urban areas. In the game, players ‘tagged’ landmarks and other prominent urban features within their local environment. Other players then physically located and confirmed these ‘tags’ (see Figure 1) for which they earned points for themselves and the players who created the tags. Participants generated 257 georeferenced photo tags and 197 georeferenced text tags over the course of the trial. Through engaging in the game, players generated a set of photographic tags that consisted of varied pictures of buildings, streets, monuments, signs, and other objects in the environment. Crucially, in order to be successful within the game, players needed to ‘design’ tags of high quality for the purposes of play, i.e., to be very findable and recognisable images, that other players could rapidly go to the locations in question and align themselves so as to successfully confirm the tags. In this way, our study found that players demonstrated a concern for the navigational experiences of one another [1]. A follow-on experiment showed that the photo set’s navigational qualities, designed into them by players, significantly assisted their secondary use as navigational aids during a simple route finding test (subjects had to locate images from the photo sets, and corresponding geolocated images drawn from Flickr) [1].
Games with a purpose
Human computation ‘games with a purpose’ within HCI typically involve simple game mechanics in order to produce fun and enjoyable activities for players. As a byproduct of player activities, these systems generate useful data for other tasks. The ESP Game epitomises this [28]. Players are paired online via a website, and type relevant descriptions for a given image which, if matched with the other player’s keywords, score the players points. This activity results in the rapid collection of annotations for large numbers of images. In its design, the ESP Game addresses the hard computational problem of generating meta-data about large quantities of images in order to make them searchable. Various other games with a purpose have been devised in the style of the ESP Game, such as Verbosity [30] and Matchin [13] (like the ESP Game, both are presented as web-based games). Verbosity attempts to collect a database of ‘commonsense’ statements within the context of a game structure similar to that of the ESP Game. The purpose of Verbosity is the reuse of these commonsense statements within AI applications. Matchin on the other hand involves each user selecting an image they think the player they are paired with will prefer. If both players match in their predictions about what the other player will prefer, then the players both score points. Games produced within this genre also involve the categorisation of other media than images. TagATune [17], for example, involves categorisation of audio clips, where players work to commonly agree upon textual descriptions for a section of music that is played to both of them at the same time.
Thus, as a by-product of player activities, EyeSpy offers one solution to the difficult problem of selecting ‘good’ images to assist navigation. The interaction of players, and their activities with and around the game, can thus be seen as a way in which to ‘process’ the physical urban environment and extract suitable imagery that is navigationready. Whilst such a task may well be partially possible via existing machine-based algorithms for processing image databases (e.g., extracting ‘good’ navigational images from Google Streetview or Flickr’s geotagged image sets), the human work employed within EyeSpy permits the designer to leverage local knowledge and player orientation to ‘what anyone knows’ regarding the navigational features of the
von Ahn and Dabbish also characterise GWAP systems as follows: “output agreement”, where players must share the same input, and must match their outputs whilst being unable to see one another’s outputs; “input agreement”, where players receive different or identical inputs and, by sharing one another’s outputs, must determine between them whether those inputs are indeed different or the same; and finally, “inversion-problem” games, where one player receives an input, and the other player must determine this input, based upon the first player’s output [29]. It was within the context of human computation games that we designed our own system, EyeSpy [1]. EyeSpy is a simple mobile-based multiplayer game that generates photos and text labels for geographic locations. In order to test the game we recruited 18 participants who were each given a phone with the game software. The game itself ran for two
Figure 1: Browsing available tags (l); confirming a tag (r).
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local area in which the game was played. This particular topic will be returned to in greater detail in our set of challenges for human computation systems designers.
collection techniques in urban environments in order to map out pollution data. Crucially for human computation, such systems support selection of data that is meaningful to urban inhabitants by through drawing upon human agency and local practices tied up in urban life. In contrast, using a fully automated system that drew information from dense arrays of static sensors in the environment might collect similar data, however may well entail great computational complexity in determining which readings were most meaningful to local inhabitants.
Citizen science
Games with a purpose are only one part of the range of systems that employ human computation. For example, there are increasingly many websites and applications that recruit members of the public in order to assist the processing of scientific data. This distributed ‘citizen science’ technique enables the analysis of large data sets that would be intractable via machine computation.
Crowdsourcing
One of the most interesting examples of citizen science, Galaxy Zoo, is a website that invites users to engage in the recognition of galaxy types drawn from image data generated by the Sloan Digital Sky Survey [8]. Users voluntarily classify images according to specific attributes such as the number of spirals, general shape (e.g., ‘cigar’ shaped), and any unusual features that might be visible for a given galaxy (see Figure 2, left). Recognition of particular types may involve recourse to the community of Galaxy Zoo users, where users negotiate an agreed classification of images and develop common orientations to the methods of classification (i.e., develop competence). In this and other ways, Galaxy Zoo users may engage in the community of others via forums on the website. Findings of users are highlighted to the community via “object of the day” postings and so on.
Systems popularly characterised as ‘crowdsourcing’ applications often rely on human computation methods in their configurations of humans and machines. One of the bestknown examples is Amazon’s Mechanical Turk website [19] in which tasks are distributed to users who subsequently receive payment based on their completion of the task. Many of these tasks involve hard computational problems, for instance, labelling images, the generation of summarisations of text documents, or transcribing audio and performing recognition on video streams.
Other groups of scientists with large data sets have taken a similar approach. Stardust@home [23], for instance, draws on visitors of its website to engage in the detection of interstellar dust particles embedded in the aerogel collector on NASA’s Stardust spacecraft (see Figure 2, right). For various reasons, these dust particles are very hard to detect automatically, and so analysis is conducted using humans.
A further example, perhaps better known to HCI audiences, is reCAPTCHA [32]. Web CAPTCHAs are used to secure websites against spammers, by challenging a potential user with a hard computational problem that is easy for humans to solve (in particular, the recognition of distorted text). The reCAPTCHA system modifies this by sourcing the distorted text from words selected from digitised books via an OCR process. Since OCR processes may fail to perform correct recognition, human activity (i.e., reading, recognising and rendering CAPTCHAs into plain text) may be employed to solve the problem. Thus, reCAPTCHAs use the ‘side effects’ or ‘by-products’ of human activity directed towards another purpose (e.g., accessing a portion of a website), as we saw with EyeSpy and other games with a purpose.
Other services provide mobile versions of the Mechanical Turk, such as TxtEagle, which recruits developing world populations for various tasks such as translation and transcription work (that often require highly localised knowledge). These tasks are delivered to participants by mobile phone in return for payment [27].
In contrast with the above two examples’ use of relatively raw data, citizen science systems also may involve humans manipulating abstract representations of data. FoldIt [7] in particular recruits participants to manipulate protein structures as represented in a downloadable application. Large numbers of participants ‘fold’ these protein structures into stable shapes—something that is a hard computational problem—thus leading to the mass collection of appropriate protein configurations.
Interactive computations
Our final systems to review differ in scale and form to citizen science, crowdsourcing and games with a purpose. Interactive evolutionary computation (IEC) and interactive machine learning systems [6] are employed for computational problems in which selecting optimal configurations that are best for a given process is computationally hard. So, in order to solve the problem of deciding upon an optimisation index, IEC systems rely upon human interaction, bringing a user’s activity to bear upon the task, and exploiting human judgement in order to guide the ongoing machine-computational process.
Finally, citizen science systems may also be mobile-based. Paulos et al. [20], for example, employ participatory data
Early work on ‘biomorphs’ [5], in which users select a particular evolutionary path from various machine-suggested paths, led to various other demonstrations of IECs. In an
Figure 2: Classifying galaxies with Galaxy Zoo (l); a slide from Stardust@home (r)
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extensive review of the field, Takagi discusses how human evaluative abilities can be brought to bear on computational problems, such as image detection, in which current algorithms benefit from human guidance in order to finesse results [26]. In another example, human scientific expertise is brought to bear upon geophysics problems, such as determining the location of natural mines through modelling mantle convection within the earth [26]. (This is, interestingly, an inverse of the well-known expert systems found in artificial intelligence.)
of these systems. Some systems we have covered in our review push the boundaries. For example, systems like Matchin begin to involve more aesthetic judgements that are less clearly amenable to algorithmic approaches, i.e., determining human preferences for attractive imagery, although we note that services such as Flickr’s “interestingness” rating for photos [4] indicate algorithmic approaches. In a similar way, IEC systems may also combine more obviously subjective processes, such as guided music composition (Sonomorphs and GenJam [26]) or 3D lighting design, in which computer-generated arrangements of lighting in virtual scenes are selected by human intervention (i.e., to decide the appropriate configuration for the scene).
Interestingly, and unlike other systems discussed so far, IECs typically do not rely on mass participation, in contrast with ‘citizen science’, ‘games with a purpose’ and ‘crowdsourcing’ applications (although mass participation is not inconceivable). Instead they invert the model: multiple results are machine-generated and then presented to a single user for selection, rather than one machine distributing many tasks to multiple users.
Citizen science has also been used to describe systems that appear to sit further outside the boundaries of what we might consider human computation. For example, some projects involve large numbers of geographically distributed participants collecting biological data, e.g., Ebird or NestWatch. Such tasks are not obviously computational matters and have no clear algorithmic representation. Similarly, crowdsourcing systems also emphasise the blurry boundaries of human computation. The Mechanical Turk website, for instance, offers many tasks that fall well outside what we have considered so far as a relevant computational problem for human computation systems. These may be obviously non-computational tasks, such as writing reviews of music, or, instead, computational tasks that are relatively simple (i.e., not ‘hard’), such as scraping web content. Finally, some TxtEagle tasks, such as citizen journalism, also do not fit within the boundaries as they would stretch the notion of ‘computation’ in the term ‘human computation’.
What do we mean by human computation?
Based on our brief review, there are a number of systems that might plausibly be ‘human computation’ systems. As such, we can begin to piece together what human computation systems ‘look like’, albeit in an approximate way. Firstly we can say that the systems we have reviewed generally rely upon interaction between machine and human (e.g., via some kind of division of labour between the two [16]). Secondly, we can see that another important aspect shared by these systems is that work is done by a human that might otherwise be represented algorithmically for use in a computer system. Indeed, other authors ask similar questions of whether an algorithm could possibly produce similar results to their system in order to present it as being in the ‘human computation’ genre [3]. Bound up in this is the question of the level of output quality of an equivalent machine-computable version of the task, which itself often contrasts drastically with human computation system outputs. So, for example, whilst machine-based translation is possible, results remain poor outside of domain-bound tasks (e.g., weather reports) when compared with human-based translation systems.
DESIGN CHALLENGES FOR HUMAN COMPUTATION
In our short review above, the use of human computation methods within standalone, networked and mobile systems is very varied. With the increasing diversity of applications of human computation, there is a need for developing a design-oriented understanding for the ways in which humans and their interactions together may be employed as computational ‘components’ within machine processes.
We note that the classes of problems delegated to humans tend to be what are seen as computationally ‘hard’ tasks, such as computer vision problems, or natural language parsing, which are currently difficult for computers to perform, but easy for humans [29] (although there may be reasons to delegate computationally ‘easy’ or tractable tasks, which we shall discuss later). Generally we suggest that human computation tasks can often be characterised by knowledge-based procedures, expertise or skilled activity, or activity that is highly contextualised. Such tasks often draw upon commonsense and practical reasoning that everyday members of society engage in routinely.
Drawing from our study of EyeSpy and the systems reviewed in the previous section, here we develop five challenges facing designers of human computation systems. Some of these challenges also have relevance outside the domain of human computation we have loosely defined and in concluding we shall discuss this issue. Challenge one: designing for motivation and sustainability
Human computation tasks will require groups of participants to be recruited and then motivated and sustained in particular ways. As part of configuring player activity in EyeSpy, we had to consider how players could be motivated to engage in playing the game as well as reflecting upon the inherent ‘saturation point’ that was reached after a certain amount of play (i.e., when all the ‘obvious’ land-
However, as this approximate ‘definition’ might indicate, the boundaries of human computation remain fuzzy, particularly with regard to what constitutes a reasonable task. Thus there are some caveats in this rough characterisation
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marks had been tagged). In this way a considerable issue for designers is the need to choose appropriate motivation and sustaining strategies for the task at hand and likely participant base. Here we will examine the motivation and sustaining strategies used by other systems we have reviewed as well as our own system.
the way in which user motivation is framed appears to be altruistic, in that participants are asked to contribute towards scientific endeavours. Of course, other motivational factors such as individual fun and enjoyment may still play a vital role in user engagement in such systems. There are also potential situations in which users may gain social status amongst other participants. For Galaxy Zoo, highlighting unusual images offers a ‘payoff’ for participants (e.g., an anomaly, “Hanny’s Voorwerp”, was named after the Galaxy Zoo user who detected it, Hanny van Arkel, bringing them to prominence and generating further scientific investigation [18]). Thus, for Galaxy Zoo, gaining participants relies on user self-motivation initially, but the configuration of the system maintains these users both through potential payoffs and social interaction in the form of community forums in which findings may be shared and discussed (indeed, this is how “Hanny’s Voorwerp” was first brought to attention).
Competition and gaming
In EyeSpy, we configured the motivations of players primarily by offering them a competitive game and scoring structure, which most players reported as a major feature of their own interest in taking part. This approach is common among games with a purpose. At the core of these gamebased and game-like systems is the notion of competition (often in the form of scoreboards or ranking schemes), and social interaction between players (via in-game chat, forums, etc.). So, in using the combination of competition and social interaction to form a key role in motivation to play, such human computation systems will as a by-product enable the processing of large amounts of data.
Compensatory payoffs are perhaps made clearer for Stardust@home users. Besides a more prominent user rankings system helping foster clearer competition between participants, any participants discovering a particle of interstellar dust are offered co-authorship on publications related to that particle, in addition to naming the particle themselves. This more explicit competition compares with strategies employed in EyeSpy and other ‘games with a purpose’. Stardust@home, whilst not being a ‘game’, presents an explicit motivational scoring structure with further motivation provided by the accolade of finding a particle track.
Characteristic of a competition or game-based motivational strategy is the increased separation between the role of the objects manipulated by players within the game, and the role of those same objects outside of the game. Thus, for instance, for ESP Game images, players interact with one another using the game objects (i.e., images) as the central focus of the work of playing the game. However, subsequently these images and descriptive tags are then used in a very different context, namely image search. This again is similar to EyeSpy, with players generating images for other players to confirm, whereas subsequently the same images were repurposed for navigational tasks of little relevance within the game for players.
Here we can return again to the notion of game structures and their merging with other motivational forces, such as altruism. At the same time we are also led to consider the separation between the payoffs for the designer, and the payoffs for the user. We find a range of choices with regard to how much human computation systems contain gamelike components.
Although a citizen science project, FoldIt is explicitly marketed to users as a “puzzle” game and includes game-like components such as leaderboards of most prolific ‘folders’. Further to this, FoldIt users may form teams in order to compete in a more collaborative way with other users. However, FoldIt is not framed purely as a game to potential users, and, like Galaxy Zoo and Stardust@home, highlights the scientific importance of a user’s activity (in this case helping find medical advances in treatments for HIV / AIDS, cancer and so on). In this way, FoldIt merges motivational strategies of gaming enjoyment, and at the same time implies that a participant’s altruism has some relevance for their engagement with the system. The ESP Game and others in the genre also highlight that the player is not only “having fun”, but helping “computers get smarter” [9], thus contributing to some scientific or engineering achievement. This leads us to examine the role of altruism—implied or otherwise—within human computation systems.
One side of this range is typified by citizen science projects that have hints of game qualities, and yet involve fairly explicit integration of the products of the task, i.e., payoffs for the designers, and what it is that users are achieving, i.e., the payoffs for the user. In Stardust@home, for example, we see a clear and explicit focus on the examination of technical data and the potential resulting scientific accolades for a discovering user. This payoff coincides with the payoff for the designers as well (e.g., a publication). At the same time, we also see on the Stardust@home site gamelike elements such as a leaderboard, which promotes competition and potential payoff mostly between users (since it is irrelevant for the scientific results how the details of any competition between users works out). The opposite side of this range are systems in which user payoffs and manipulation of task objects (e.g., enjoyment in the case of playing the ESP Game, and tagging its images) are very separate from the payoffs for the designer, and the subsequent repurposing of those objects (e.g., the ESP Game’s link to image search).
Altruism and status payoffs
A common motivation relied upon by the citizen science projects we have examined in previous sections is a sense of altruism on the part of the participants. In systems such as Galaxy Zoo and Stardust@home, a considerable part of
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Monetary motivations
Discussion
For EyeSpy, we also offered a nominal payment in order to compensate players for any inconvenience generated by playing the game (e.g., going out of their usual routines). This was also a motivational feature of the game, however was balanced with players’ desire to compete with one another and to win. Such monetary motivations are also present in crowdsourcing systems such as the Mechanical Turk and TxtEagle, except in these cases, providing a core component of participants’ interaction with the system (i.e., that, on the completion of a task, participants then receive payment). It is interesting see that identical human computation tasks found in the ESP Game and on the Mechanical Turk website may differ greatly in the strategy employed for motivation: the ESP Game is presented as a simple, fun game with the payoff being enjoyment (or perhaps a momentary distraction), with no monetary motivation whatsoever, whereas similar results are achieved through explicit monetary means as Mechanical Turk tasks.
Various obvious motivational strategies are offered in human computation systems: fun, altruism, social interaction, payment and competition, to name a few (as there are surely others). Strategies such as these also may be employed more generally in trials of interactive systems (e.g., paying compensation for participation is a common technique). We are also reminded that, for many of the human computation systems reviewed in this paper, social interaction is a core motivation for participation even when this appears peripheral to the actual task. Configuring motivation using these strategies forms a key design consideration for human computation systems, and will have significant knock-on effects for the quality or characteristics of the objects that come to be manipulated or analysed by users. Designers must take into account the various vectors of motivation that may come into play when engaging participants in their design, and be aware of motivations that are emergent and have not explicitly been designed into the system.
Sustaining human computation
Coupled with these issues, and raised in our analysis of EyeSpy, is one aspect of sustaining engagement, in particular the problem of how ‘complete’ work done by participants during some human computation task may be. As we found with EyeSpy, due to the players saturating a small geographic area with photo and text tags, play within that area (i.e., finding locations that had not been tagged already) became more difficult with time. Participants explicitly mentioned this as a demotivating factor in playing the game. Thus, sustaining play came at the expense of the motivation strategies we employed (fun, enjoyment and competition).
In these instances designers may attempt to minimise the possibility of deliberate disruption, motivating or assisting users with engaging in the task at hand. Designers are also constructing potential social interactions that may be folded into use with and around the system, and this is a further key component of motivation for users. For games this is most apparent when rules of competition provide explicit support for social interactions that motivate engagement in the human computation task. Finally, considering whether we might want a continually changing group of participants or a stable group is an important decision to address in system design. It may be a virtue for the human computation task at hand to have a rapid ‘churn’ of participants. This ‘lifetime’ of a user, combined with what the design requires for successful outputs of participant task work, may at one extreme maximise lifetime through maintaining user interest in the task, or at the other extreme ensure a continual flow of new users. Alternatively a significant component in the sustained success of a human computation task may be how to fit the system into existing everyday routines and interactions.
Sustaining motivation is also important in other systems. Projects such as FoldIt, for example, are enriched by participants becoming more skilled in their task, so in this case, fostering community and competition, and thus sustained engagement, becomes important. Contrastingly, systems like the ESP Game may benefit from a more rapidly churning user base in order to assist the reduction of players becoming very familiar with the system and potentially developing ways to ‘game the system’. However, within the literature, there are few accounts of how existing systems sustain participants over long periods of time, and the challenges that are faced by designers over this matter (or how the user base itself may change with time). Players may get bored by the simplicity of a game, or confused by over-complex rules (or perhaps confused by system ‘framing’, as in EyeSpy). Alternatively they may suffer from fatigue, drop out, or have problems weaving their play into everyday life. Other significant social factors will influence the success of human computation systems, such as how to ‘market’ them to potential users. Users may move on, and be replaced by entirely different people with markedly different practical engagements with the system. Many of these and other questions remain unexplored, but remain important factors when designing human computation systems.
Challenge two: balancing system design and user practices through orientation and framing
The second challenge involves understanding the nature of balance within human computation system design. This includes understanding participant use of that design, in practice. Once again, this challenge has relevance for other HCI systems. We found that EyeSpy’s game rules oriented players toward a strong concern for two aspects of navigation— recognisability and findability—which were in accord with our repurposing those images for navigation. Nevertheless, the game rules and context encouraged rather than enforced such an orientation. Through this we came to appreciate the importance of considering the context in which the game was presented. For example, even the language we used in
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order to introduce and frame the game configured certain expectations about how to play (using the name ‘EyeSpy’ confused some players initially due to the similar name of the children’s game ‘’). Oriented by this, some players initially began creating ‘riddle’ tags that involved cryptic descriptions of locations, requiring ‘detective work’ on the part of other players (i.e., in keeping with the notion of ‘’). Rapidly, however, players ceased to create such tags, since the game encouraged an orientation to findable and recognisable tags. This ‘framing’ of the ways in which we presented the system to our participants thus challenged the system’s premises.
action users engage in [21]). The design of the system will shape, be appropriated, and be subverted by the practical and mundane activities of users. There are further complications for framing and orienting users human computation systems, however, particularly within systems that produce ‘by-products’. Once again, designer and user orientations may involve potentially conflicting or competing concerns, as well as more complementary or harmonious concerns. In systems with by-products, the framing of the objects manipulated by users within the system, the intentions in that manipulation, and the role and intentions of use of those same objects outside of the system (say, within some scientific practice), must be carefully balanced.
The way participants in human computation systems practically interpret system rules is influenced by the way in which the system itself is presented to them. By being aware of and even explicitly designing a process of framing in the deployment, we can attempt to orient participants to a particular way of conducting themselves in their interactions with and around the system, and with others. One practical way to do this is to take care with the language that is presented to users of the system, and perhaps employ scripted introductions and debriefings for users to carefully configure their expectations in ways designers intend.
There are of course many such dimensions and factors that play a role in successful configurations of these relationships. The challenge might be, for instance, balancing creativity and fun (as normally associated with gaming and more widely, systems that are enjoyable to use) with the requirement for quality system by-products. In order to meet such challenges, highly adaptive software design processes that involve significant levels of user feedback and offer the possibility of rapid updates in response, may form one way to quickly and iteratively fine-tune the relationship between system rules and human computation products. In this way a suitable balance between motivation strategies (e.g., enjoyment) and the quality of participant’s work may be reached more rapidly than for more traditional iterative design involving successive static software deployments.
Researchers in other domains have also described the relevance of system framing for users and how it influences their interpretation of the system and directs subsequent action [12]. This also has relevance for the design of other human computation systems we have reviewed; how the attitudes, norms and particular approaches of users in their interaction with one another are shaped by the system’s very construction and design. Matchin is of particular interest here because it throws into relief some of the mechanics present in other ‘games with a purpose’. In their study of Matchin’s results, Hacker and von Ahn suggest that cultural norms come to be reflected within the image selections, particularly the way in which considerations of gender came to feature in players’ interactions with one another (such as treating some images as ‘masculine’ or ‘feminine’, so influencing the other player’s preference) [13]. Thus, orientations to other participants as found in systems like EyeSpy and Matchin, forms a key part of the way that game objects are produced and manipulated.
Finally, we note that many systems are inherently ‘open’ in their construction; in particular the under-constrained nature of game rules fosters the construction and continual negotiation of shared understandings of ‘appropriate play’ in and around the game. Often within human computation systems design, this openness has often led to a preoccupation with issues such as accuracy, ‘cheating’ and ‘gaming the system’, and thus a concentration on the ways in which such activities may be curtailed in order to promote a particular quality of game objects (e.g., by-products). Whilst this is clearly an important feature, it should be coupled with a more general concern for how framings and orientations may shape user activity, in practice. Challenge three: using situatedness as a resource
The designer’s intent in constructing system rules, and how that intent is interpreted by participants, is also relevant. For instance, reCAPTCHAs present their purpose to users (e.g., to sign up to a service on a website), but hide their secondary purpose (e.g., to digitise scanned text). Instead of motivating participants with a game mechanic or relying on monetary or altruistic motivation, reCAPTCHAs exhibit an almost complete separation between the intentions of the participant in manipulating the object (i.e., rendering the image of text to plaintext) and the ways in which that activity is then used (i.e., to manually digitise books).
A key feature employed within the design of EyeSpy involved exploiting the situated, local understandings of players. In order to generate our useful data from EyeSpy, the design drew on ‘what anyone knows’ [10] about the local area in order to successfully select (and capture) navigationally relevant images. Players concerned themselves with other players’ potential routes, places locally considered to be central and so on. Social roles were also important to local understandings. This was demonstrated particularly by one of the participants in his orientation to ‘students’ as hypothesised recipients of his images (our trial involved mostly students, however non-students also played). However, although in EyeSpy the role of practical
The relationship between system rules and user practices is delicate and hard to predict (as are the specific sequences of
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knowledge as deployed by players in the game featured as judgements regarding what people (‘anyone’) could find in a local area, we found that even this depended on the cultural positioning of players (e.g. as pedestrians in the city rather than drivers). More generally, then, in EyeSpy, exploiting the local knowledge of participants meant producing more culturally relevant images.
science’ systems may involve computer-based selection, organisation and distribution of the data to be processed, and alongside this, human innovation to conduct piecemeal analysis of the data. However, innovation work, i.e., reporting what can be ‘seen’ in, say, astronomical imagery in Galaxy Zoo, is, of course, the job for the human participants. IEC and interactive machine learning systems invert selection and innovation roles, with humans providing the selection work in order to guide ‘innovation’ on the computer’s part.
Other systems we have reviewed also purposefully exploit local knowledge. TxtEagle, for instance, relies upon the localised and practical understanding of its participants for a given area, in order to address highly specific linguistic problems such as providing local dialect terms to finesse translations.
In EyeSpy the machine role was selection of tags, using a strategy that distributed them randomly and without identifying information amongst players (who innovated by generating content). In our interviews, we found that players were often concerned with who else was playing the game. One player, for instance described it as “walking in the footsteps” of others whereas another “saw other people that [she] thought were doing the same thing”. In this way, organisation of the ‘thin channel’ between the selection interface and players helped motivate play, increasing the sense of intrigue reported by players and maintaining interest in the game.
This third challenge, like many of the others outlined in this paper, also offers an opportunity. EyeSpy demonstrated to us how human computation does not just involve producing ‘objective’ results, but can also be about using situated understandings to produce content that draws upon subjective, creative and practical knowledge. The centrality of situatedness in interaction has been a conceptual interest within HCI for some time (e.g., Suchman’s ethnomethodological analysis of situated action with technology [24]) and it is key for human computation system design that it both takes into account situatedness and even takes advantage of it.
For systems in which ‘innovation’ is the human role, we have also highlighted how human computation systems may be discussed in terms of content creation or content analysis (for humans in a ‘selection’ capacity, such as in an interactive machine learning system, the role will always be analysis). For EyeSpy, players created content which was then analysed by other players for validity, whereas for players of the ESP Game, the primary job is content analysis, and it is players’ various analyses of images which are then validated through gathering large numbers of results.
Thus as designers we must take note of everyday commonsense and localised understandings. These understandings may be a resource to exploit or a hindrance to work around. The situated nature of participant interactions with, via and around the system will offer the opportunity of taking advantage of local knowledge and practical understandings of the world that are often very difficult to access otherwise. EyeSpy and TxtEagle both demonstrate ways in which this may be exploited to the advantage of the system, and is particularly pertinent for any mobile human computation systems (of which we may see increasing numbers).
Challenge five: reconsider the utility of machine analogies in human computation
Our final challenge is conceptual. As mentioned in the introduction, much existing discussion on human computation systems has been based on information processing models of human activity. However, we suggest there are problems when using machine computation or abstract algorithmic processes as a design analogy for collected human activities. If we wish to use humans as ‘algorithms’ and “networked brainpower” [34] for hard computational problems, analogies between the two can potentially obscure the considerable design differences.
Although there is a clear opportunity here for design, so there is a corresponding potential danger in not accounting for such commonsense, culturally specific or highly localised understandings. This is especially true when deploying human computation systems on the web (e.g., GWAP, Mechanical Turk tasks). For instance, what might be the ways in which conflicts in ‘what anyone knows’ can come to bear when categorising the content of images found in the ESP Game? The geographic position of webbased participants is of relevance and we can imagine how one symbol may mean very different things to different groups of users (e.g., a swastika or manji, commonly used in Japanese maps to mark temples).
In what ways do the challenges for designing for machine algorithmic components and to designing for human ‘components’ differ? One immediate issue is that algorithms are generally deterministic and have known upper bounds calculation time (computational complexity). They are highly ‘accountable’ in that one can examine in detail precisely how an output was created. In comparison, within human computation systems, the time needed to obtain information is nondeterministic, and subject to the vagaries of human participation, motivation and conformity with regard to norms of interaction. For example, we were unable to predict how much content would be created during the 3 weeks
Challenge four: organising human-machine relations
A fourth challenge to designers is the organisation of the human and machine components in their system, particularly how to design their roles. One way, following Kosorukoff [16], is to analyse human computation systems as being based on variations of ‘selection’ and ‘innovation’ roles for humans and computers. So, for instance, ‘citizen
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of trialling EyeSpy. In contrast to the fixed accountability of an algorithm, accountability in human computation systems is negotiated continuously between users themselves, which, again, was a key feature in the production of navigable images in EyeSpy—players’ activities were made accountable to one another in the game via tagging [1].
A final topic for discussion is the inherent imprecision of the boundaries and limits of what constitutes a human computation system. There are complexities in any potential definition, mostly due to the diffuse nature of what may or may not reasonably constitute a ‘machine-computable task’. We argue for the value of not providing too narrow or objectifying a definition, and that arriving at such a definition may not only be very difficult but perhaps inappropriate to the phenomenon under study.
Indeed, existing design techniques for human computation systems have been concerned with a very human problem – that of ways to preclude ‘gaming the system’ or feeding the system spurious data (e.g., [28]). This has highlighted the importance of moderation, quality control and ‘orchestration’ activities as vital components in keeping the system running successfully (see [15]), especially with large numbers of participants. However, this is only one part of a broader conceptual challenge in which human roles in computational systems are not seen as interchangeable with machine-based algorithmic components. So, as designers we should question the utility (and applicability) of simply repackaging design strategies that are useful for machine computation, when approaching human computation systems, their design, implementation, and evaluation.
In addition, our discussion retains some ambiguity partly because it is vital to understanding the relevance and scope of the challenges outlined in this paper. We have noted how some of the challenges have relevance both within and towards the boundaries of human computation tasks. For example, the importance of motivation strategies applies to citizen science projects such as NestWatch, which we have argued probably sits outside the limits of human computation. We note also that there are computational tasks which are very ‘easy’ for machines, however, the contexts that address such computational situations may well be ‘hard’ for other, non-computational reasons. The associated costs of developing machine-based algorithms might well be more costly than the more rapid development potential of humanbased solutions. Some tasks on the Mechanical Turk website, for example, rely on this fact (e.g., harvesting online data on businesses). Alternatively, logistics may mean that human computation methods work for the collection of data that could easily, but (in a monetary sense) expensively, be gathered. In these cases we might employ the non-monetary methods of human computation systems design, such as enjoyable game mechanics or altruism, in order to motivate and sustain participation.
DISCUSSION
This paper has offered five challenging dimensions along which to design human computation systems, providing a framework for designers that is derived both from our own study and wide ranging analysis of various systems in HCI and beyond. This framework serves multiple purposes: it provides both strategies and opportunities, but also sensitises designers to conceptual issues. The challenges we have covered in this paper vary in type from general interaction design issues, to particular opportunities that exist for human computation systems specifically, to questions that are hard to currently address fully. We can briefly reflect upon this framework for EyeSpy. (1) Designing for motivation and sustainability: we motivated our users with fun, competition and money, however we found the game design did not ensure it was sufficiently sustainable. This may have been solved with a more adaptive game design. (2) Balancing system design and user practices through orientation and framing: we experienced conflicts between our inadvertent framing and orientation of users (via the language we chose) and the way we intended users to engage with the system. Induction ‘rituals’ [2] and careful naming may have been of benefit. (3) Using situatedness as a resource: we created useful by-products (photos of landmarks, etc.) as a product of our system making a virtue of local knowledge as a game resource, although we note that the by-products were also a function of the particular group and mobility they employed—cyclists for instance would ‘see’ things differently (e.g., see [22]). (4) Organising human-machine relations: in EyeSpy, we maintained player interest by restricting the machine interface between players, making tags into ‘clues to be found’. (5) Reconsider the utility of machine analogies in human computation: we relied on the accountability of human activity, balanced via the restricted communication between players (see 4), in order to help drive successful tag creation.
CONCLUSION
This paper presented one way of understanding and structuring the emerging design space of human computation, and offers five key issues for consideration when designing such systems. We examined various strategies for designing and sustaining motivation, framing and orienting users, and organising human and machine components in terms of innovation and selection relationships. Opportunities such as exploiting everyday commonsense and localised understandings may also present themselves in human computation systems. We also explored conceptual issues such as the use of machine analogies. In this paper we have moved forward from demonstrations of particular designs and have begun to develop frameworks that offer more generalised directions for researchers and practitioners. This has not been without limitations, however; for instance, a restriction of our study of EyeSpy was the size and nature of the trial, and it is clear that mass participation is key in deepening our understanding of human computation system design. We are also particularly interested in further validating the framework by employing it in design formatively. Through understanding this space we hope to empower diverse groups of non-experts in de-
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veloping their own human computation systems, as well as expanding human computation into areas it does not currently address.
18. Lintott C.J., et al. Galaxy Zoo: ‘Hanny’s Voorwerp’, a quasar light echo?, submitted to MNRAS. 19. Mechanical Turk website, http://www.mturk.com, verified 26/02/10.
ACKNOWLEDGMENTS
This research was funded UK EPSRC (EP/F035586/1, EP/E04848X/1, GR/N15986/01). Thanks also to the other members of the SUMGroup who helped directly or indirectly with this work.
20. Paulos, E., Honicky, R. and Hooker, B. Citizen science: Enabling participatory urbanism. In M. Foth, editor, Handbook of Research on Urban Informatics. IGI Global, 2008.
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22. Rowland, D. et al. Ubikequitous computing: designing interactive experiences for cyclists. In Proc. MobileHCI. ACM Press, pp. 1-11, 2009.
2. Benford, S. et al. The frame of the game: Blurring the boundary between fiction and reality in mobile experiences. In Proc. CHI, pp. 427-436, ACM Press, 2006.
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3. Bernstein, M. et al. Collabio: a game for annotating people within social networks. In Proc UIST, pp. 97100, ACM Press, 2009.
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4. Butterfield, D. S. et al. Interestingness ranking of media objects. U.S. Patent application 2006/0242139 A1, February 8, 2006.
25. Surowiecki, J. Wisdom of Crowds, Random House, 2004.
5. Dawkins, R. The Blind Watchmaker. Longman, 1986. 6. Fails, J. A. and Olsen, D. R. 2003. Interactive machine learning. In Proc. IUI ‘03. ACM, New York, NY, 3945.
26. Takagi, H. Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation, In Proc. of the IEEE , vol.89, no.9, pp.1275-1296, Sep 2001.
7. FoldIt website, http://fold.it, verified 17/09/09. 8. Galaxy Zoo website, http://www.galaxyzoo.org, verified 26/02/10.
27. TxtEagle, http://www.newscientist.com/article/mg20126956. 600-translations-by-text.html, verified 26/02/10.
9. Games With A Purpose website, http://www.gwap.com, verified 26/02/10.
28. von Ahn, L. and Dabbish, L. Labeling images with a computer game. In Proc ACM CHI, pp. 319-326, 2004.
10. Garfinkel, H. Some rules of correct decision making that jurors respect. In Studies in Ethnomethodology, pp. 104115, 1967, Prentice Hall.
29. von Ahn, L. and Dabbish, L. Designing games with a purpose. Communications of the ACM, 51(8): 58-67, 2008.
11. Goldin, D. et al. Interactive Computation: The New Paradigm. Springer Verlag: 2006.
30. von Ahn, L., Kedia, M., and Blum, M. Verbosity: a game for collecting common-sense facts. In Proc. CHI ‘06. ACM Press, pp. 75-78, 2006.
12. Grimes, A. et al. EatWell: sharing nutrition-related memories in a low-income community. In Proc. CSCW ‘08. ACM, New York, NY, 87-96, 2008.
31. von Ahn, L., Liu, R., and Blum, M. Peekaboom: a game for locating objects in images. In Proc. CHI, pp. 55-64, ACM Press, 2006.
13. Hacker, S. and von Ahn, L. Matchin: eliciting user preferences with an online game. In Proc. CHI ‘09. ACM, New York, NY, 1207-1216, 2009.
32. von Ahn, L., Maurer, B., McMillen, C., Abraham, D. and Blum, M. reCAPTCHA: Human-Based Character Recognition via Web Security Measures. Science, 321 (5895): 1465-1468, 2008.
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15. Koleva, B. et al. Orchestrating a mixed reality performance. In Proc. ACM CHI, pp. 38-45, 2001. 16. Kosorukoff, A. Human-based genetic algorithm,
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Designing for crowds Stuart Reeves Dept. of Computing Science University of Glasgow, UK [email protected]
Scott Sherwood Dept. of Computing Science University of Glasgow, UK [email protected]
Barry Brown Department of Communication University of California, San Diego, USA. [email protected]
some exceptions, this work tends to address ‘audience-like’ formations (even where it deals with ‘crowds’, e.g., “crowd-and-DJ interactions” [10]) and is typically concerned with performance scenarios in which interaction between professional performer and audience is key. Issues such as the maintenance of awareness between collaborators, the ways in which they coordinate and design their conduct with an orientation to peripheral visibility and legibility, and conduct mutual monitoring of one another [16] have been applied to these new settings. For example, the availability and legibility of participants’ manipulations of an interface to surrounding audience has a clear importance for design within these public settings [23].
ABSTRACT
Designing for spectators and audiences presents new challenges to the design of technology. In this paper we focus our attention on understanding and designing for crowds as a distinct design topic. We present a study of one particular instance of crowd activity—football fans on match day. Close video analysis of interactions within the crowd reveals how crowds seeks to maintain membership through synchronisation of activity, but also how crowd support interaction between its members through co-ordination around shared objects and the ‘snowballing’ of songs and gestures. Drawing on this data we develop salient topics for HCI design for crowds, such as: reconceptualising interaction design to treat crowds as crowds rather than as groups of individual audience members; understanding intra-crowd interactions, via the use of shared objects and synchronising crowd interactions; and understanding the nature of peripheral participation in crowd activities, and interactions between distinct crowds. We also reflect on conceptual challenges that crowds pose for HCI as it increasingly develops its interests in public settings.
In this paper we develop this work further by focusing not on performance and performance-like situations, but instead convivial crowd-based settings. Crowds are distinct in that they offer a setting where large-scale participation is a key characteristic. Furthermore, this participation is not necessarily mediated by some singular ‘spectacle’ as with audience-performer scenarios, and any performance-like activities are more distributed, fluid and shared amongst members of the crowd. The relationships (and interaction) between members is much more varied than that between performer and audience, where (on the whole) there is a maintenance of shared attention. In crowds, individuals and the group maintain a shifting focus for participants.
Author Keywords
Crowds, design, spectatorship, sports fans. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
This distinctness suggests the need to enhance existing models of audience-performer settings. Crowds also present distinct design challenges in how we can support interaction between a system and potentially thousands of users simultaneously. To explore these issues this paper we offers an empirical study of one crowd-based setting (a sports crowd). Using detailed video analysis of crowd interaction we develop observations concerning how individuals within crowds interact with each other, how they produce their status as members of a crowd, and how crowds manage their interactions with those on the periphery or outside the crowd.
INTRODUCTION
One key theme in HCI has been the exploration of new interactional situations that use technology. One recent area of interest has been settings in which users form part of an audience or crowd, spectating upon performer activity, and perhaps interacting with a system themselves [23]. Interest has also extended to situations involving the implication of passers-by in interactions with technology [4]. Studies of interaction in the performance arts [28], museums and galleries [18], city streets [9], funfairs [26] and clubs [10] have all expanded our understanding of these settings. With
RELATED WORK
Technical demonstrations of ‘crowd computer interaction’ [6] with systems to support spectators or audience (e.g., sports fans [31]) have been of interest to researchers for some time. One of the earliest audience-driven interaction systems was the ‘Cinematrix’, a large screen interactive [7], in which audience members (divided into two ‘teams’) held up coloured paddles in order to control interaction with a
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simple game projected on a large screen. Thus, devices or controllers held by participants [31], or vision techniques to detect movement (e.g., [29]), coupled with large displays, have become the dominant paradigm for enabling multiscale crowd interactions. Interestingly, as noted by others, little of this work presents analyses of the material practices of users in these settings [21], and, although guidelines do exist [20], they are high-level [21].
experience as a group who have supported but also worked in football grounds. The authors are a mixture of non-fans and football fans and we found that this pairing of competent members of this particular culture, with those for whom the culture was alien provided useful alternate perspectives in triangulating the sense of what practical activities take place at and around football matches. We also draw upon our own experiences in and around matches, both as part of a more formal data collection mentioned above, and our own histories as fans, in order to make sense of our data, enabling us better understand, say, competence in starting songs in the crowd. Additionally, we note background use of informants and interviews with fans discussing the role of football in their everyday life.
So, in spite of emerging indications of interest in crowd interactions (e.g., [6, 24]), they can present something of a challenge for HCI, and there is little published work that analyses crowd interactions. Crowds can seem to be unlikely users of technology or alternatively present a difficult setting in which technology design may be deployed. We contradict this, however: crowds are already heavy users of technology, and making sense of the different social forms that crowds take is fundamental to understanding the diversity of modern technology use.
Thus, we employ video data presented here less as part of a systematic video corpus, but rather (using an interaction analytic, ethnomethodologically-informed approach) in order to exhibit certain phenomena found within our larger data set. From our experiences observational and otherwise, such activities as exhibited in our analysis are typical of crowds congregating around football events. In exhibiting these events we will take a practical orientation to this crowd, and pay close attention to the small details of collective football fan conduct and coordination. Just as when studying a language, one may only need individual examples of talk to elucidate our understanding as competent speakers (rather than statistical correspondences); thus our focus was on using this data to examine what we ‘already know’ from fieldwork and participation in these settings [25].
We might imagine that the considerable research focus outside of HCI upon the activities of ‘crowds’ would assist us in developing such understandings within HCI. However, often this research has been developed in terms of theoretical and abstract accounts (e.g., [22]) of the presumed hidden motivations of sports crowds (e.g., [27]), or theories of the sports crowd experience in terms of stadiums design (e.g., [1]), whilst ignoring what practical actions actually make up the recognisability of the crowd. With a few exceptions (e.g., [32, 11]), often endemic within crowd studies in general, and within many football studies in particular, is the focus upon problematic and exceptional crowds, such as crowds of unrest (e.g., hooliganism [19, 14] and outside of football). Thus, as noted by others [13], it often appears that the everyday sociality of fans, and their ‘mundane’ and routine formations have often escaped the majority of analytic attention. So, rather than develop abstract accounts and generic typifications of crowd behaviour or fan types (e.g., [12]), we wanted instead to understand more about the everyday, practical and mundane interactional ways in which crowds of fans constitute themselves at and around sporting events.
We noted that attending football matches often involves a great deal of time spent travelling to and from the stadium, as well as moments of extended ‘downtime’ like half-time, queuing, and drinking before and after a match. Although this time does not constitute the ‘main event’ it is nevertheless a fundamental component of the experience for many fans. So, in order to examine this significant aspect of ‘the football trip’ we were drawn to observing and capturing some of these moments. As such we attended and recorded part of the build-up to an international football match taking place in the UK.
UNDERSTANDING CROWDS OF FANS
Fundamental to designing for crowds is understanding what makes a crowd a crowd in the first place, how this is formed interactionally. We turn directly to a selection of video-based vignettes drawn from our corpus of data collected over the course of several football matches. These will be used to explore in detail the material practices of football fans here as they interact and participate with each other, and practically constitute what becomes see-able as a ‘crowd’.
There are numerous challenges one faces when attempting naturalistic audiovisual capture in public and semi-public spaces, however we found these challenges are often magnified for spectator sports environments, particularly so for football (e.g., achieving unobtrusive footage with good sound quality). Sequence 1: The crowd in the pub
It is match day for supporters of a national football team. We join these home fans as they converge in a local pub. There are many ‘gathering places’ in which fans will locate themselves on the day of a match, and this particular pub is no exception, in that fans will frequently meet here before home games.
Our approach has been broadly ethnographic; part of our corpus consists of observation work (and video recordings where possible) derived from attending various football matches. While not wishing to exoticise very ordinary competences, we also draw extensively upon our personal
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Many of the home fans in the pub are wearing blue shirts trimmed with white (the colours of the national team), along with other clothes associated with support of their team—hats, scarves, etc. It is notable that the extent of dress varies—whilst some supporters are wearing an extensive number of items relevant (i.e., seen by supporters as representative) of their support of the national football team, often involving quite extensive customisation of clothing (e.g., with badges), other supporters are only wearing a national team shirt with casual clothes, whereas others still are displaying no particular visible signs of their support other than appearing to be in visiting groups that contain fans wearing such items. Also present in the very same pub is a much smaller group of opposition supporters, made more visible by virtue of their red shirts displaying the colours of the opposing side’s national football team.
that are visible within the centre alone (due to their physical orientations). We can also see other members of the crowd performing similar actions around the same time, as well as people holding up cameras and beer glasses. Interaction within the crowd
Something that is greatly apparent initially is that we can see and hear different, and seemingly unlinked groups of supporters doing a number of things—timing their strikes of a plastic deer, coordinating their gestures at particular points in the flow of the song, organising their singing to be the right words and lines at the right time—in concert with each other. So, despite the distinct nature of these groups, they are all engaging in these activities of jumping, gesturing and so on, together. Similarly, many more fans across the crowd than just those displaying more observable bodily conduct are ‘joining in’ singing the song together. The paradox, however, is that most of these people that make up the crowd of fans will not know one another. How they are seen as being in a ‘crowd of fans’ and what are the observable and visible ways in which they do this? What are the competencies required to understand and take part in the activities constitutive of this observability?
In this excerpt from the data there appear to be various relatively distinct and separate groups of home fans, from a particularly physically and vocally active group towards the centre of the pub’s main area in front of the bar (see Figure 2, top), to more visibly subdued fans, such as those seen talking together at the edges of the crowd near a wall (see Figure 1). The environment of the pub itself is loud, with continuous talking and singing. Many present are at the moment we join them singing together a particular song that is associated with the home fans’ national team. The nature of the song is that it rises tonally through a scale for each line of the song, and then repeats. This provides natural climactic points as those singing reach the end of a verse.
In one sense the crowd here in our data consists of many different and distinct groups of individuals (e.g., friends, family) who have gathered in this particular place in order to attend the event together. In this understanding, the crowd here is potentially just clusters of these separate and unrelated groups. However, members of these separate groups orient themselves to the crowd at large beyond these immediate local groups. A common orientation to something (e.g., a match and a team), as well as an observable accountability to this, perhaps through wearing particular colours, forms one part of identifiability of the crowd of fans. That is to say, one key element of dress and behaviour is the production, for anyone observing, of being members of a larger crowd.
Many fans in the pub are singing this song together. As the song then approaches the end of a verse, the group towards the centre in particular, as well as others elsewhere in the crowd, begin jumping up and down, and raising arms. Their jumping up and down in concert, and in ‘time’ with the song is not strictly ‘in time’ but rather retains a ‘looseness’ that still is coordinated with each other around key moments. The song progresses and they, and others, cease jumping together but continue to gesture, raising arms and ‘pumping fists’, once again in approximate time to the rhythm of the song (see Figure 2, top).
Distinct groups embedded within the crowd of fans at large interact together in subtle and not-so-subtle ways. The observable and accountable crowd emerges via the practical conduct of these smaller groups. The various distinct groups and individuals within those groups conduct themselves with an orientation towards the possibility of collective participation across these groups.
Those performing these actions (particularly noticeable are those gesturing and jumping) appear to be located in observably different groups distributed spatially amongst the rest of the crowd. There are three apparently distinct groups
Thus, it is characteristic that the kinds of interactions fans engage in here are visible and audible not just within the immediate vicinity of known fellow supporters, but also at a
Figure 2: Supporters collectively ‘pumping fists’.
Figure 1: A segment of more ‘subdued’ supporters
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distance. Returning to our data, and as we can see in Figure 2, arms are thrust high in the air, making the fans clearly visible within the sea of heads. Similarly, jumping inherently involves making oneself prominently visible to others via such a noticeable movement. Singing is, as we have described, ‘performed’ and designed by crowd members (perhaps mostly by those starting a song) to be clearly hearable for others within the crowd, as well as simultaneously forming an offer to others for the possibility of joining in. This orientation towards shareability is also a feature of jumping and other gestures, which furnish similar possibilities for others joining in.
This issue of appropriateness, and the sense that conduct is seemingly quite ‘performative,’ helps us relate to what has been suggested by some as the ‘carnival’ atmosphere of certain football crowds [11], in which the everyday definitions of the boundaries of appropriate behaviour are changed. Props, flamboyant attire and actions that would not be considered appropriate in the very same place with the very same people at a different point in time highlight the utility of this metaphor. Sequence 2: Deer and flags
Returning to the video recordings we can now begin to explore another important aspect of interaction we can see in the pub: the part that various objects play in collaborative action amongst fans.
We can also ask what other ‘work’ arm waving does here besides being visible for others (note that we use ‘work’ in the sense of an analytic device). We can interpret this in a number of different ways. It may be ‘about’ directing or punctuating speech or singing, perhaps for indicating some kind of defiance, or instead embodying and physically sharing emotional feelings (e.g., anger, excitement, joy) with others. There is also something inherently powerful and enjoyable about doing such actions with others at the same time. However, we must retain a perspective on what is reasonably observable here; and primarily this is the simple ways in which bodily and verbal conduct may be ‘augmented’ and thus made more public, shareable, and collaborative (in that it is possible to join in by virtue of the orientation towards hearability and visibility).
A short time later during another song, we recorded and observed an inflatable deer being bounced around between members of the crowd (see Figure 3, left). The relevance of this is related to the lyrics of the song being sung (which features a deer). The deer is bounced back and forth several times between various parts of the crowd before coming to rest. During this time various members of the crowd in different locations can also be seen jumping once again, and gesturing with arms. Later still, we observed a number of the crowd members holding up a large national flag for the opposing team (see Figure 3, right). Several opposition supporters are holding up this large flag above their heads, and moving its edges up and down. It appears that other fans, supporters of the home team, are also visible in taking part in this activity.
Actions that are produced synchronously with others, such as doing singing ‘in time’, doing jumping around the right moment, or gesturing at the same time, require a sensitivity in the production of fans’ own bodily and verbal conduct to those both immediately around them as well as those further away. Producing verbal and bodily actions that are part of collaborative conduct with others also involves ongoing mutual monitoring of one another’s actions, something that is perhaps most apparent in coordinating synchronous action. It is this basic interactional work of monitoring and producing ones actions with an orientation towards others’ own monitoring that forms a fundamental part of the ways in which the crowd constitutes its ‘crowd-ness’, and its apparent collectivity and becomes observable.
Coordination around shared objects
A crucial feature of our discussion of the bodily and verbal conduct of crowd members has been the availability of this conduct to other members of the crowd at a distance. The episodes described previously involving the inflatable deer and the flag also builds upon this point.
The importance of place
A final observation we can make about episodes like these is that the fans produce such actions in the context of the match day, and gain their relevance also from the location in which those actions are conducted. In understanding this, we can consider how the very same set of people could be present in this pub on a non-match day, however would have an entirely different character to what we see now. The sense of ‘place’ [15, 32] is constituted from a historical development of this pub as being one of many supporters’ ‘centres of gravity’ within the city that fans will congregate in before a prospective national match. It is thus appropriate and fitting for fan conduct to be played out here, just as it is the material actions of fans that also help construct the sense of place.
Figure 3: A plastic deer (circled, top) being bounced between members of the crowd (note: image has been sharpened); a flag being held by home and opposition fans (circled, bottom).
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Taking part in a strike of the deer involves participation between members of the crowd in distinctly different spatial places. In fact, the deer may be seen as a kind of ‘shared object’ for members of the crowd to coordinate with and around. The object itself (the deer) here does the work of enabling individuals in the crowd to interact with one another at a distance in some basic, lightweight fashion.
within earshot. As local known and unknown others join in, the volume of noise obviously increases, thus further increasing the song’s reach to the crowd at large. For successful song initiations, subsequently this ripple of others joining in begins to ‘snowball’, with larger and larger sections of the crowd joining in. Similar observations can be made about ‘Mexican waves’. The activities that make up a Mexican wave, such as holding up one’s arms, are designed to be visible in order for other members to participate, and at the same time forms the core activity of a Mexican wave (i.e., reflexivity). Participation in a Mexican wave also requires abilities of prospection for appropriate timing and synchronicity with others (i.e., seeing and projecting when the ‘right time’ is to be part of the moving body of the wave).
The flag also provides similar opportunities for those fans close to its location in amongst the crowd. It may also be thought of as a kind of ‘shared object’ that a number of fans may take part in holding together at the same time. We also have seen in the vignette how home fans located close by the flag could demonstrate their friendliness towards the opposition fans through joining in with this activity. This point regarding such ‘bridging’ interactions between groups of opposed supporters is relevant to the characteristics and expectations of being a ‘good fan’ supporting the home national team. This will be explored more fully in a later section where we will see a more fine-grained description of how interactions between such opposing groups of fans play out.
At this point we can also consider the observations of Clark and Pinch in their ethnography of the work practices of market traders [8]. In their study, the authors describe the ways in which groups of onlookers come to gather around market stalls through the strategies and techniques involved in traders’ performance of sales talk. As part of constructing an “edge” (i.e., a crowd of prospective buyers), traders rely on passers-by becoming increasingly likely to join the crowd when an existing group are already present. Thus, it becomes crucial for the trader to attempt to make at first one passer-by stop, as this then encourages others to stop, and so on.
We noticed other, less obviously shareable items also being passed around between fans; for instance, a pair of flashing glasses were exchanged between a number of fans within the same visiting group. This helps illustrate the diversity of forms of participation and interaction with and around objects—ranging from synchronous collaborative activities designed for a locally-situated group (waving a flag), to activities involving objects that are passed on between adjacent crowd members (the glasses), to objects that involve carefully timed responses between widely separated sections of the crowd (the deer).
Crowd uniformity
Having detailed the ways that members of the crowd attend to particular prominently visible and hearable activities, and join in with their own, we must also consider those not conducting themselves in such a way. In fact we may note that large portions of the crowd are not jumping, not raising arms and perhaps not singing. Alternatively, some fans are just singing, and others are talking. This leads to the rather obvious caveat in our analysis so far that crowds are not uniform or homogenous and should not analytically be treated as such.
Snowballing interactions
Fans’ orientation to collaborative observability is more clear when we begin to pick apart the practical work of singing a song together, not only with ones’ immediate group of friends but also with a crowd of fans in general. As part of our observations at and around matches we noted the ways that songs are sung in football crowds. When a fan wishes to begin a song, we observed that it is typically begun with deliberate loudness and slowness. So, at first it will often involve one fan in particular prominently and slowly singing the very first line of the song. Like the concern for visibility of gestures, in this situation involves a concern for hearability; i.e., that the first line becomes hearable as something that other crowd members can join in with. Thus, fans initiating a song craft it noticeably into ‘beginning a song’ such that it is an ‘offering’ to other members of the crowd. This offering also requires a sensitivity in terms of when it is produced; fans must be sensitive regarding the opportunities for when to start a song and when they should not.
As evidenced by the data, we can see that instead, the conduct of crowds of fans such as this have a sets of features directed both towards notional uniformity of presentation and non-uniformity of presentation. So, for example, we have seen how activities are performed and designed with an orientation towards and sensitivity to collective action that others can easily join in with. This may be, for instance, as simple as wearing specific colours (e.g., the wearing of national team strips), or items of relevance like team scarves and other significant clothes (e.g., national dress). It also may be bodily and verbal conduct, perhaps involving singing the same songs, gesturing in particular, commonly performed ways (e.g., arm raising). However, at the same time as we have seen there are many clearly distinct groups within the crowd, they may be entirely ‘disengaged’ in most of the other activities others are engaged in or in some cases be opposed to certain activities fellow
Mostly a fan’s song ‘offering’ is conducted in such a way so as to attract the attention of a local group of friends, however it also is be produced for any unassociated others
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supporters engage in (see [11]). Further to this, configurations of apparel and particular customisations can be employed by fans, such as badges, hats and other props, in order to ‘stand out’ rather than as a presentation of uniformity. So, the supporters still retain an orientation towards uniformity of action and self-presentation, but the crowd’s members can choose their own level of observable adherence to this.
This sequence shows us the ways in which distinct sections of crowds of fans may interact. Although some actions may be designed to promote crowd homogeneity, e.g., gesturing together at the same time, as well as wearing, say, clothes of a particular colour, the form of ‘crowd’ we conceived of earlier in this paper, i.e., one that engages in varying amounts of collaborative action, may be internally divided in quite considerable ways.
Thus we can begin to see collaborative crowd interactions such as singing, gesturing and playing with ‘shared objects’ such as the deer or the flag, as being flexible activities. Members of the crowd can choose their own level of involvement in such collective activities; they can engage in, say, jumping in time to a song when they wish to and disengage from that when they wish to. Doing so does not make them ‘less of a fan’. This also is a feature of fan conduct at matches, as not all fans necessarily sing, jump, gesture, shout, stand up, and so on, and their level of engagement in such activities does not necessarily conflict with the notion of legitimately and actively ‘supporting’.
Here the opposition fans are faced with a ‘problem’ of sorts regarding the ways in which other fans act. The ‘problem’ is that because of their status (i.e., as supporters of the opposing team), the opposition fans are unable join in with the kind of collaborative crowd activities we have seen previously, i.e., jumping and ‘pumping fists’ in time with others’ songs associated with the home fans’ national team. The opposition are highly recognisable as opposing supporters by virtue of their different strips, their physical positions and so on. In the vignette several home supporters create a ‘bridge’ between the two crowds. In order to understand interactions such as these between groups within the crowd of fans here, we must take into account the particularities, context, history, ‘spirit’ and character of different groups of supporters. Interactions such as those seen between home and opposition fans are coloured most strongly by the home fans’ position as supporters of their national team and the normative character that support takes on: here, what is appropriate, expected, and normal behaviour is friendliness towards the opposing side and the breaking barriers (see [11] for more detail on this characteristic of this group of supporters). Committed home fans may demonstrate their own commitment through approaching the opposition in a manner of friendly rivalry. Thus, interestingly, such ‘bridging’ activities are part of what makes one a ‘good fan’ in this particular context.
However, we must temper this observation with our understandings of how the level of participation by fans is seen by others. For instance, in our observational data we found that not joining in may sometimes be seen as a technique of presenting oneself to others as having ‘been there and done it before’, i.e., that, coupled with age, reserved behaviour may be employed as a method for exhibiting experience as a fan. Crossing boundaries
Next we can look at how boundaries between very different groups within the crowds can be permeable. Here we examine a group of opposition supporters who are ‘embedded’ in amongst the larger crowd of home supporters. The group here are standing in a marked circle within this larger crowd (see Figure 4). Previously we very briefly saw how a flag featured as a shared object around which both home and opposition fans could both interact with one another around. Here we see some more detailed interaction between these opposing supporting groups.
Summary
In the sequences of interaction detailed in this paper, we have seen some of the various forms of collaborative action
As we join the action, a home supporter from the surrounding crowd approaches the opposition group, placing his right hand on the back of a member of the opposition supporters (see Figure 4), moving his arm further around the fan’s shoulder and turning to face him. Shortly after appearing to exchange a few words, the home supporter attempts to shake hands with the opposition fan. However, this particular opposition fan has a bottle in his right hand, is unable to reciprocate. Thus he raises his right hand to highlight the problem to the home fan. The home supporter, appearing to identify this problem then converts his gesture into a pat on the head of the opposition fan. Subsequent to this exchange, he then moves further into the circle of opposition fans. Following this, the opposition group is approached by two further home supporters who also begin talking with them (see Figure 4).
H O
Figure 4: A home supporter (H) approaching an opposition fan (O) (top left and right, marked); offering a hand (bottom, left); the head pat (bottom right). .
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engaged in by large numbers of individuals and groups, enabling them to interact with one another in simple, elegant and often powerful ways. This was seen particularly through coordinated bodily and verbal conduct, such as the ways in which songs may be started, and bodily conduct may be timed with such songs, and thus with others. The interactions we have seen also hint at something of what it is to be a competent fan, particularly when considering how fans start songs (i.e., knowing when and how to conduct oneself).
in our analysis, but instead is produced by members’ conduct. For an audience this might be mutual orientation to a common subject (e.g., a performer), whereas for the crowds here there were a range of actual devices used—common dress or carrying or wearing particular objects (hats, flags). The synchronisation of behaviour is also important— jumping at the same time, walking in the same direction (marching) or common movements (waves, hand movements). Lastly there is a range of aural devices used to present membership in the crowd, such as singing, shouting, yelling, etc. The importance and centrality of synchronising activities—bodily or verbal—with one another cannot be underestimated. We have seen, for instance, disparate crowd members who are otherwise unassociated jumping and gesturing and singing in synchrony. This synchronicity and sensitivity towards timing conduct that is relevant for the moment is constitutive of the character of the crowd as it is presented to its own members as well as bystanders.
We have also seen the introduction of shared objects to crowd groupings, and that such objects may come to establish (fleeting and ‘lightweight’) connections between unrelated members of the crowd. In this way, shared objects offer the potential for fans to interact with one another in a very simple way. It was noted in our analysis that the crowd here is also not a homogenous, uniform entity, although it is often oriented to and designed as such by participants in their shared actions and attire. We also saw how engagement in these kinds of activities may also be highly flexible in terms of participation. The vignettes further illustrated the textured makeup of the crowd of fans, through seeing how opposing crowds may meet as in our example of interaction across crowd boundaries with fans’ ‘bridging’ interactions.
One key problem with designing technology to interact with crowds is how to not disturb this engagement. Most forms of technology are focused on interaction between a single user or a small group and a system. Even those systems that involve large displays usually rely on interaction with a small group (e.g. [21]). Yet this interaction scheme may tend to differentiate individuals from the crowd as a whole. Indeed, a crowd as a unit can come to be cast very quickly as audience or spectators [23]. This can create a ‘barrier’ within the crowd.
DISCUSSION
It is clear that crowded settings are a challenging environment in which to support interaction—the analysis here is beginning to uncover some ways in which technology could be threaded with interaction within crowds without disturbing or conflicting with crowds’ ordinary interactions and behaviour. We note that in many ways this paper is a continuation from existing HCI work on audiences (e.g., [23]), and bears a relation to CSCW topics such as the maintenance of mutual awareness and monitoring between people in workplaces (e.g., [16]).
What we find promising is ways of interacting with crowds that allow them to still be crowds, and produce that status simultaneously with any technological interactions. For these reasons technologies that focus on common behaviour are promising in contrast to systems where a small group or an individual is differentiated. One simple example is crowd cheering meters [2] which allow a crowd to synchronise and orient to a group activity together. Systems that involve a collective interacting together—perhaps on their own phones—and make this visible (say holding a phone up) are another simple example (see the [7] for an early example of this).
We will focus on four points here. Firstly, we discuss how technology can support ‘crowds being crowds’. That is, how technology can interact with users without causing them to no longer be seen as part of the crowd, or disturb the very behaviours which produce crowd membership in the first place. Secondly, we discuss ‘intra-crowd communication’—how technology can support interaction between members of crowd. Thirdly, we discuss how technologies can support interaction between crowds and those on the periphery or outside the crowd. This can be one important part of differentiating an ‘angry’ crowd from a friendly one. Lastly, we discuss broadly the potential for understanding crowds as the unit of design for interaction. This involves a break with seeing interaction in terms of a user, or an individual as part of a group, and instead interaction with the group itself as a meaningful unit.
This said, we do not wish to overplay the importance of supporting the homogeneity of crowd behaviour. Fans do wear similar colours and similar clothes, they sing the same songs together, and they make the same gestures together. However, as we have noted, crowds are not homogenous or uniform (since they are experienced as a multilayered complex of distinct groups that fans attend to), and participants may use complex configurations of dress and indeed their own participation as a method for ‘standing out’ from the potential uniformity of a crowd of fans. A fundamental aspect of this is the varying and flexible levels of engagement that fans as participants may involve themselves in. This raises the challenge of designing for flexible engagement for members of the crowd, who may have very different perspectives upon the amount they wish to ‘stand out’
Supporting crowds being crowds
One of the first key findings is that membership in a crowd is not necessarily something that we can taken for granted
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or ‘blend in’. If we designed a system for members of crowds to interact with one another—i.e., acting as a shared object, we must consider the issues of crowds-withincrowds and the possibilities for ‘bridging’ between these groupings within crowds. This implies some support for multiple overlapping concerns, such as the ability to attend to one group at one time, and another group at a another time. Applications for crowd interactions should not rely on simplistic models of homogeneity or uniformity or aggregation (which is obviously an easier model to design infrastructure for, [7] being a well-known example). Instead we suggest systems designers give crowd members a choice or flexibility as to the scale of crowd they consider themselves part of, and offer them tools to manage the way they present themselves to the complex ecology of the crowd. We should consider the various sub- and super-crowds that people attend to at different points (e.g., at one point as a fan of the national team, at another attending to a group of friends).
weight and fleeting interactions. Another variety of digitally-shared data objects could rely instead on spatial proximity, as found in the flag example; digital objects in this example would rely on coordination between proximal fans. In particular peer-to-peer sharing could support the sharing of digital objects that serve a more individual form of passing on (one-to-one), as seen in our example of the flashing glasses. Another interactional form that exists in crowds is visible in our discussion of how songs or chants start. We witnessed the ‘snowball’ of different songs with one individual starting the interaction and it spreading to others. Many crowd songs are actually designed to support this—with a distinctive short first section which might be sung solo, followed by the participation of others. This sort of interaction in a crowd takes place with gradual accumulation; participation of each individual is optional, but routinely grows as a group synchronises themselves. Another example is how an audience might start to clap [17].
However, we must also potentially be wary of divides in crowds. As we have noted, there is a sense in which gestures, for example, are not produced as performative acts for an audience, but rather as both being about sharing with others in some synchronous activity as well as at the same time forming offers of participation for the crowd at large. Members of the crowd are typically more concerned with enabling participation than performing to one another, although we would not deny that elements of performancelike behaviour are indeed crucial to the conviviality of the crowd setting.
Supporting this sort of growth of action is difficult as it moves away from both a homogenous view of crowd state, but also of individual commands. Technically, voting interfaces go some way here, but without perhaps the simple dynamism of a group cheer or song. Interaction between crowds and peripheral participation
As we discussed above participation in a crowd has a certain fluidity and this is particularly so for those on the fringes of a crowd who either may act as spectators, partial participants or who may move between these roles. The relationship between non-crowd members and members can be key to the positioning of a crowd as ‘friendly’ or not— e.g., the particular efforts of the football fans in our paper to engage and if not incorporate, at least interact in a lighthearted manner with fringe crowd groups. These interactions might fail, of course, and interactions in even the most friendly crowds (carnivals, political marches, parades) can be fraught. Crowds are frequently policed when in contrast many crowded spaces (shopping streets) are usually not. One concern for technology then is in supporting interactions between the crowd and others, perhaps simply through explaining what a given crowd is and why it is together, or allowing communication across the boundary.
Intra-crowd interaction
Following from these observations one promising route is to seek to support intra-crowd interaction. As we saw from the fieldwork there are a range of different ways in which a crowd interacts with each other, and while the interactions between strangers may be on the whole very lightweight and almost trivial, they are key in helping the crowd gain a sense of common purpose, but also in preventing ‘trouble’ both interactional and more broadly. In our analysis shared objects like the plastic deer and the flag offered forms of interaction between members of the crowd—the deer enabled lightweight interactions between crowd members who were spatially distant as well as close by, whereas the flag enabled only those close by to take part in holding it. We also examined other objects that had to be passed around from individual to individual (such as the glasses).
It can be important to consider ways in which crowds might bring others on the periphery into the crowd itself. More broadly, these sort of transitions take place both within and across the crowd. A crowd may well consist of large numbers of participants engaging in collective activities designed for crowd participation, and yet at another moment engaging in very localised activities within their immediate group of fellow fans. Thus the address of any system [3] might at one moment be concentrated locally and at another to the crowd at large, and, perhaps also to distributed locations linked by digital communications technology. Further, the way in which interaction is done in these settings offers some purchase to ‘viral’ metaphors—and therefore suggests
Supporting such a variety of ‘shared objects’ seems an interesting research direction. It may be that these could be data objects inspired by this form of ‘moving’ interaction are not tied to any individually-held device, such as software components that ‘bounce’ between mobile phones belonging to spatially (and socially) distant members of the crowd. Such shared objects would not necessarily be ‘owned’ by anyone, but instead support extremely light-
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that technologically mediated interaction may be supported by existing epidemic distribution techniques (e.g., [30]).
Mexican wave—participants carefully watch other crowd members’ actions, and use them to time their own participation, yet at the same time those selfsame actions that participants engage in also provide a resource for further others conducting their actions, much as with collective singing of songs.
A related issue concerns the possibility of supporting crowd interaction at a distance, in our observation and interview work, we have also noted the importance of considering the synchronicity and ‘quality’ of messages between groups of fans in distributed locations. For instance, in the common situation whereby some fans are unable to attend a match with their fellow supporters, updates about scores and other incidents on-pitch from those that are actually present (e.g., via SMS on a mobile device) obtain an important quality even though the information can be obtained from various forms of media (e.g., websites, newspapers, TV). With this in mind, we can also ask how this ‘quality’ of any synchronised but distributed group action will be affected by delay due to transport latencies (e.g., seconds, minutes, etc.)? Further, is the synchronisation method used, and is mitigation of the latency levels ‘good enough’? This obviously becomes a real challenge when considering network latencies and other issues associated with mobile systems, particularly when attempting to support shared expression across sites where this issue of quality of interaction may take on some relationship to the communications infrastructure it is conveyed across.
It is with this sort of real time behaviour in public settings that we can begin to see how the roles of participant and audience ‘snowball’ and diminish, fluidly and rapidly changing. Designing to exploit these sort of exchanges is a challenge in that any processing would have to be sensitive to both the ever changing crowd interactional space, but also that delays can radically change the meaning of an interaction. CONCLUSION
This paper has presented an empirical analysis of the material practices of crowds of fans attending a football event. Through exploring the observable ways in which they conduct themselves we have uncovered a number of potential sensitivities that designers could take into account when deploying technology in these new and exciting situations. Every crowd environment is different, however, and designers must carefully select the concepts they draw from this paper when applying it to their own design. Future work will seek to compare these sensitivities with other crowd types (e.g., music fans). Furthermore, although this paper has attempted to give balance to a discussion that is often concerned with extreme crowd behaviour, we emphasise the importance of considering the ethics of any design for crowds.
Conceptual contributions
In contrast with earlier work on participation frameworks, in this work we have attempted to more radically move away from the individual as the unit of analysis the user. This necessitates for HCI a serious challenge. Despite the focus on groups, or technology as a more broad aspect of our environment, often our interaction designs are still focused on a single user at a time, per interface, or at the very most a small set of users. Moving to considering how a system would interact with a crowd as a crowd is a challenging one that we have only started at in this paper.
Our main contribution is broadening recent interest in spectator experience, audience and performance-like situations to expand beyond audience-performer relationships to more radically participatory settings such as the football crowd, offering designers new insights into how practical action by fans may both direct how design can be done in these spaces as well as offer new possibilities.
Taking inspiration from our data, interaction between crowds and systems could perhaps not take the form of the deterministic single issue of commands. We take the model of the singing of songs as a surprisingly useful one. A single interactant collects others through their singing to produce synchronised group activity with individuals choosing freely to participate.
In concluding, we have identified and highlighted a number of key design issues: supporting the flexible participation status of crowd members that is sensitive to local and global groupings; supporting self-presentation and the subtleties of ‘standing out’, perhaps using customisation, and ‘blending in’ as part of a larger uniform whole; supporting synchronous, spatially distributed activity that provides offers of participation but not necessarily explicit ‘performative’ features; supporting interactions between subgroups within crowds but noting the sensitivity of address—i.e., some interactions may be appropriate at particular times and between particular groups; and finally, supporting shared objects and artefacts that may be offer the possibility for rapid and improvised collaboration between different spatial arrangements of fans (e.g., only those close by, or only those separated in space).
It may be that interfaces need to engage with user action more probabilistically than in terms of definite distinct commands. So, for example, a system might allow multiple choices to be made, with screen space dictated by the proportion of those who have chosen different options. Or we might consider majority rule as a guiding principle although supporting participation is a challenge. Going beyond the individual in this way is in some ways a more radical step than has been attempted in CSCW. A related point is the nature of time in crowd interaction and the importance of behaviour that is tightly coupled to what is happening at that point in time. For example, consider the detail of the feedback involved in taking part in a
ACKNOWLEDGMENTS
This research was funded by UK EPSRC (EP/E04848X/1).
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Mobile Interaction with Real-Time Geospatial Data by Pointing Through Transparent Earth Erika Reponen Nokia Research Center P.O. Box 1000, 33721 Tampere, Finland [email protected]
Jaakko Keränen Nokia Research Center P.O. Box 1000, 33721 Tampere, Finland [email protected]
ABSTRACT
Traditional AR views are restricted to the visible surroundings around the user: an AR view augments the reality that is accessible via a camera with additional virtual information about the objects in the view [16]. The challenge is that if the user is interested in locations that are too far to be seen through the camera, there is no intuitive way to present such information as it would be confusingly overlaid on top of the objects seen in the viewfinder. Those distant targets may be just behind a building next to the user, but most interestingly even below beyond the horizon. In the latter case, the user should point towards the surface of the Earth to actually point directly at the target. This notion of pointing towards the surface of the Earth significantly differs from a traditional compass direction based mental model, where the Earth is essentially considered two-dimensional.
We present the user experience study results of a novel interaction concept that enables viewing and accessing geospatial data from all around the Earth, by pointing with a mobile device directly towards any physical location. We explain the relationship of this concept to traditional augmented reality and map based user interfaces, and we describe a prototype of the concept. In the evaluation we found that whole body interaction is a good way to browse geospatial content. The need for real-time information arises when using the concept. Reliable and detailed information is expected. Examining the Earth became interesting with the prototype. We also discuss the challenges faced in the prototype and suggest ways to tackle them. Author Keywords
First person view, geospatial data, location based data, augmented reality, embodied interaction, reality-based interaction
Global thinking is becoming more commonplace. For example, social media services such as Facebook [3] and Twitter [19] enable following events occurring all around the Earth, any time of the day. Google Earth [7] has already introduced a new, continually updated globe: a virtual alternative to the physical globes found on office desktops and schoolroom tables. Real-time video services, such as Qik [15], enable seeing videos from anywhere, any time. Nevertheless, faraway locations remain in people’s minds only as spots on 2D and 3D maps, and not as exact physical, real life locations. Our concept introduces a completely new mobile user interface that aims to correct this [18].
ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation]: User Interfaces. INTRODUCTION
It has become common to tag data such as photos to physical locations. Photos and other data can be visualized on top of maps at the corresponding locations, based on the location metadata [4, 7]. Also locations of people, points of interest, or details of any pointed object may have location metadata and can be shown on a map. Another way to utilize location metadata is seen in the augmented reality (AR) views: the content is shown in the view so that it matches the visible physical location when seen through the view finder [6].
The paper is structured as follows. First, we present the related research in relevant areas, followed by an introduction to the MAA interaction concept. In the next section, we describe a prototype of the concept and the execution of a user study conducted with the prototype. The findings and their relevance is discussed in the following section. We conclude the paper with a summary of the findings and our future research directions, and at the end we list the references.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
RELATED WORK
Although there is a lot of existing work that is closely related to ours in the field of mixed reality, we have not
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encountered research on this concept of seeing content through the Earth before. Research on reality-based interaction, augmented reality, spatial memory, whole body interaction, spatial interaction and live-video communication are related to our work and we will present some examples in those areas in this section to frame our research area. Jacob et al [9] have proposed the notion of reality-based interaction (RBI) as a unifying concept that ties together a large subset of emerging interaction styles. We consider our research to be part of RBI, positioned between AR and map based interaction. There is a lot of research on AR, Rekimoto et al. being one of the firsts to talk about an augmented interaction style which focuses on human-real world interaction and not just human-computer interaction [16]. Also philosophers like John Baudrillard and media artists such as Rebecca Allen and Myron W. Kryeger have been presenting various ideas related to mixing physical and virtual reality [1, 2, 11]. One specific related example concept is Nokia Point and Find [6, 13] which is a system that enables getting information about pointed objects through an AR view. Another example of a novel user interface, presenting the spatial relationships of the content is the Nokia Image Space in which by exploiting a sensor set of camera sensor, GPS, accelerometer and magnetometer the system automatically structures and creates a spatial presentation of the content [12, 20]. Jorge et al. use a peephole metaphor in their research about whole-body orientation in virtual reality interaction [10]. This mixed reality and AR research is interesting for us, because we think that our concept enables a kind of long distance AR view, combined to map data which is presented differently from traditional maps.
Figure 1. Concept illustration about standing on top of the spherical planet and seeing through the Earth by pointing with the device.
world, as seen through the Earth (examples in Figures 1, 2, 4). One analogy that helps in understanding the concept is that the device acts as a special lens allowing looking directly through the surface of the Earth all the way to the other side, as if the planet was a hollow sphere. Another way of thinking about the concept is having x-ray vision through the Earth. While traditional AR deals with things that are visible from the user’s current location, MAA is about the longer range of looking at things that are hundreds or thousands of kilometers away.
Real-time video connections between places out of viewing distance has been researched first by Kit & Sherrie who arranged a media art experiment “Hole in Space” [5] which is a live video connection between NY and LA. People's reactions towards seeing in real-time to the other side of the continent were surprised and excited. Newer research on the real-time video communication tells that also mobile phone videos are used for viewing any place on Earth in real-time [17]. Because real-timeness is a major aspect of our work we find the research in this area relevant to us.
The MAA user interface is based on a 3D model of the planet drawn on the display of a mobile device so that it matches with the physical reality around the user. The main idea in the concept is that by pointing with the device to any direction around him or her, the user is able to see which physical locations are in those directions, seen in firstperson view (Figure 2). In addition to geographical information, any geospatial content located in the shown places can be visible. The content can be for example photos, live videos, weather information, routes, Wikipedia articles, and people. This variety of content allows a MAA application running on a mobile device to act as a gateway to other content viewers, e.g., a web browser or a 2D navigation map.
CONCEPT
The concept we present here is a novel, embodied interaction method for browsing any geospatial content in an entertaining and captivating way. We call our concept “MAA”, which is a Finnish word meaning the Earth and as a longer term, in English, we use “Mobile Augmented Awareness”. MAA enables seeing information about a pointed location in a first-person view even if said location is not in the viewing distance of the device's camera. We mean not only showing what is behind any nearby obstacles but most importantly by turning the pointing direction downwards reaching locations on the other side of the
Geotagged content is commonly accessed via a 2D or 3D map interface for instance in a web browser. This allows the user to explore content positioned on a map. However, this type of an interface has a drawback: while the tagged locations exist in the real physical world, the user only gets an indirect sense of where the content is located in relation to her, as she has to think in terms of the map and not of the
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Figure 2. Picture series of a transition form (1) seeing the surface of the Earth in the view finder image to (2) seeing the pointed locations through a transparent Earth to (3) seeing the opened geospatial content from the pointed location on the other side of the Earth.
physical space around her. In contrast, MAA allows the user to get a direct sense of the physical direction where the content and physical locations are in relation to her current surroundings, bridging the gap between the virtual geotagged content and the physical world.
represented by icons and labels but overlaid weather maps and different coloring. USER STUDY
Our research hypothesis is that MAA makes the user more aware of being part of the planet and that there are new interaction opportunities resulting from that. This hypothesis derives from the ability to interact with locations and content that is normally invisible to the user due to being too far away. Our concept allows the user to understand how this distant information relates to the physical reality around him or her, bringing new possibilities for mobile interaction with geospatial content by making it more entertaining and understandable.
We view MAA as an alternative for existing map based solutions for browsing and accessing geotagged content. The main difference is in the viewpoint: map based solutions work primarily in the third person, allowing the user to see a depiction of the world from space. MAA works in the first person, providing the user a more personal experience and a sense of what the planet is like in reality. The “Mobile Augmented Awareness” name is derived from the idea that this concept helps the user to understand that the Earth is physically below his or her feet, and it is not just a 2D map or a 3D globe one can rotate with a flick of a finger. We initially developed the concept because we felt that the interaction technique of pointing all the way through the Earth was underutilized in existing augmented reality user interfaces. As the concept of interaction with things directly through the Earth is foreign to most people, we emphasize entertaining and captivating aspects in the design. This makes it easier for the user to approach the concept. However, it is interesting to note that the idea of thinking about what is on the other side of the Earth is most commonly heard when talking with children: when they learn that we live on top of a spherical planet, it usually raises the question of where you would end up if you made a long enough tunnel directly downward into the ground. Older people appear to have given up thinking about such notions.
We conducted a user study to test the hypothesis and to collect feedback and first impressions of the user experience. We were also interested in studying the participants’ reactions to the mental model of a transparent Earth. This was an initial usability evaluation with an early prototype to determine the general feasibility of the concept of seeing through the earth to have access to geotagged content. The nature of the collected results was qualitative. Prototype
For a study in this early phase of research, we developed a prototype of the core aspects of the concept: a mobile device with a large screen showing a view through the Earth in the direction that the user is pointing the device at (Figure 4). The view gets updated in real time as the user changes the pointing direction. In the prototype the user’s location was fixed to his or her actual physical location on the planet. During the development of the prototype we consulted colleagues from other research teams in relevant areas such as augmented reality and photo sharing, and improved the design and implementation according to their expert opinions.
To make the user interface more entertaining and captivating, we utilize attractive visualizations combined with real-time aspects and animations. The goal is to give the user the experience of seeing the world as it exists in reality right at this moment. To avoid the overuse of icons to represent the shown content, we use a mix of different visualizations. For example, weather information and night/day variation (i.e., local time of day) are not
The prototype user interface was built out of three layers: Earth, content, and UI (Figure 5). The Earth layer showed a view of the back surface of the planet, of the areas that normally are below the horizon. The content layer was populated with photograph thumbnails and text labels
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Figure 3. The prototype user interface.
Figure 4. Prototype in use. Locations behind the horizon are accessible by using the device.
showing the locations of selected cities (e.g., New York, Sidney). On the UI layer there were touchscreen buttons for zooming the view in and out. A third button was reserved for toggling the overlaid content layer on and off.
degrees. The FOV angles of the maximum and minimum zoom levels were 20 and 100 degrees, respectively. All the content used in the prototype was stored locally in device memory; no real online services were used. The content comprised 22 city names and coordinates, and 144 photograph thumbnails placed in randomly chosen locations all around the planet. Half of the photographs had a daytime theme and the other half was taken in night time. This allowed us to show daytime photographs on the daytime side of the Earth and night time photographs on the other side, contributing to the real-time effect.
Oceans and continents as well as the polar regions were all shown in different colors. Water in general was transparent, so that the sky on the other side of the planet could be seen through them. The day and night sides of the planet were visualized using different color schemes. The approximate direction of sunlight was calculated at the time of day according to the clock of the device. Based on this information a set of colors was applied. For regions on the day side, the colors were light green and turquoise, and on the night side they were dark violet.
The content was presented as thumbnails and text labels as shown in Figure 3. The thumbnails were placed in an 8-by6 grid of square-shaped cells so that each thumbnail would appear in the cell that was currently behind the photo’s geotagged location. During normal use all the 48 cells would never be showing a thumbnail simultaneously so that a view of the Earth would be visible at all times. When the device’s orientation changed, the content layer would be cleared to allow an unobstructed view of the Earth. Once the device was again held stationary, the content would reappear gradually, one thumbnail at a time. In this implementation, the user was not able to interact with the content to, for instance, view photographs in full screen. The grid was used for visual clarity and preventing the showing of overwhelming amounts of information at the same time; instead, it was shown over a period of time.
The 3D model of the Earth used a single texture of 2048 x 1024 texels. Consequently, very deep zooming was disallowed to avoid overly blurry views. The default zoom level had a horizontal field of view (FOV) angle of 75
The prototype was implemented as a C++ application for the Nokia N900. The user interface was rendered with OpenGL ES 2.0 to achieve a high frame rate for the view of the 3D Earth. An external sensor module (SHAKE SK7 by SAMH Engineering Services) was attached to the back cover of the N900 to provide accurate compass heading values and device tilt angles in a way that did not hinder the user from holding the device (Figure 6). Figure 5. The three overlapping layers of the prototype user interface. . From bottom to top: A) 3D model of the Earth (parts of Europe and northern Africa visible here), B) geospatial content (photograph thumbnails), and C) controls (zoom out/in).
Procedure
There were two rounds in the study, and the same 12 persons participated in both. The participants were various professionals such as user experience designers, managers
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measures practical quality, hedonic quality identity, attractiveness, and hedonic quality stimulation, and was translated into Finnish for this study (the native language of the participants). The free text questionnaire included questions about the user’s feelings after using the prototype, being partly same as the ones asked during the use. The questionnaire was used for supporting the live observations and getting the answers from the users also with their own words, not only as characteristics rated with AttrakDiff. We felt this would give us more inspiration for future design directions compared to using just AttrakDiff. The second round took place two weeks after the first round. For this time the participants explored the concept for 15 minutes. In this session we wanted to collect feedback how the participants experienced the concept when seeing it for the second time and what had changed compared to the first session. No new features or modifications were done to prototype. For the second session we brought a desktop globe for the users because we noticed in the first round that some users had difficulties believing that the prototype is actually showing the Earth as it is in real life. The physical globe was put on the table next to the participants, available to be examined if needed. During the sessions, some of the first round questions were asked again, with a couple of additional personalized questions based on the participant’s answers from the first round session. For example, if the participant still felt the same way about the possible uses for the application. At the end of the session the participants filled in the same two questionnaires as in the first session.
Figure 6. The compass was attached in a way that did not hinder the user from holding the device.
and engineers working in a large technology company. The gender of the participants was balanced and the persons were equally distributed to four age groups (26-30, 31-35, 36-40, and 41-45 years old). A two-round study was selected to give the users time to familiarize themselves with the concept between the rounds, as we were aware that the concept might be difficult for the users to understand immediately due to its novelty and the conflict with prior mental models which come from the use of twodimensional maps and globe-based user interfaces which can be rotated when interacting with the content not on the current physical view distance. We were interested in hearing how the participants felt about the concept on the second round when compared to the first round.
The data was analyzed after the two rounds of the study had been completed. Session observations and questionnaire results were combined to construct an affinity wall to find out the common themes between all participants. The responses to the AttrakDiff survey were analyzed separately and were used to determine how the perception of the concept had changed between these two sessions and to find out the general feeling about the concept and the user experience of it.
The study was conducted in a usability laboratory. During the first session the participants tried out the concept for approximately 30 minutes. We gave them very little information about the concept beforehand in order to collect their initial reactions to the concept (in the invitation we only said it is about using sensors in the navigation of a mobile application). As the session progressed we gave them more information and described the concept after they had first described their experiences.
RESULTS
In this section we will present findings from the user study, focusing on mobile interaction and the user experience. The findings are grouped in themes of whole-body interaction, the nature of the user interface as a window inside the world, the new way of exploring the Earth and other novel aspects, and finally the mental model utilized in the concept.
The session was organized as a semi-structured interview while the participants were interacting with the device. Questions such as: “describe what kind of thoughts this application raises”, “what can you do with this application”, “what kind of content you would like to have in this application” and “where is New York” were asked during the interaction. At the end of the session the participants filled in a questionnaire with free text answers for the 11 questions such as: “my primary feelings after using the application are ___”, “the application made me think that the Earth is ___” and “for my friends I would tell about the application that ___”. In addition to the free text questionnaire, the users answered to an AttrakDiff (www.attrakdiff.de) survey by Hassenzahl [8]. AttrakDiff
On the whole, the experiences of the participants were positive and the results did not contradict the research hypothesis of MAA providing a new interesting and entertaining way for browsing geospatial content, and the feeling of attachment to the Earth below one’s feet. The overall AttrakDiff score was clearly positive and together with specific attractiveness scale of the survey results the concept was seen as positive in AttrakDiff. Based on the
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affinity wall findings, MAA was considered an inspiring, completely new way of thinking about the Earth and an intuitive way for accessing the geospatial content.
Interest towards seeing real-time events was mentioned. Observing what is happening right now in New York and seeing what kind of weather there is currently in a place of interest were also mentioned. Some participants said that it was good that they could see in real-time what time of day it is in any place. One of the participants for example commented:
The user quotes we present are translated to English from participants' native language. Whole Body Interaction
• “This would be good in social interactions with friends, so you can be sure not to call during the wrong time of the day.”
We found that whole body interaction, i.e., using one’s own body in relation to the device and environment is a good way to browse geospatial content. Several user comments tell about the easiness and intuitiveness of this interaction technique for browsing the Earth. For example, the users commented the following:
In addition to seeing the day and night regions, many participants wished that they could see the exact local time at the pointed location. Also the difference between daytime and night-time photos was mentioned by some users as being an important, self-evident thing: if it is nighttime at a location, the photos are night-time photos. Based on those comments as well as another user's comments about wishing to see real-time videos from a pointed location, this could be seen as a potential step forward from sharing live mobile video between places [17], and two steps forward from the first virtual window media art experiment “Hole in Space” by Kit and Sherrie [5].
• “This is easier than using a compass because there is a map and names of the places.” • “This is easy because you don't need to search for places by using UI buttons.” • “You don't need to select from a list.” • “Controlling the view is intuitive.” • “You don't need a user guide for this.” • “The idea of controlling the world by turning the device is nice.”
Reliable and detailed information is expected. The participants expected the prototype to present content coming exactly from the pointed location. It was selfevident to them that the content shown should be exactly from the pointed place. There were no exact comments about the photos which seemed to be in correct places but need for reliability is clearly seen in participants’ suspicious comments such as:
The prototype forced each of the participants to stand up and turn around at some point of the study session although they were given possibility to either sit or stand whichever they liked best. While part of the users jumped up form a chair immediately and enjoyed the intuitive browsing, some of the users considered it difficult to stand up and turn around if there is no real reason for it. Many users also hoped for traditional user interface controls for navigating the model of the Earth and the content, in addition to the ones that were provided. For example, a traditional map view from above was wished for. Also the possibility of changing one’s own location (traveling to another place on Earth virtually) and seeing what the world looks like from there was asked by many participants.
• “It is misleading when the photo of Lahti ski jump hills pops up in the sea.” • “Sauna photo in the South Pole?” • “I cannot see the connection with the locations and photos because there are cake photos and such in the sea.” Sometimes it was not clear to the users where a photo thumbnail was coming from. Either the pop-up effect used when a thumbnail appears was not strong enough, or the problem was that the photos were placed randomly around the world.
Window into the Earth
The real-time aspect of MAA was seen as inspiring. Due to the direct, physical, whole body interaction as well as seeing the difference between day and night areas, like they were at the present moment in reality, the participants expected all the presented content to be real-time. Seeing the difference between day and night regions and thus seeing in real-time what time it is in any place was found fun and interesting by several of the users. Also the color coding of the user interface for day and night parts was quite well understood and liked. One user put it as follows:
In general, things that were not corresponding to the users’ expectations were immediately mentioned. People are used to services such as Google Earth which provide street level views of the presented locations. That is why participants expected also this prototype to provide close-up views of the pointed locations. They expected the zooming in to take them to the street level of the view “just like in the Google Earth.” They also expected that selecting a content thumbnail by pressing it with finger would allow them to see the real photograph or some other details about the location. Most users felt that the zoom levels implemented in the prototype were insufficient.
• “Because there seems to be sunlight, this is somehow based on reality.“ Another use commented: • “[MAA is] like a direct window, it feels intuitive.”
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New Way of Exploring the Earth
We found that examining the Earth became interesting using the prototype. This new embodied interaction style makes exploring the Earth and content around it more captivating, compared to the existing solutions. One user commented:
The study participants had no prior knowledge of the concept. The participants had not thought this way about the Earth before, of seeing directly through the Earth, and they found the application novel and unprecedented. Some felt it was “brain exercise” in a positive way. Other comments about the novelty were for example:
• “[This makes] it more fun to search for information, which is currently a boring task.”
• “On the other side of the world it is night-time at the moment. You don't usually think about things like that.”
Seeing through the Earth and becoming aware of what there is and what is happening in the pointed places was considered interesting. Comments from the participants indicate that this application encourages examining the Earth in general, to discover what kind of things exist out there. Participants commented that they could learn new things about the world by using the application. Examples about nature, people, culture, and geology were mentioned. Being able to discover information serendipitously without actively searching was liked, but in addition to this, participants also would have liked to search for specific things. Serendipity of the application was commented to be good:
• “As a small kid I started to wonder about where I would end up if I made a tunnel directly below my feet.” • “I have never thought that London is in that direction.” • “This is interesting because there is no other way to do this.” • “Seeing the whole world from one point.” • “This makes the Earth more intimate and more controllable.” • “This is difficult to perceive maybe because I never earlier thought about seeing through the Earth.” Many users commented that the map is mirrored, which is true when compared to the way we normally see the surface of the Earth, from above.
• “I can find information I was not even searching for.” • “Advancing liberal education.”
• “This is in some funny way. New York and San Francisco are in reverse order.”
• “The Earth is spherical and full of interesting countries and travel destinations.”
• “Kind of a mirror image. I understand it is so, but I need to think about this a little.”
Traveling in general was mentioned many times by the participants, but it is a common use case also with map and globe based solutions, so we do not concentrate much on it here. For example, sharing travel photos and routes as well as planning the travels were mentioned.
• “But where am I?” It was not intuitive to look downwards to explore the Earth, even though that is where the Earth is physically. Typically participants first pointed to some other directions than down, starting for example by pointing forward, then turning to both sides and only then after a while turning downwards or upwards.
The application raised interest in educational and human topics such as: • “Possibly an exploration application, for seeing the flora, elephant herds, even as real-time video.” • “Good for teaching: Look, there are sloths hanging in the tree, and information tagged to that.”
The Mental Model
Between the two rounds of the study, the users had two weeks to familiarize themselves with the mental model of the concept: the transparent Earth. The participants’ first impressions of the concept, when seeing it for the first time, were excited and interested. We collected lots of comments such as “this is fun,” ”exiting,” “this is a novel idea, I have never seen this before,” “using this is easy” and “this is interesting.” Similar responses were received also during the second round of the study, which means that it was not only their first impression as the participants interest had not died down during the two weeks. The biggest excitement about the novelty was replaced with more thoughtful interest during the second round, though. Lots of potential was seen in the concept especially when seen the second time, after having had time to think about it for some time.
• “Seeing the routes of migrating birds.” • “Photos from the South Pole. Where are the penguins going?” • “Seeing if the people are happy.” Also seeing the state of the Earth was commented being interesting using the prototype. Pollution, hurricanes and other such natural phenomena were mentioned. Also learning about the different cultures was mentioned. One user wanted to see the routes of wild animals. Novelty
The concept of seeing through the Earth was found novel and as such it required getting used to. However, it was thought to provide many new possibilities.
Practical and hedonic qualities of the prototype were evaluated using an AttrakDiff survey. There was no
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• “I was thinking about this new way of perceiving the world.” • “Now it gives me great pleasure, after thinking about it for two weeks to be able to put my hands on it again.” • “When you have first understood it, it is clear; there is nothing weird about it.” DISCUSSION
The expectations of real-timeness and reliability of the presented information seem to rise from the concept of spatial and whole body interaction, which are part of reality-based interaction. Realistic and truthful information was expected even though the use of the application was considered entertaining. The combination of using one’s own body in the interaction, thinking about the relation of one’s own body to the Earth, the alive UI, and the showing of day and night areas seem to emphasize the feeling and importance of real-timeness.
Figure 7. Subscale median scores from AttrakDiff. All scores are on the positive side in both rounds.
statistical difference between the two rounds in the AttrakDiff survey results (Figure 7): a Wilcoxon Signed Rank Test revealed no statistically significant change in perception of Practical Quality, Hedonic quality Stimulation, Attractiveness or Hedonic Quality Stimulation of the concept. On the whole, AttrakDiff indicates that the concept was interesting, as the Attractiveness and Stimulation values were the highest ones and as all the values were on the positive side during both rounds. Using the prototype was experienced as confusing in the beginning, but it also stimulated a new way of thinking, of what the Earth looks like in a first-person view, and in which 3D direction places lie in reality. The real-timeness of the concept adds to the attractiveness and exploring the Earth itself is interesting.
We find the results about MAA being a new way of exploring the Earth very important and think that the comments tell about how this interaction method brings the Earth closer to the user and makes it feel more intimate to him or her. In the enthusiasm of the participants we can see that MAA brings new possibilities to their minds, things that they have not been able to do with available solutions. On the whole, many of the comments were about the application being a guide to the planet Earth. Several comments about the Earth being spherical are also interesting. While this is common knowledge, it is evidently not something that people think about on a daily basis. There were some concerns about the social acceptance of the interaction method. An interesting detail is that while a user who mentioned that social pressure is a problem said that he would look silly when turning in circles pointing downward with this, he did not consider it at all problematic to turn in circles with the device pointing upward to the sky to see the stars. We consider this a clear hint of how novel the concept is and how difficult it is to think about something you are not used to. Once a concept becomes familiar, such as observing the stars through a telescope, it becomes a natural and evident thing.
There was only one person in the twelve participants who did not understand the concept correctly during the first session. However, even that participant showed real interest in it all the time. Only two participants mentioned that they had not really been thinking about the concept, the prototype, or about seeing through the Earth in general between the study rounds. We purposefully did not ask the users to think about the concept since we wanted to know if they would be voluntarily using their time to get familiar with the concept. Ten of the twelve users said they had been thinking about it, a couple saying that they had been thinking about it a lot and were waiting eagerly to come back to see and try it again. This indicates to us that choosing a two-round user study method was suitable for this kind of a novel and unfamiliar concept. Even thought the participants did not have the prototype in their possession during the two weeks, they had the mental model in their mind:
As the world is tied together with global information networks and people have the ability to travel quickly to different sides of the world, it is more relevant to be aware of what the Earth is like in reality, and to be aware of what is happening on it. MAA is not only helping in awareness of where far-away places, people, and events physically exist in relation to the user, but it also has potential to make people aware of the state of the world. Since it encourages the user to think about himself or herself as part of the Earth, it has the potential to increase awareness of the user's own responsibility of the future of our planet.
• “I was thinking about why it was so difficult for me.” • “Now after thinking about it I do understand the idea of seeing through.”
Based on the interviews and comments from the user experience study, people seem to have a preconceived notion that there is nothing interesting below our feet —
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that the Earth is essentially flat — but this application made people realize the actual state of affairs and forced them to stand up and turn around physically to see the whole world. This provides a potential link to spatial memory and cognitive maps, which have been researched a lot in cognitive psychology and neuroscience. People have an innate ability to build cognitive maps of three-dimensional spaces and objects [14]. People can use the cognitive map of the environment (spatial memory) by thinking about the landmarks and their spatial relationships to reach a target location. Also non-physical things can be remembered with help of spatial memory. For instance, method of loci is a technique which was originally used by ancient Greek and Roman orators to remember long narratives. They associated story fragments to different rooms in architectural space and used the architecture as a mental model to tell the story [21].
Another challenge is in visualizing the correct curvature of the planet’s inner surface. People are used to looking at the Earth from above the ground, and thus assume this to be the case also here. Especially if the horizon and the general color scheme give the impression that the user may be looking at a view of the Earth from above, the user may have considerable difficulties in understanding that it is not the outer surface they are seeing. While a color scheme that utilizes natural colors such as blue for water and green for continents aids in recognizing locations, it also gives the sense of seeing the outer surface. Visuals cues such as grid lines or other perspective cues may be helpful. In future iterations of the prototype we intend to experiment with different improvements to the visualization. The challenge with using a first person view like in the prototype is that regions near the user within a radius of a few hundred kilometers are almost flattened to the horizon, making it difficult to recognize locations and shapes. Also, content from a relatively large region of the planet is shown in a small section in the user interface. One solution is to provide an additional third person view that allows the user the see his or her nearby locations from above, as seen from space. However, the full impact of the first person view is then lost. Alternatively, one could show content from areas near the horizon in the sky, providing partial help in getting around the flattening.
We are interested in how people see themselves as a part of the physical world, using one’s own body to interact with the environment and content mapped to that. With MAA it becomes possible to form associations with the physical space and directions around you and the content, persons, or places you are interested in but who are out of your viewing distance. For example, when you are sitting in your office in Finland, you might learn to remember that everything happening in Italy can always be seen by pointing out through your office window.
Users were interested in viewing the world from a different location than they were physically in. However, if the location is changed, the user is no longer pointing in the actual physical direction of the content. This removes part of the sense and meaningfulness of the concept, although the benefits of the whole body interaction remain.
Evaluation
A two-round study method worked well in the user experience evaluation of a novel concept, as the users had time to familiarize themselves with it. When conducting a user study of a novel concept with the first version prototype, there is an additional challenge in analyzing which results are due to the immaturity of the prototype and which are innate to the concept. In our case, the prototype UI was so simplified that we are comfortable in assessing that the results are relevant for the concept itself.
A significant challenge in the sort of interaction utilized in the concept is that the user may not be able to very accurately keep pointing at a specific direction. Especially when pressing buttons on the device or on the touch screen, the direction may inadvertently change. Zooming in exacerbates the issue. One solution would be to allow the user to lock the orientation, or increase filtering in the orientation sensors.
Challenges
One of the first issues the users confronted was the fact that when compared to normal 2D maps or 3D globes, all the continents and other regions appeared to be mirrored in the prototype user interface. This poses a challenge as the user may not easily recognize what he or she is looking at. The severity of this issue depends on the user’s location on the planet; e.g., when standing near the equator in Africa, Scandinavia would appear flipped upside down, and the North and South Poles would be located opposite to each other about halfway down from the horizon. However, from northern Finland the South Pole is almost directly below the user, as expected, and the majority of the visible regions appear the right way up. While this may cause initial confusion, it is nevertheless a more accurate first person view of the planet than any 2D map projection or 3D globe could give. The challenge is in communicating this difference in the mental model to the user.
CONCLUSION
We have presented user experience study results of a novel interaction concept which provides world-wide access to geospatial data by pointing through the Earth. The concept enables seeing information about a pointed location in a first-person view even if the location is not in the viewing distance of the device's camera. Using a prototype of the concept, we conducted a user experience study with 12 participants. Findings from the study tell that the concept and prototype were seen as novel and interesting. There are advantages in using whole body interaction in browsing geospatial data. Participants mentioned using the prototype was easy and intuitive because there was no need to use buttons or lists to access
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geospatial information. The interaction method of pointing through the Earth was well accepted after the mental model of the concept was understood. Participants thought that the prototype as a window to the other side of the Earth. The feeling of real-timeness was derived from the different visualizations of the day and night parts of the Earth, as well as from the embodied pointing based interaction happening in a first-person view. Content was expected to be realistic and truthful and to be shown in the correct locations on the 3D model of the Earth. Findings also indicate that the concept brings up new reasons for exploring the Earth. The novel mental model of seeing through the Earth is causing suspicious reactions because it makes the world look different to the maps that users are familiar with. The participants had not been thinking that most places and people of the Earth are actually below their feet. The concept got the participants inspired by the possibilities it provides for user interaction with the geospatial content. The concept made the world feel more intimate to the participants, although getting familiar with the concept takes time. In an AttrakDiff survey, the concept was found interesting as it was rated positive in attractive and hedonic qualities.
Aware Information to Mobile Users. In Supplemental Proceedings of the UbiComp 2007. 7. Google Earth. http://earth.google.com/ (accessed January 28, 2010) 8. Hassenzahl, M., Brumester, M., Koller, F. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. in Mensch & Computer 2003. Interaktion in Bewegung, Ziegler, J., Szwillus, G. (Eds) B.G. Teubner (2003), 187-196. 9. Jacob, R.J.K., Girouard, A., Hirshfield, L.M., Horn, M.S., Shaer, O., Solovey, E.T., and Zigelbaum, J. Reality-Based Interaction: A Framework for PostWIMP Interfaces. In Proceedings of ACM CHI 2008 Human Factors in Computing Systems Conference, ACM Press (2008), 201-210. 10. Jorge, V.A.M, Ibiapina, J.M.T, Silva, L.F.M.S., Maciel, A., and Nedel, L.P. 2009. Using Whole-Body Orientation for Virtual Reality Interaction. In Proceedings of the XIth Symposium on Virtual and Augmented Reality, SVR'09. Brazilian Computer Society (2009), 268-272. 11. Krueger, M.W. Artificial Reality 2. Addison-Wesley Professional (1991).
In the future we will develop new, more full-featured versions of the MAA prototype that access real online content services and find solutions for the challenges faced in the first prototype. In upcoming evaluations we will concentrate on more detailed user experience questions but also continue studying the interaction technique of pointing beyond the physical viewing distance.
12. Nokia Image Space. http://imagespace.nokia.com/ (accessed January 28, 2010) 13. Nokia Point and Find. http://pointandfind.nokia.com/ (accessed January 28, 2010) 14. O’Keefe, J., and Nadel, L. The Hippocampus as a Cognitive Map. Oxford University Press (1978).
ACKNOWLEDGMENTS
15. Qik. http://qik.com/ (accessed January 29, 2010).
We would like to thank Hannu Korhonen for his assistance in conducting the user study.
16. Rekimoto, J., and Nagao, K. The World through the Computer: Computer Augmented Interaction with Real World Environments. In Proceedings of UIST'95, ACM Press, USA (1995).
REFERENCES
1. Allen, R. The Aspen Movie Map (1978). http://rebeccaallen.com/v2/work/work.php?isInteract=1 &wNR=15&ord=alph&wLimit=0 (accessed January 28, 2010)
17. Reponen, E., Huuskonen, P., and Mihalic, K. Primary and Secondary Context in Mobile Video Communication. Journal of Personal and Ubiquitous Computing, Volume 12, Number 4. Springer (2008).
2. Baudrillard, J. Simulacra and Simulation. University of Michigan Press (1994).
18. Reponen, E., Keränen, J., and Korhonen, H. WorldWide Access to Geospatial Data by Pointing Through The Earth. In Proc. CHI 2010 Extended Abstracts (2010). 3895-3900.
3. Facebook. http://ww.facebook.com/ (accessed January 28, 2010) 4. Flickr. http://www.flickr.com/ (accessed January 28, 2010)
19. Twitter. http://twitter.com/ (accessed January 29, 2010).
5. Galloway, K., and Rabinowitz, S. Hole in space (1980). http://www.ecafe.com/getty/HIS/index.html (accessed January 28, 2010)
20. Uusitalo, S., Eskolin, P., and Belimpasakis, P. A solution for navigating user-generated content. In Proceedings of ISMAR 2009, ACM Press (2009).
6. Gao, J., Spasojevic, M., Jacob, M., Setlur, V., Reponen, E., Pulkkinen, M., Schloter, P., and Pulli, K. Intelligent Visual Matching for Providing Context-
21. Yates, F.A. The Art of Memory. London, Routledge and K. Paul. Xv (1966). 400.
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Lightweight Personal Sensemaking Tools for the Web Brendan Ryder Dept. of Computing and Mathematics Dundalk Institute of Technology Dublin Road, Dundalk, Co. Louth, Ireland [email protected]
Terry Anderson School of Computing and Mathematics University of Ulster, Newtownabbey Co. Antrim, BT37 0QB, Northern Ireland. [email protected]
ABSTRACT
burgeoning store of information more accessible but also introduced the concept of personal associative trails [3], his envisioned sensemaking structure, where an individual could create, store, annotate and share personal trails through a body of knowledge. Web hyperlinks only go some way towards realising the richness of Bush‟s associative trails. In this paper we attempt to realise software support for these trails.
Sensemaking is an ill-defined, iterative and complex activity concerned with the way people approach the process of collecting, organizing and creating representations of information. The user needs to be supported in two cognitive tasks: „representation construction‟, which involves finding an appropriate structure to aid sensemaking and „encoding‟, which is populating that structure with meaningful information. Much work has been completed in the area of encoding, but the forms of representation construction and how they can be better supported in software require further investigation.
Sensemaking is central to the „knowledge worker‟. The term signifies someone who is using and sifting data (facts) and information, often with the aim not just of making sense of it (sensemaking) at some level, but of transforming and synthesising it into knowledge. In a given context, existing knowledge is used to understand the raw pieces of data and the available information is used to transform it into knowledge. Sensemaking is the activity that translates this information into knowledge. It is a continuous and iterative process, as new knowledge may enable more to be seen and understood in the available data and information. Marshall and Shipman [4] describe this as „information triage‟, the process of sorting through relevant materials and organising them to meet the needs of the task at hand, which is often timeconstrained and requires quick assessment based on insufficient knowledge.
This paper reports on the design, implementation and evaluation of a web-based personal sensemaking tool called Coalesce. It tightly integrates search facilities with the representation construction task through the SenseMap – an innovative interactive hierarchical mechanism for displaying, structuring and storing selected information. Results from controlled experiments indicate that Coalesce enhances users‟ searching, gathering and organizing tasks when compared to a standard browser and word processor combination, but without imposing an additional cognitive load. Author Keywords
H.5.2 User Interfaces (D.2.2, H.1.2, I.3.6): Interaction styles, Prototyping, Evaluation/methodology.
This paper focuses on personal or individual sensemaking, as introduced above. While sensemaking at the organisational / corporate level is also a wellestablished area of interest in industrial knowledge management and practice [5], our interest lies in providing support to individuals.
INTRODUCTION
MOTIVATION AND APPROACH
Personal Information Management, Personal Sensemaking, Representation construction, Tagging. ACM Classification Keywords
Sensemaking is “the cycle of pursuing, discovering, and assimilating information during which we change our conceptualization of a problem and our search strategies” [1]. With the vast increase in readily available information on the web, and the rapid transition from paper to electronic documents, providing support for sensemaking is emerging as a significant sub-area in computing research [2]. Vannevar Bush in his seminal work on the Memex – arguably the conceptual pre-cursor to the web – recognised not only the need to make our
There is an abundance of software tools to help transcribe data, information and knowledge; witness the ubiquity of word processors. However, in the 21st century there are arguably no mainstream tools that assist to any great extent with making anything akin to Bush‟s associative links. The vital sensemaking transformation, with multiple aspects of organising, synthesising, labelling, annotating, recalling, re-working, and so on, that produces knowledge, has not been embedded into any established genre of computer-supported tool. Some research-driven tools are available, but they have yet to make any real-world impact. Where they do exist they tend to be designed for advanced or expert domain users, not for everyday sensemakers. In order to ensure that sensemaking activity is supported for a much wider audience, Russell, et al. [2] state that “sensemaking tools must fit into the flow and style of a user‟s work practices.
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They should build on patterns of representations that are well-understood, and both fast and simple to use”. They suggest that current sensemaking tool design is too “highend, complex and sophisticated” and predominantly caters for advanced or extreme users. Van Kleek, et al. [38] also found that a lightweight note-taking tool permits rapid capture and retrieval of short notes-to-self and effectively addresses people's needs.
developed a user model of sensemaking activity. His research examined how a group of Xerox employees made sense of laser printers and the output was used in the Xerox education division. Russell found that people make sense of information about a specific topic using cyclic processes of creating a well-organised structure (representation construction) and populating that structure (encoding the structure) with information relevant to the task at hand. This process is called the „learning loop complex‟ and can be seen in Figure 1. User studies found this recurring pattern emerged with a number of domainspecific sensemaking tasks.
This paper examines how mechanisms for information representation that allow easy organisation and reorganisation can be better provided to aid generalpurpose sensemaking tasks (specifically personal). It shows how simple, fluid, hierarchical and associative tagging, in the form of what we call a „SenseMap‟, and the exploitation of existing structured data improves sensemaking activities for individuals trying to comprehend a set of web documents. A review of the current models of sensemaking shaped a prototype called Coalesce, so named to emphasise its aim of tightly integrating support for web searching and organising / personalising selected information. By introducing a representation construction mechanism that avoids overcomplexity but also supports a high degree of representational richness, we hope to provide enhanced tool support for sensemaking. The remainder of the paper is organized as follows. After discussing current work in the literature relating to sensemaking the implementation of a proof-of-concept sensemaking prototype called Coalesce is described. The user studies of the prototype are then reported. Finally conclusions and future work are presented.
Figure 1. Learning Loop Complex of Sensemaking (Source: [10]).
Subsequent work carried out suggests important revisions to Russell‟s model and theory. Qu and Furnas [9] conducted an observational study to determine how people derive aspects of structure for their representations. While Russell‟s model posits a very clear separation between representation construction (i.e. finding a structure to aid sensemaking) and the encoding activity (i.e. populating the structure), Qu and Furnas argue that representation construction is much more tightly integrated with the encoding process. Sensemakers are not just getting „bags of facts‟ from their sources of information, but organised ideas, and they may incorporate some of this organisational structure in their own sensemaking. This recognises that both the content and structure of a resource are of value. That the structure a person uses to aid sensemaking evolves over time is clearly recognised by Jones, et al. [11]. They studied how individuals organise information in support of projects. Folder structures were used to summarise content as well as to organize it. The folders are information in their own right and represent the user‟s evolving understanding of a specific project and its components.
RELATED WORK
Software supported sensemaking requires mechanisms to find (through search and/or browse), collect, organise and categorise or label information. Increasingly support also needs to be provided for collaborative sensemaking as people share their sensemaking efforts [6], [7] and [8]. Work relating to the conceptual sensemaking model and the ever increasing use of documents available on the internet is also of significance. Finding is not explored any further due to space constraints, but is assumed to be provided by current web search engines. Also, collaborative aspects will not be discussed any further as the emphasis in this work is on personal sensemaking. Sensemaking
Sensemaking serves as an “organizing structure for personally meaningful information geographies: map-like workspaces which accumulate „trails‟ of our activity, which evolve over time but remain stable enough to provide the same fluency that we have with maps of physical places” [1]. It occurs when individuals face new problems or unfamiliar situations, which frequently happens when searching for information on a specific topic. The output of the activity is ill-defined, iterative and complex, “Information retrieval, organisation and task-definition all interact in subtle ways” [9].
A number of other research projects have examined sensemaking in specific contexts. The Scholarly Ontologies project [12] and the CiteSense project [13] proposed tools that support the interpretation of academic literature, specifically literature search, selection, organisation and comprehension. Other systems that have attempted to support sensemaking activities include:
Russell [10] pioneered the work on the concept of personal sensemaking at the individual level and
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Universal labeller [14], gBIS [15] and Sensemaker [16]. Also, the PARC research group has examined methods related to automated sensemaking that involve techniques from natural language processing, machine learning and data mining.
[25]. Subject-based classification, as the name implies, is any form of content classification that groups objects by subject. However, there are a number of ways to describe subjects: controlled vocabularies, taxonomies, thesauri, faceted classification [26] and ontologies. All of these share the major disadvantage that a non-trivial amount of expertise and effort is required to correctly apply such a classification. By contrast, a folksonomy is an internetbased information retrieval methodology consisting of collaboratively generated, open-ended labels that categorise web resources. The labels are commonly known as tags and the labelling process is called tagging or social bookmarking. The comparative success of folksonomy-based systems is due in no small part to the use of unrestricted tags. While there is little mental effort involved in generating these tags, the downside is their uncontrolled nature, so that many users may use different tags to describe the same item.
Organisation
Organisation is central to the sensemaking process and can be examined from two perspectives: (1) interface and interaction design and (2) associative technologies, that is, the underlying data models for association. Much work has been carried out to examine how we interact with information resources. Typically concepts are managed in text form [17], using a hierarchy [14], or graphically using nodes and links [18] [19]. The information resources are normally associated in some form of visual container. The Nigara prototype [20] which aids navigation by providing a map-like view of hypertext documents supports informal organisation and classification. The Instant Bookplex system [21] contains a zoomable user interface (ZUI) for navigating through a spatial representation of a document collection. This ZUI supports extended reading in the collection using semantic zooming, graphical presentation of metadata, animated transitions and an integrated reading tool. The Hunter-Gatherer project, which examined information management on the Internet, produced interesting results in terms of information collection and management [17]. It found that users normally do not want to gather the contents of entire Internet documents, but instead desire to be able to select specific sections at a very fine level of granularity. They also want to be able to add and combine the gathered material in an arbitrary and flexible manner.
Despite the limitations of tags [27], commercial systems such as del.icio.us, Flickr and CiteULike have enjoyed immense success and have well established user bases. Research prototypes such as Dogear [28] have shown that social bookmarking can be useful in the enterprise. Tagging also played an important role in Piggybank [29] and Phlat [30] where it is used to create informal metadata thus increasing the availability of machineprocessible data, which aided search, discovery and management. In an effort to “provide in situ, low-cost tagging for web content”, the SparTag.us tagging system [31] utilises an intuitive Click2Tag technique. COALESCE PROTOTYPE
The Coalesce prototype is internet-based and aims to provide a unified interface that combines searching, organising and storing, with an emphasis on supporting representation construction in the sensemaking process. Figure 2 illustrates sensemaking with the topic 'Tea'.
A number of commercial and open source tools provide varying degrees of sensemaking capabilities. Clipmarks [39] provides clipping of web content together with collaborative tagging and StumbleUpon [40] provides a recommendation engine matched to personal preferences. Also, Microsoft OneNote [41] is designed for information collection, organisation and sharing.
The Coalesce prototype was implemented as a web application using AJAX and Software as a Service (SaaS), through open Web API‟s. The prototype‟s architecture adheres to a three-tier client-server AJAX architecture.
Producing software that models human association and conceptualisation involves combining research interests from diverse areas in computer science including AI, psychology and information retrieval. A number of associative techniques are used to represent knowledge and information including relational databases, the associative data model [22], semantic networks [23], semantic web technologies like RDF, topic maps [24] and web syndication and publishing frameworks like RSS and Atom.
The client executes in a standard web browser and does not require any specialised plug-ins or add-ons. For testing and evaluation purposes Microsoft Internet Explorer 6+ was utilised. The Google Web Toolkit [32] was used to develop the software, in conjunction with mygwt (now called Ext-GWT), a third party native GWT library. GWT provides interface components, intercommunication mechanisms and support for XML parsing. The server components were deployed on a J2EE compliant Apache Geronimo 2.0 for Windows application server. The application performs its communication using REST-based web services and requests are passed through an HTTP proxy server in order to overcome the same origin policy issue that arises when building AJAX applications.
Categorisation
During the sensemaking process individuals categorise and label information resources. The labels can be viewed as metadata - „data about data‟ - which can be used for both the management and retrieval of content. There are a number of mechanisms that can be used to categorise content. They range from formal subject-based classification to informal folksonomies or tagging systems to hybrid classification (coined „collabulary‟)
Application data is persisted in Google Base [33] and information is serialised in a specialised form of XML (see SenseMap below). This could support collaborative
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capabilities that may be added in the future. Search functionality is provided by concurrently exploiting the multiple web search API‟s currently available and include Yahoo Web and Yahoo Image, Wikipedia, Flickr and Amazon Books. (Google was not used due to the limited number of API-allowed searches permitted per day.)
Figure 3 illustrates the proposed SenseMap. The hierarchical structure is very well known and is familiar to the user, thus providing an easily understood visualisation. The hierarchy provides a rich information representation without being overly complex and allows users to naturally and easily organise concepts. It also acts as a visual reminder where users can see the relationships between the concepts and the associated data they gathered at a particular point in time. With the SenseMap, the intention has been to avoid the tendency to design high-end systems for extreme users with complex visualisations but rather aim for simplicity because most sensemaking tasks are simple [2]. The interactively modifiable nature of a SenseMap is also of key importance. People need to be able to reorganise the information they have collected in a way that makes sense to them in the context of the task they are performing. Castello and Moreno [34] examined notetaking behaviour of students and found that “reorganising, reflecting, amplifying and synthesising the notes seem to help in information re-use and consolidation quite a bit”. The SenseMap allows the user to continuously modify and save any aspect of the hierarchy as they proceed, including the number, order and depth of the notes to any of its tags and links. The labels or tags that make up the hierarchical concepts are defined iteratively by the user as they “make sense” and are created manually as they search or can be recommended using a form of semi-automatic assistance from structured data sources that are available on the Internet. As the user selects specific tags that already exist in the SenseMap, suggested terms based on those existing tags are provided. This term recommendation is provided by the Yahoo Term Extraction service [35] and provides a form of content analysis which retrieves a list of significant words or phrases extracted from a body of text in either XML and/or JSON formats. Tags can be dynamically repositioned within the hierarchical structure as required (dashed line in Figure 3).
Figure 2. Coalesce Top-level Interface.
The output from each search tool appeared in standard HTML format in corresponding tabs. Coalesce aims to support very fluid working, allowing the user to move in any order among searching, reading and developing a SenseMap. The prototype also permits the simultaneous creation of multiple SenseMaps so the user can work on several independent sensemaking projects. The SenseMap
The representation construction aspect of the sensemaking process is encapsulated in a SenseMap. This is a hierarchical tagging structure that can be used to build the associative concepts that underpin the user‟s representation construction process. It is an attempt to provide a persistent and intuitive yet easily modified associative mechanism.
Figure 3. SenseMap and Information Snippets.
Fine-grained information resources, for example a paragraph of a web page, a sentence, or an image can be
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tagged and associated with a tag group in the SenseMap. The gathered components are referred to as information snippets. Each label or tag can have multiple information snippets associated with it.
associated SenseMap concepts marked up in HTML. The content element is used as a wrapper for a non-validated XML representation of the associated concepts that is escaped into appropriate HTML.
The SenseMap and associated information snippets are stored independently using the structured format of Google Base (Figure 4). The user adds the tags in the SenseMap, and the tags are automatically added to the appropriate information snippets so that the user is never exposed to any of the low-level markup code.
The Information Snippet item type is used to represent information gathered from the Internet and could be a paragraph(s), a group of sentences or words or an image. (For scoping reasons the types of data that can be gathered is restricted to text and images). It can also include a user-defined annotation.
Google Base is an online database into which a user can add any type of content in a structured way and is based on the Google Data or GData protocol. GData is a protocol designed by Google that provides a simple standard protocol for reading and writing data on the Internet. It combines common XML-based syndication formats, Atom 1.0 and RSS 2.0, with a feed-publishing system based on the Atom Publishing Protocol (APP), plus some extensions for handling queries and authentication.
Figure 6 provides an example of an information snippet from the „Tea‟ SenseMap for information labelled „Types of Tea. The element, „Types of Tea‟, is used to label the information snippet and this in turn relates to a specific label in the SenseMap hierarchical concepts. The <sensemap_name> element relates the information snippet to a specific SenseMap. Multiple information snippets can be labelled or tagged with the same text. The element contains the information associated with the information snippet and the provides the URL to the originating source of the information.
Figure 5. SenseMap in Google Base XML.
Figure 4. SenseMap Structured Data Model.
The Google Base data API allows developers to build client applications that interact with the Google Base service. It is possible to query, add, update and delete items from Google Base programmatically. Every individual item that is stored in Google Base is stored in an XML construct referred to as a data item. Each data item consists of a set of attributes that describe it. Attributes are typed name/value pairs that describe the content. An item type describes the type of data and can be a standard defined item type or custom created. Figures 5 and 6 provide examples of the two custom item types created for the Coalesce prototype called „SenseMap‟ and „Information Snippet‟ respectively. The example assumes that the user is making sense of the topic “Tea” and has created three labels associated with the topic: “History of Tea”, “Types of Tea” and “Tea Industry”.
Figure 6. Information Snippet in Google Base XML. EVALUATION
Prior to the main evaluation sessions a paper based study and some initial experimentation with an early version of the Coalesce prototype was conducted to determine how users performed sensemaking during their daily activities.
The element in Figure 5 holds the name of the SenseMap. The element contains the
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This was then used to inform the main evaluation. Most users reported alternating between a search tool and Microsoft Word, cutting and pasting text and images as they went. Normally they simply added the newly pasted material to the end of the document with the intention of re-ordering it later.
practice session was performed by each participant in order to familarise them with Coalesce – all used Word frequently. Two experiments were conducted, one for each treatment, Microsoft Word and Coalesce. Each experiment was 30 minutes in duration with a break of 10 minutes in between and all participants started and finished at the same time. Participants were provided with a task scenario indicating that they were completing a hypothetical assignment on two topics: „Ubiquitous Computing‟ and „Computer Ethics‟. They were instructed to produce a draft report for each research topic and that it should be clearly structured and contain (a) an overview of the concepts gathered on the topic and (b) all the relevant information gathered. They were also informed that it was acceptable to copy and paste text and diagrams from the Internet but that all resources utilized should be acknowledged.
A comparative evaluation in the form of a number of controlled experiments was used to determine if the user‟s preference ratings for a number of specific criteria and workload (USE and NASA-TLX) were higher when the Coalesce prototype was used to assist with the sensemaking process when compared with Microsoft Word. Participants. A total of 92 computing undergraduate students took part in the controlled experiments during two sessions (64 for session one and 28 for session two). They were all within the same age profile, had similar levels of literacy and amounts of exposure to computer technology.
After each sensemaking task, each participant completed the corresponding and NASA-TLX questionnaires. Those using Microsoft Word had to complete two NASATLX‟s, relating to gathering and organising tasks and those using the Coalesce prototype had to complete an additional one on searching. Microsoft Word participants did not complete a NASA-TLX for searching as a separate web search engine was used for the searching task. At the end of each experiment a post-experiment questionnaire was completed and upon completion of both experiments each participant completed a final questionnaire.
Materials. For the experiments the following materials were used: Proof-of-concept sensemaking prototype and a control application (i.e. Coalesce and Microsoft Word). Descriptions of the sensemaking tasks to undertake. Questionnaires to gather both quantitative and qualitative experimental data. A total of four questionnaires were created: an initial questionnaire, a task workload evaluation questionnaire (NASA-TLX), a post-experiment questionnaire and a final questionnaire. The initial questionnaire was designed to elicit background information from the user including how much exposure they had to web searching and tag usage. The task workload evaluation questionnaire, NASA-TLX [36], was designed to elicit the user‟s perception of the total workload required to perform a specific task. The post-experiment questionnaire was based on the well-established Questionnaire for User Interface Satisfaction (USE) [37]. The final questionnaire required the user to state their preferred method of interaction, either Microsoft Word or Coalesce and then provide a brief explanation for their choice. All questionnaires were completed electronically.
Results. The experiments captured both quantitative and qualitative data. Table 1 provides an overview of the quantitative results for the post-experiment questionnaire focused on participant‟s evaluation of the „usefulness‟ of the Word and Coalesce for the experimental tasks. The independent t-test was used to compare the means of the two groups on the various measured criteria.
Procedure. The evaluation session began with the experimenters introducing themselves, outlining the schedule and describing how the experiments were to be conducted. It was explained to the participants that the aim of the study was to evaluate how effective two applications, Microsoft Word and the Coalesce prototype, were at providing sensemaking functionality.
Legend ** = statistically significant at the 1% level * = statistically significant at the 5% level
Table 1. User Preference Rating - USE Questionnaire.
There was a clear difference between user preference rating averages depending on which tool participants used. The Coalesce prototype was generally perceived as better than Microsoft Word, especially for the main sensemaking tasks of searching, gathering and organising. The search task average user preference rating for Microsoft Word was 3.40 and 4.33 (on the 1 to 5 scale)
Having given their consent to proceed, participants were allocated to specific groups based on four identified conditions: two applications, Coalesce and Microsoft Word and two topics to research, namely “Ubiquitous Computing” and “Computer Ethics”. A within-subject design was chosen and a Latin square design used to allow for the correct ordering in task completion. A
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for the Coalesce prototype. The gather task average user preference rating for Coalesce was 4.42 compared to 3.67 for Microsoft Word. Finally, the organise task rating average for Coalesce was 4.42 and for Microsoft Word 3.96. The search and gather activities were significantly better at the 1% level with values of (p=0.0014) and (p=0.0032) respectively. The organise activity was significant at the 5% level with a value of (p=0.0369).
information services into a single interface was favourably viewed and the fine-granularity of information snippets (i.e. text and images) was appreciated. Some negative feedback, mainly concerned with interface and interaction design, was recorded and these issues would need to be resolved in future experimentation with the prototype. CONCLUSIONS
The results also show that Microsoft Word performs marginally better in terms of the „ease of use‟ and „ease of learning‟ criteria, but not significantly. This might be explained by the participants‟ familiarity with Microsoft Word when compared with the Coalesce prototype. The same can be said of the „satisfaction‟ criteria, but again only marginally. The post-experiment questionnaire for Coalesce contained a number of additional statements relating to Coalesce‟s sensemaking capability. In particular, participants indicated that the keyword recommendation capability, which assisted with the representation construction stage of the process, helped them with both searching and sensemaking.
This paper has presented a proof-of-concept sensemaking prototype called Coalesce that implements an organization construct called a SenseMap. The work was motivated by a need to create fluid and intuitive tool support for sensemaking tasks, specifically representation construction for all types of user regardless of their problem domain or level of expertise. It attempts to realise Bush‟s concept of „associative trails‟, personal trails that a user will create as they gather information on a specific topic. There is experimental evidence that the Coalesce prototype was of greater assistance in the process of sensemaking than with Microsoft Word. User preference ratings for the tasks of searching, gathering and organising were higher when Coalesce was used. Users were able to adapt to using the Coalesce tool quite quickly, and it did not exert any significant additional cognitive load on them. This was achieved through its integrated approach to searching, fine-granularity gathering and fluid organising including hierarchical structuring and keyword recommendation. Also, the underlying data is stored in a structured interoperable format that can be searched and aggregated in a uniform manner. The work undertaken in this research indicates that a simple intuitive interface and underlying structured data model can indeed improve sensemaking for all users.
There were variations along the task workload (NASATLX) dimensions for each treatment were very small with no differences reaching even the 5% level of statistical significance. This would seem to suggest that the participants did not find the Coalesce prototype any more difficult to use than Microsoft Word for the gather and organise tasks. The Search task was not analysed because Microsoft Word does not provide any searching capability. Table 2 provides a summary of the qualitative feedback obtained for Coalesce. Having examined the data from the experiments a categorisation scheme was derived from the cognitive tasks used during the process of sensemaking. The categories identified were: searching, gathering, organising, interface and interaction and general.
FUTURE WORK
There are a number of areas that would benefit from further investigation. The first would be to enhance the representation construction functionality. At present the hierarchical tags are created manually and/or are selected by the user from an automatic keyword extraction service or search engine results available on the Internet. The term recommendation could be improved by providing a mechanism to analyse and extract meaning from Internet resources. The ability to attach more than one tag to an information snippet would be an important development, matching user expectation and enriching the encoding process. Collaborative capabilities which would involve the inclusion of social networking capabilities could also be incorporated. Collaborative sensemaking naturally follows individual sensemaking. The combined knowledge and expertise of the collective group would contribute to the overall sensemaking output, building a SenseMap repository that could be shared and developed organically over time. A representation comparison tool that determines a group consensus SenseMap could then be created. The inclusion of additional multimedia content like videos, pdf files and Flash content, would expand the richness of the information resources gathered
Table 2. Qualitative Feedback Summary for Coalesce.
Users found the integration of the search, gathering and organising functionality in Coalesce beneficial to the process of sensemaking and there was consensus on its usefulness for the topic investigation task. The incorporation of multiple search results and other
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and stored as part of the SenseMap. A mind map output representation that would augment the current display could also be provided.
13. Zhang, X., Qu, Y., Giles, C. L. and Song, P. CiteSense: Supporting Sensemaking of Research Literature. Proc. CHI2008, ACM Press (2008), 677– 680.
Finally, additional studies could be conducted to examine the quality of sensemaking and the time taken to gather the information resources. A benchmark of content for a topic, taken from a reputable source could be selected and comparative trials conducted.
14. Jones, W., Munat, C. and Bruce, H. The Universal Labeler: Plan the Project and Let Your Information Follow. Proc. ASIS&T 2005. 15. Conklin, J., Selvin, A., Buckingham Shum, S. and Sierhuis, M. Facilitated Hypertext for Collective Sensemaking: 15 Years on from gIBIS. Proc. Hypertext ’01, ACM Press (2001), 123–124.
ACKNOWLEDGEMENTS
We would like to thank all staff, and participants from the University of Ulster at Jordanstown and Dundalk Institute of Technology who took part in the controlled experiments.
16. Baldonado, M.Q.W. and Winograd, T. SenseMaker: an information-exploration interface supporting the contextual evolution of a user's interests. Proc. SIGCHI ’97, ACM Press (1997), 11-18.
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3. Bush, V. As We May Think. Atlantic Monthly 176, 1 (1945), 101-108. 4. Marshall, C. and Shipman, F. Spatial hypertext and the practice of information triage. Proc. Hypertext ‘97, ACM Press (1997), 124-133.
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The Effect of Aesthetically Pleasing Composition on Visual Search Performance Carolyn Salimun1, Helen C. Purchase2, David R. Simmons3, Stephen Brewster4 3 School of Computing Science, School of Psychology, University of Glasgow, University of Glasgow, Glasgow, G12 8QQ, United Kingdom Glasgow G12 8QB, United Kingdom {carolyn}{hcp}{stephen}@dcs.gla.ac.uk david.simmons@gla.ac.uk 1,2,4
interfaces which are ―pleasant‖ to look at) are preferred over relatively unaesthetic interfaces, and that these same high aesthetic interfaces are perceived as easier to use [17, 21] and might solve some usability problems[15]. While this evidence provides strong support for the argument that aesthetics is important in interface design, it is certainly not conclusive, as most of this evidence has focused on the effect of interface aesthetics on the ―look and feel‖ of the application and not on the effect of interface aesthetics on actual task performance.
ABSTRACT
This paper presents the results of a study on the effect of the aesthetic layout properties of a computer interface on visual search performance. Search performance was measured at three levels of layout aesthetics: high, medium, and low. Two types of performance metric were recorded: response time and number of errors. Performance at the three levels of aesthetics was also compared between two search methods (with or without mouse pointing), and related to preference. The findings of the present study indicate that, regardless of search method used, response time (but not errors) was strongly affected by the aesthetics level. There is also a clear relationship between preference and performance when a composite measurement of aesthetics is used, although this does not seem to be due to the influence of individual aesthetic features. Further study is needed to identify other aesthetic factors that influence task performance, and to establish appropriate design guidelines.
Although there has been some limited work investigating aesthetics and performance (e.g.[22]) this past work is restricted to investigating the effect of aesthetics on reducing task error. Other types of performance, such as efficiency, have not been investigated. A recent paper by Sonderegger and Sauer [18] investigated the effect of aesthetics on performance, and found better performance with aesthetically appealing design. However, their focus was on the product design and visual appearance of a mobile phone and not on more generic interface design of a typical software application.
Author Keywords
Aesthetics, aesthetics measures, interface layout, task performance.
Addressing these issues is important, given that, in general, the literature in HCI has largely neglected aesthetics (at least before the study by [11]) due to the belief that aesthetic interfaces might adversely affect usability [20]. Thus, empirical evidence on this issue will be a useful guide not only for determining what, how, and to what extent the aesthetics of interfaces influences task performance, but also to see whether aesthetics really matters when it comes to task performance or if it is just icing on the cake (something extra and not essential that is added to an already good situation or experience and that makes it even better [1]). Relying on subjective judgments to judge how interface aesthetics might affect errors in, and efficiency of, task performance [6, 16], is not convincing enough to support the notion that attractive things work better [15].
ACM Classification Keywords
H5.2. User Interfaces: Screen design (e.g. text, graphics, color) INTRODUCTION
There is increasing evidence to support the role of visual aesthetics in interface design, since the remarkable discovery by Kurosu & Kashimura [11] of the strong correlation between interface aesthetics and perceived usability e.g. [8-9, 15, 17, 21]. Overall, this evidence suggests that interfaces with highly rated aesthetics (e.g.
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Cox [7] claims that mouse pointing is likely to aid interactive search. Hornof [10] reported that the layout design of the interface influences mouse movements. Is performance in visual search task influenced more by mouse movement than by the design of interface? This is an important relationship to investigate because the design of
NordiCHI, 2010, October 16-20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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interface layout could be captured by using just six of the formulae. They are (taken from [13]):
the interface will affect mouse movement, which in turn will affect the process of visual search. If the mouse movements are complex, then performance in the visual search will be reduced. If, when using a mouse to aid the visual search, the performance using a high aesthetic layout proves to be better than that with low aesthetic layout, this means that performance is more influenced by design than the use of a mouse.
Cohesion: Cohesion by definition is the extent to which
To design an interface that is both visually attractive and optimizes performance is the main challenge for designers. Some designers might neglect aesthetic elements of the user interface due to the fear that it might degrade usability, and some might overload the interface with interface elements that make performance more difficult. It is obvious that creating a beautiful, effective and efficient interface is not an easy task. However, some existing guidelines on user interface design (e.g. guideline for textual displays, graphical display, ordering of data and content, color, navigation flow, and composition of the screen) might help this process.
In this study, we are focusing on classical aesthetics/clarity rather than expressive aesthetics/richness[12] and the aesthetics properties that we are interested in are concerned with the layout of the interface. We are concerned about the form and position of interface objects relative to other objects and their placement within a frame. The aesthetic layout of the interfaces were measured by using six mathematical formulae proposed by Ngo, et al [14]. Ngo et al developed fourteen mathematical formulae based on Gestalt principles to measure the layout aesthetics of graphic composition: balance, equilibrium, symmetry, sequence, cohesion, unity, proportion, simplicity, density, regularity, economy, homogeneity, rhythm, and order and complexity. The validity of these formulae has been tested by comparing the results obtained from the computed aesthetic value and subjective measures, in which it was found that there were high correlations between computed aesthetic value and the aesthetics ratings of human viewers[14]. The aesthetics of the interface was categorized into high, medium, and low with the range of 1 (best) and 0 (worst).
screen components have the same aspect ratio. Economy: Economy is the extent to which the components are similar in size. Regularity: Regularity is the extent to which the alignment points are consistently spaced. Sequence: Sequence, by definition, is a measure of how information in a display is ordered in a hierarchy of perceptual prominence corresponding to the intended reading sequence. Symmetry: Symmetry, by definition, is the extent to which the screen is symmetrical in three dimensions: vertical, horizontal, and diagonal. Unity: Unity, by definition, is the extent to which visual components on a single screen all belong together.
More details on the six formulae are in the appendix. The following hypotheses were tested in the experiments: H1: Response times in visual search tasks will increase with decreasing aesthetics level. H2: The number of errors in visual search tasks will increase with decreasing aesthetics level. H3: The use of mouse pointing in visual search tasks will produce a longer search time than without, but with the same dependence of search time on aesthetics level. H4: The use of mouse pointing in visual search tasks will produce fewer errors than without, but with the same dependence of error number on aesthetics level. Participant
Twenty two (11 male and 11 female) undergraduate and postgraduate students of University of Glasgow from a variety of backgrounds (e.g. Computer Science, Accountancy & Finance, Accounting and Statistics, Economics, Business and Management etc) participated in the experiment. All the participants were computer literate and used computers daily. The participants received no remuneration for their participation.
This study intended to investigate the effect of interface aesthetics on actual task performance rather than perceived usability. Two types of performance were recorded: response time, and the number of errors. The pattern of performance was also compared in terms of search method (with or without mouse pointing), and related to preference rankings.
Stimuli
The stimuli for this experiment were created using a JAVA program. The program randomly generated 90 stimuli, calculated the aesthetics value for each stimulus based on the average value of all the six aesthetics measures (Cohesion, Economy, Regularity, Sequence, Symmetry, and Unity), and categorized them as either high, medium, or low aesthetic level (table 1). The range of the aesthetics level is between 0 (worst) and 1 (best). Figure 1illustrates examples of layouts with different aesthetic values (high, medium, and low).
METHODOLOGY
Six formulae adapted from Ngo et al[14] were selected as a basis to measure the aesthetic level of the interface layout. These six formulae were selected from Ngo et al‘s fourteen original formulae based on our analysis of his diagrams of each aesthetic, which revealed that most of the variability in
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In the informal pre-pilot tests, participants described the stimuli with high aesthetic level as ―orderly‖ or ―tidy‖ and low aesthetics level as ―disorderly‖ or ―messy‖. Each stimulus consisted of 8 – 10 mixed inverted and upright triangles. The number of triangles in each layout was set to a maximum of 10. In the informal pre-pilot test we found that due to the high number of stimuli (180) the participants found the task too tiring when the numbers of triangles were more than 10. It is important to reduce participants‘ fatigue effects as these could be confounded with low aesthetics. The number of upright triangles on each stimulus ranged from 4 – 6. The triangles were drawn using black lines on a white background (figure 3) and were 5 - 25 mm in height and 50 - 25 mm in width. Since the main focus of this experiment was on the layout aesthetics, the colors were limited to black (color of the triangle line) and white (background) to avoid or minimize the effects of confounding factors. The stimuli were presented to the participants using a custom-written JAVA program (the counting task), and on A4 paper (the preference task). In the preference task, the stimuli were printed on two sheets of A4 paper. The first sheet showed three layouts, and the second sheet showed six layouts. The selection of the three layouts on the first sheet was based on the computed aesthetics value which categorized the layout as either high, medium, or low aesthetics (figure 1), while the selection of the six layouts (figure 2) on the second sheet was based on our subjective judgments that the placement of the interface objects on the interface were representative of high levels of specific aesthetics measures. Low 0.0 < 0.5
Medium 0.5 ≤ 0.7
High 0.7 < 1.0
(c)
(a) Cohesion : 0. 3182 Economy : 1.0 Regularity: 0. 7194 Sequence : 1.0 Symmetry: 0. 2914 Unity : 0. 9238 Average : 0. 7088
(b) Cohesion : 0. 4375 Economy : 1.0 Regularity: 0. 6889 Sequence : 1.0 Symmetry: 0. 8514 Unity : 0. 9477 Average : 0. 8209
Cohesion : 0. 8333 Economy : 1.0 Regularity: 0. 5139 Sequence : 1.0 Symmetry: 0. 5 Unity : 0. 9432 Average : 0. 798
(d)
(e)
(f)
Cohesion : 1.0 Economy : 1.0 Regularity: 0. 5333 Sequence : 0.75 Symmetry: 0. 3128 Unity : 0. 7364 Average : 0. 7221
Cohesion : 0. 8793 Economy : 1.0 Regularity: 0. 2444 Sequence : 1.0 Symmetry: 0. 7148 Unity : 0. 5912 Average : 0. 7221
Cohesion : 1.0 Economy : 1.0 Regularity: 0. 308 Sequence : 0.5 Symmetry: 0. 2814 Unity : 0. 6695 Average : 0. 6265
Figure 2. Examples of interface with Regularity(a), Symmetry(b), Unity(c), Sequence(d), Economy(e), and Cohesion(f)
Figure 3. A screen shot of the experimental system, showing the response buttons in the top right-hand corner
Table 1. Aesthetics value range for each level of aesthetics
Task
There were two tasks in the experiment: Counting task – the participants were required to count the number of upright triangles rather than inverted triangles. b) Preference task – the participants were required to order selected layouts based on the most preferred to the least preferred layouts.
a)
(a)
(b)
(c)
Cohesion: 0.7778 Economy: 1.0 Regularity: 0.6116 Sequence: 0.75 Symmetry: 0.3067 Unity: 0.8665 Average : 0.7188
Cohesion: 0.6897 Economy: 1.0 Regularity: 0. 7139 Sequence: 0.0 Symmetry: 0. 2386 Unity : 0. 9290 Average : 0. 5952
Cohesion: 0. 8563 Economy: 0.25 Regularity: 0. 2972 Sequence : 0.5 Symmetry: 0. 6874 Unity: 0. 35 Average : 0. 4902
Procedure
At the beginning of the experimental session, the participants received written and verbal instructions, signed a consent form, and filled in a demographic questionnaire. Participants were then seated in front of a laptop (Screen size of 30 cm with resolution of 1024 x 768 pixels, viewed from approximately 50 cm).
Figure 1. Examples of High (a), Medium (b), and Low(c) aesthetics
A computer program, written in JAVA was used to present the stimuli, accept answers and measure response times. Before starting the experiment, participants were given a
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Variables
practice task. The purpose of the practice task was to ensure that participants were familiar and comfortable with the task before starting the experiment proper. The stimuli used in the practice task were randomly chosen from the 90 stimuli used in main experiment. The participants performed the practice tasks until they said they were ready to start the main experiment. Most participants did fewer than 10 practice trials.
There are four variables of interest of this experiment. a) Independent variables: - Aesthetics level (low, medium, high) - Visual search method (with or without mouse pointing) b) Dependent variables: - Response Time - Errors Previous literature [3-4, 7, 10] suggested that there was a significant effect of search method (with or without mouse pointing) used in a visual search task where the use of mouse pointing lengthens the response time and reduces the number of errors compared to without mouse pointing. It is important to investigate if there is a similarity of performance pattern on each level of aesthetics for both search methods. The similarity indicates that performance is affected by aesthetics level, while dissimilarity indicates that performance is not affected by aesthetics level but the search method.
The 90 different interfaces, which varied in aesthetic level (high, medium or low), were presented in different random orders in the practice task, in the experiment proper, and for each participant, to counter learning and ordering effects. There were three answer buttons labeled 4, 5, and 6. As the stimuli were generated randomly, there were 21 stimuli with the answer of 4, 38 stimuli with the answer of 5 and 31 stimuli with the answer of 6. Each screen was untimed. The next screen was automatically shown once the participants clicked on the answer buttons. This process continued until all 90 layouts were shown. The task took approximately 20 minutes. There were two conditions in the experiment.
RESULT
Condition 1: With mouse pointing The participants were allowed to use a mouse to point to the triangles (but there was no effect of clicking). The use of mouse pointing can guide eye movements throughout the visual search task.
An ANOVA - General Linear Model with repeated measure analysis followed by multiple comparison tests with Bonferroni correction was used to analyze the data from the experiment. The assumption of Sphericity was tested and found to be valid for the overall performance data, but not valid for preference data associated with the stimuli used in the preference test. In this case, the data were corrected using the Greenhouse-Geisser correction.
Condition 2: Without mouse pointing The participants were not allowed to use the mouse to point to the triangles. They were only allowed to use the mouse to click on the answer button.
Result for aesthetics layout
All participants were required to perform the task in both conditions. Participants were randomly assigned to perform either condition 1 first or condition 2. After finishing the first task (condition 1 or condition 2), the participants were given an opportunity to take a short break before continuing to perform the next task (condition 1 or condition 2, depending on which condition was completed first). The participants were given practice in each condition before the real experiment. Data from the practice task were not included in the analysis. Since the same stimuli were used in both conditions, the possibility that the participants would remember the answers while performing the task in the second condition might exist. However, this possibility was minimized by the randomized sequence of the stimuli in the two conditions.
The effect of aesthetics level: time
Mean time (s)
H1: Response times in visual search tasks will increase with decreasing aesthetics level. There was a significant main effect of aesthetics level for response time F2, 42 =16.294, p < 0.05. The pairwise comparisons showed that all possible pairs were significantly different at p < 0.05, where response times for the high aesthetics level were significantly lower than those at medium and low levels (figure 4). 6 5
p=.000 p=.042
4 High
After finishing both tasks in condition 1 and condition 2, the participants were shown two sheets of A4 paper. One page showed three stimuli with extreme aesthetic layouts; the other showed examples of high values for each of the six different aesthetics parameters. These preference stimuli were selected from the 90 stimuli used in the performance tasks. The participants were required to rank the layouts based on the most preferred to the least preferred.
5.07
4.87
4.68
p=.005
Medium
Low
*The lines indicate where the significance was formed
Figure 4. The mean response time for each aesthetics level The effect of aesthetics level: error
H2: The number of errors in visual search task will increase with decreasing aesthetics level.
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0.10
0.07
0.05
0.05
Mean errors
Mean errors
There was no significant main effect of aesthetics level for errors F2, 42 = 3.040 p> 0.05 (figure 5).
0.09
0.05
0.06 p=.000
0.00 Six
Medium
Further analysis however showed that, the main effect of aesthetics level was significant for interfaces with answer values of six (F (2, 42) = 5.580, p <0.05), and not significant for interfaces with answer values of four and five (table 3).
The effect of answer value: time
Answer Value
4.90 5
4.67 p=.001
Aesthetics Level High : 0.05 Medium : 0.10 Low : 0.11 High : 0.05 Medium : 0.04 Low : 0.06 High : 0.01 Medium : 0.02 Low : 0.02
6
5
5.51
6
4
Low p = 0.005 p > 0.05
p > 0.05
p > 0.05 p > 0.05
p > 0.05
p > 0.05 p > 0.05
Table 3. The mean errors based on answer value Five
Four
Preference
Figure 6. The mean response time based on answer value
The preference tasks were limited to the particular stimuli.
Further analysis showed that there was a significant main effect of the aesthetics level for response time for all interfaces based on answer value:
Preference of extreme aesthetics level
The Friedman analysis (figure 8) of the three interfaces (see figure 1), which were the subset of the 90 stimuli, showed that, preference of these interfaces were strongly affected by the aesthetics level (χ2 = 26.273, df = 2, p = .000). The higher the aesthetics level the more preferred the interface.
a) Six answer value - F2, 42 = 18.165 p=.000 b) Five answer value - F2, 42 = 4.422 p=.018 c) Four answer value - F2, 42 = 5.369 p=.008
Mean rank
Overall, except for interfaces with answer values of five, response time was shorter for interfaces with high aesthetics and longer with low aesthetics (table 2).
4
2.77
Aesthetics Level High : 4.40 Medium : 5.12 Low : 5.18 High : 4.82 Medium : 4.57 Low : 4.61 High : 5.22 Medium : 5.65 Low : 5.65
Medium
Low
p = 0.00
p = 0.00 p > 0.05
p = 0.024
p > 0.05 p > 0.05
p = 0.05
2.00
2
1.23
0 High
4
Medium p = 0.022
p=.000
4 Six
5
Four
Figure 7.The mean errors based on answer value
Low
There was a significant main effect of answer value (the number of upright triangles) for response time F (2, 42) = 26.259, p < 0.05. Response time for answer values of four was significantly higher compared to interfaces with answers of five and six. There was no significant difference between response times for interfaces with answer values between six and five (figure 6).
6
p=.002 Five
0.00
Figure 5. The mean errors for each aesthetics level
Answer Value
0.02
p=.000
0.05
High
Mean time (s)
0.12
Medium
Low
Figure 8. Preference ranking of three stimuli
Performance of extreme aesthetics level: time
Taking the performance measures for just the three stimuli (figure 1) used in the preference test, we found a significant difference in response time for the three stimuli F2, 42 = 20.437, p = .000 (figure 10). Pairwise comparisons showed that responses times for figure 1(a) (high aesthetics) were significantly different from those for figure 1(c) (low aesthetics), and that response times for figure 1(b) (medium aesthetics) were significantly different from those for figure 1(c). Response times for figures 1(a) and figure 1(b) were found not to be significantly different.
p = 0.022 p > 0.05
Table 2. The mean response time based on answer value
The effect of answer value: error
There was a significant main effect of the answer value for the number of errors F (2, 42) = 37.163, p <0.05. All possible pairs of the three answer value were also found to be significant (figure 7).
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Mean time (s)
significant difference in the number of errors of the six stimuli F5, 105 = 2.739, p = .054 (figure 13).
6.44
8 4.19
4.09
p=.000
4
Mean errors
p=.000 0 High
Medium
Low
0.14
0.15 0.02
0.02
0.05
0.05 0.00
0.00
Figure 9. Mean response time for three stimuli Performance of extreme aesthetics level: errors Figure 13. Mean errors for six stimuli
In the post-experiment informal interview in which we asked the participants why they ranked certain layout higher than the others, the participants used words and phrases like ―orderly‖ or ―tidy‖ or ―neat‖, or ―symmetrical‖ to describe the layouts which they preferred the most, and ―disorderly‖ or ―messy‖ or ‖too spread away‖ to describe the interfaces which they least preferred. Result of search method
0.18
0.2
The effect of mouse pointing: time
p=.015 0.1
0.02
0.00
0.0 High
There was a significant main effect of search method for response time F1, 21 = 5.663, p < 0.05 (figure 14).
p=.007
Medium
Low
Mean time (s)
Mean errors
Taking the performance measures for just the three stimuli (figure 1) used in the preference test, there was a significant difference in the number of errors for the three stimuli F2, 42 = 10.059, p = .002 (figure 10). Pairwise comparisons showed that errors for figure 1(a) (high aesthetics) were significantly different from those for figure 1(c) (low aesthetics) and errors for figure 1(b) (medium aesthetics) were significantly different from those for figure 1(c). Errors for figure 1(a) and figure 1(b) were found not to be significantly different.
Figure 10. Mean errors for three stimuli Preference of six aesthetics measures
Mean rank
5.45
4.5
3.91
2.82
2.45
3
Figure 14. The mean response time for search methods
H3: The use of mouse pointing in visual search tasks will produce a longer search time than without, but with the same dependence of search time on aesthetics level.
1.86
There was a significant main effect of aesthetics level for response time without mouse pointingF1, 42 = 5.302, p = .009 and with mouse pointingF2, 42 = 8.184, p = .001. Pairwise comparisons without mouse pointing showed that only the pair high and low aesthetics level was significantly different. Other pairs were found not to be significantly different. In with mouse pointing all possible pairs were significantly different except for the pair with medium and low aesthetics levels (table 4).
Figure 11. Preference ranking of six stimuli Performance of six aesthetics measures: time
Mean time (s)
Taking the performance measures for just the six stimuli (figure 2) used in the preference test, there was no significant difference in response time of the six stimuli F5, 105 = 1.482, p = .241 (figure 12). 7.28 4.46
5.95
5.61
p=.027
Without mouse pointing With mouse pointing
0
10
5.15
4.90 5 4
The Friedman analysis (figure 11) of the six interfaces which were the subset of the 90 stimuli, showed that, figure 2(b) ranked as the most preferred, followed by figure 2(a), figure 2(c), figure 2(d), figure 2(f), and figure 2(e) (χ2 = 57.974, df = 5, p = .000). 6
6
4.78
Without mouse pointing
6.07
5 0
With mouse pointing
Aesthetics Level
Medium
Low
High Medium Low High Medium Low
p > 0.05
p = 0.014 p > 0.05
p = 0.007
p = 0.003 p > 0.05
: 4.73 : 4.89 : 5.09 : 4.90 : 5.34 : 5.21
Table 4. The mean response time with and without mouse pointing
Figure 12. Mean response time for six stimuli
The effect of without and with mouse pointing: errors
Performance of six aesthetics measures: error
There was no significant main effect of search method for errors F1, 21 = .178, p = .677 (figure 15).
Taking the performance measures for just the six stimuli (figure 2) used in the preference test, there was no
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upright triangles, so they hardly made any errors. The overall error rate was 0.05.
Mean errors
0.1 0.05
0.05
This claim is made following our examination of the average number of errors on interfaces with four, five, and six upright triangles (regardless of aesthetics level), where the participants made more errors as the number of triangles to be counted increased (table5). We also note that the only significant dependence found for errors was with those for stimuli with six upright triangles (the higher the aesthetics level, the fewer errors occurred). There was no significant dependence of error on aesthetics level for stimuli with five and four upright triangles.
0.0 Without mouse pointing With mouse pointing
Figure 15. The mean errors with and without mouse pointing
H4: The use of mouse pointing in visual search tasks will produce fewer errors than without, but with the same dependence of error number on aesthetics level. There was no significant main effect of aesthetics level for errors without mouse pointingF2, 42 = 2.245, p = .118 and with mouse pointingF2, 42 = 2.348, p = .108 (table 5).
Without mouse pointing With mouse pointing
Aesthetics Level High : 0.04 Medium : 0.05 Low : 0.07 High : 0.04 Medium : 0.06 Low : 0.06
Medium
Low
p > 0.05
p > 0.05 p > 0.05
p > 0.05
Thus, we believe the aesthetics level of the interface will become increasingly important as the task becomes more complicated (e.g. there are larger numbers of elements in the display and also in the target). Preferences
The result of the two preference tasks showed that, an interface was preferred when it looked symmetrical and orderly, and least preferred when it looked unsymmetrical and ―messy‖.
p > 0.05 p > 0.05
Table 5. The mean errors of with and without mouse pointing
The result of the first preference task, where we used three stimuli which were categorized as high, medium, and low aesthetics according to their computed aesthetics value, confirmed the robustness of the mathematical formulae proposed by Ngo, et al in measuring aesthetics of interface. Layouts with high aesthetic levels are most preferred followed by layouts with medium aesthetics levels, and then the low levels. This result was as expected based on previous studies reporting that aesthetics interfaces are more preferred than unaesthetic ones [5, 14]. These preferences are reflected in the task performance with these three stimuli, where we found that interfaces which ranked as the most preferred had the best performance with respect to response time (but not errors) compared to the least preferred interface.
ANALYSIS Aesthetics and performance Time
The significant main effect of aesthetics level for average response time indicated that participants‘ performance was strongly affected by the aesthetics level of the interface. Further analysis showed significant differences between response times at each aesthetics level: the higher the aesthetics level the less time taken to complete the tasks, and the lower the aesthetics level, the more time spent to complete the task. This result might be explained by referring to cognitive theory. Szabo & Kanuka [19] argue that good screen design leads to automatic control processing (the ability to do things without occupying the mind with the low-level details required, allowing it to become an automatic response pattern or habit [2]), thus less time is needed to complete the task. On the other hand, poor screen design leads to manual processing, thus more time is spent on completing the task. This result was also in accordance with Hornof [10] who noted that response time in visual search task depends on the organization or structure of the interface rather than just the number of targets.
The result of the second preference task, where we used six stimuli which were representative of high levels of specific aesthetics measures, showed a strong preference ranking of the six aesthetics measures. These preferences however are not reflected in the performance with these selected stimuli. Interfaces which ranked as the most preferred had worse response time performance compared to the least preferred interface. Based on the results of these two preference tasks, we found a clear relationship between preference and performance for extreme examples of high, medium, and low aesthetics, but did not find a relationship between preference and performance for examples of high values of the individual aesthetics measures. We conclude that preference only relates to performance when a ‗composite‘ measurement of aesthetics is used, rather than an individual measurement.
Error
The lack of a significant dependence of error number on aesthetics level appears to be due to floor effects (figure 5). The total number of triangles seems to be so small that the participants were able to quickly identify the number of
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Interface aesthetics and search methods
frequently discussed in the literature. It is more important to look at the performance dependence with both search methods on aesthetics level. It was clearly shown that, regardless of search method used, performance in term of response time was better with high aesthetic interfaces than with low aesthetic interfaces. This is an interesting result not previously reported in the literature in HCI.
The lack of a significant effect of aesthetics level on the average number of errors for different search methods indicates that participants did not find any advantage of using mouse pointing. This outcome was not expected. We speculated that, in accordance with previous literature, participants would make fewer errors when they used mouse pointing compared to when they were solely reliant on eye movements to navigate the layout. Previous literature [3-4, 7, 10] indicates that mouse pointing significantly aids search by enabling the user to use the cursor to ―mark‖ an object, while the eyes move elsewhere scanning for necessary information required for the tasks. The tagged object acts as a reference point and reduces the possibility of miscounts or recounts of previously identified objects, thus less errors are made. This robust finding however was not replicated in this study. There are two possible explanations for this finding.
CONCLUSION
The aim of this empirical study was to investigate the effect of aesthetic layout properties of a computer interface on actual task performance and to investigate any relationship between performance and preference. User performance was compared based on three levels of aesthetics of screen layout (high, medium, low) as specified by a previously published algorithm [14]. Two types of performance were recorded, response time and the number of errors. The findings of the present study indicate that, regardless of search method used, user performance in term of response time in a visual search task was strongly affected by the aesthetics level of the interface, where the time performance improved as the level of aesthetics increased and the performance deteriorated as the aesthetics level decreased. The effect of aesthetics level on the number of errors however was not evident. We also found a clear relationship between preference and performance when a composite measurement of aesthetics was used. These performance data analyses however were limited to the particular stimuli that were used in the preference tests.
The first explanation is that performance in visual search tasks is not affected by the search method. The second explanation is that the complexity of the layout was not high enough to produce an advantage of mouse pointing over unaided eye-movements. Previous studies ([7, 10]) suggested that mouse pointing significantly aids visual search when there are large numbers of distracters competing with the target objects. In this experiment there were only ten objects in total, including distracters (inverted triangles) and target objects (upright triangles). The minimum number of distracters was four and the maximum was six. Thus, the small number of distracters on each layout could be the answer why mouse pointing provides no advantage in this study.
We have used triangles as our stimuli so as to remove any possible confounding factors (for example, content, shape, color etc.), while recognizing the limitations of doing so: typical interfaces contain richer and more varied objects. However, this controlled study that has focused on the layout of objects still provides us with useful information because the results obtained give information on the layout (the visual pattern) of the objects (based on the layout principles), not on their content. Further experiments may confirm whether the layout of content-rich objects produce similar results.
The significant main effect of aesthetics level on response time, irrespective of search method, indicates that aesthetics level was the main determinant of response time. Further analysis revealed that mouse pointing produced a longer response time than without mouse pointing at each level of aesthetics. This result was in line with previous literature which indicates that response times with mouse pointing method were longer than with unaided eye-movements. Cox & Silva [7] stated that objects which are distracters in visual search are treated differently in mouse pointing and eye-movement strategies. When a user uses mouse pointing, all objects on display including distracters are treated as potential targets for action, thus it takes a longer time to complete the tasks, whereas without mouse pointing distracters are not treated as objects which require action, thus less time is spent on the task. Tipper, as cited in [7], explained that mouse use involves visuo motor processing and a consequent increase in processing time.
Further research is needed to identify other aesthetics factors that might influence performance, and to establish appropriate design guidelines that can assist task performance. The results suggest that designers should aim for highly structured layouts (e.g. consistent spacing between interface objects‘ alignment points both horizontally and vertically) and avoid unstructured layouts (e.g. inconsistent spacing and large spaces between interface objects). Put simply, a messy desktop not only looks bad, but also reduces the user‘s ability to complete tasks efficiently.
The most important aspect of the findings reported here, however, lies not in the finding that, overall, 1) performance in term of the number of errors was the same for both search methods, or 2) the use of mouse pointing lengthened task completion times compared to without the use of mouse pointing, since these findings have been
REFERENCES 1 "Oxford Advanced Learner's Dictionary." Oxford University Press, 2010.
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Wikipedia. http://en.wikipedia.org/wiki/Automaticity. Arroyo, E., Selker, T., and Wei, W. Usability tool for analysis of web designs using mouse tracks. Ext. Abstracts CHI 2006, ACM (2006), 484-489. Arroyo, E., Selker, T., and Wei, W. Exploring how mouse movements relate to eye movements on web search results pages. In Proc. 30th Annual International ACM SIGIR Conference (2007), 29-32. Bauerly, M., and Liu, Y. Computational modeling and experimental investigation of effects of compositional elements on interface and design aesthetics. International Journal of Human-Computer Studies 64,8 (2006), 670-682. Chang, D., Dooley, L., and Tuovinen, J. E. Gestalt theory in visual screen design: a new look at an old subject. In Proc. The Seventh world conference on computers in education conference on computers in education: Australian topics,Australian Computer Society, Inc. (2002), 5-12. Cox, A. L., and Silva, M. M. The role of mouse movements in interactive search. In Proc. The 28th Annual Meeting of the Cognitive Science Society(2006). De-Angeli, A., Sutcliffe, A., and Hartmann, J. Interaction, usability and aesthetics: what influences users' preferences? In Proc. Proceedings of the 6th conference on Designing Interactive systems,ACM (2006), 271-280. Hassenzahl, M. The Interplay of Beauty, Goodness, and Usability in Interactive Products. HumanComputer Interaction 19,4 (2004), 319 — 349. Hornof, A. J. Visual search and mouse-pointing in labeled versus unlabeled two-dimensional visual hierarchies. ACM Trans. Comput.-Hum. Interact. 8,3 (2001), 171-197. Kurosu, M., and Kashimura, K. Apparent usability vs. inherent usability: experimental analysis on the determinants of the apparent usability. In Proc. Conference companion on Human factors in computing systems,ACM (1995), 292-293. Lavie, T., and Tractinsky, N. Assessing dimensions of perceived visual aesthetics of web sites. International Journal of Human-Computer Studies 60,3 (2004), 269298. Ngo, D. C. L. Measuring the aesthetic elements of screen designs. Displays 22,3 (2001), 73-78. Ngo, D. C. L., Teo, L. S., and Byrne, J. G. Modelling interface aesthetics. Information Sciences 152(2003), 25-46. Norman, D. Emotion & design: attractive things work better. Interactions 9,4 (2002), 36-42. Reilly, S. S., and Roach, J. W. Improved visual design for graphics display. Computer Graphics and Applications, IEEE 4,2 (1984), 42-51. Schenkman, B. N., and Jonsson, F. U. Aesthetics and preferences of web pages. Behaviour & Information Technology 19,5 (2000), 367-377.
18 Sonderegger, A., and Sauer, J. The influence of design aesthetics in usability testing: Effects on user performance and perceived usability. Applied Ergonomics 41,3 (2010), 403-410. 19 Szabo, M., and Kanuka, H. Effects of violating screen design principles of balance, unity, and focus on recall learning, study time, and completion rates. Journal of Educational Multimedia and Hypermedia 8,1 (1999), 23-42. 20 Tractinsky, N. Aesthetics and apparent usability: empirically assessing cultural and methodological issues. In Proc. The SIGCHI conference on Human factors in computing systems,ACM (1997), 115-122. 21 van der Heijden, H. Factors influencing the usage of websites: the case of a generic portal in The Netherlands. Information & Management 40,6 (2003), 541-549. 22 van Schaik, P., and Ling, J. Modelling user experience with web sites: Usability,hedonic value, beauty and goodness. Interacting with Computers 20(2008), 419– 4. APPENDIX: Aesthetic layout formulae taken from [14]
Cohesion CM =
CMfl CMlo 2
0,1
cfl if cfl 1
CMfl = 1 otherwise cfl
with c
hlayout/blayout hframe/bframe
where blayout and hlayout and bframe and hframe are the widths and heights of the layout and the frame, respectively. CMlo is a relative measure of the ratios of the objects and layout with CMlo
n
i
ti
n
with ci if ci 1 ti 1 otherwise ci
with c
hi/bi hlayout/blayout
where bi and hi the width and height of object i and n is the number of objects on the frame. Economy ECM
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X' UL X' LR X' UR X' LL Y' UL Y' LR Y' UR Y' LL H' UL H' LR H' UR H' LL B' UL BLR B' UR B' LL ' UL ' LR ' UR ' LL ' UL ' LR ' UR ' LL
where nsize is the number of sizes. SYMradial
Regularity RMalignment RMspacing
RM
2
12 X' UL - X' LR X' UR - X' LL Y' UL Y' LR Y' UR Y' LL H' UL - H' LR H' UR - H' LL B' UL B' LR B' UR B' LL Θ' UL - Θ' LR Θ' UR - Θ' LL R' UL R' LR R' UR R' LL
0,1 SYMradial
RMalignment is the extent to which the alignment points are minimized with
12
X' ,Y' , H' , B' ,' , and R' are
respectively
the
normalized
values of
1 if n 1 RMalignment nvap nhap 1otherwise 2n
nj
x
Xj
ij - xc
j UL, UR, LL, LR
ij - yc
j UL, UR, LL, LR
i
and RMspacing is the extent to which the alignment points are consistently spaced with
nj
Yj
if n 1 1 RMspacing 1 - nspacing 1 otherwise 2(n - 1)
y i
nj
hi
Hj
where nvap and nhap are the numbers of vertical and horizontal alignment points, nspacing is the number of distinct distances between column and row starting points and n is the number of objects on the frame.
j UL, UR ,LL ,LR
8
x
Θj 0,1
yij - yc j UL,UR,LL,LR ij - xc
i
nj
Rj
qUL, qUL, qUR, qLL, qLR 4,3,2,1
xij - xc 2 yij yc 2
where UL, UR, LL and LR stand for upper-left, upper-right, lower-left and lower-right, respectively (xij,yij) and (xc,yc) are the co-ordinates of the centres of object i on quadrant j and the frame; bij and hij are the width and height of the object and nj is the total number of objects on the quadrant
j UL, UR , LL , LR
Unity
nj
ai j UL,UR,LL,LR j
UM
UMform UMspace
i
w wUL, wUR , wLL, wLR
SYMvertical SYMhorizontal SYMradial 3
UMform 1
nsize 1 n
and UMspace is a relative measurement, which means that the space left at the margins (the margin area of the screen) is related to the space between elements of the screen (the between-component area) with
0,1
X' UL X' UR X' LL X' LR Y' UL Y' UR Y' LL Y' LR H' UL H' UR H' LL H' LR B' UL BUR B' LL B' LR é' UL ' UR ' LL ' LR ' UL ' UR ' LL ' LR
SYMhorizontal
0,1
with
Symmetry
SYMvertical
2
UMform is the extent to which the objects are related in size
where UL, UR, LL, and LR stand for upper-left, upperright, lower-left, and lower-right, respectively and aij is the area of object i on quadrant j. Each quadrant is given a weighting in q. SYM
j UL, UR, LL, LR
i
with wj
j UL, UR, LL, LR
i
with 4 if wj is the biggest in w vj 3 if wj is the 2nd biggest inw 2 if wj is the 3rd biggest inw 1 if wj is the smallest inw
j
bi nj
qj - vj
j UL, UR, LL, LR
nj
Bj
Sequence
SQM 1 -
j
i
alayout i ai n
UMspace 1
12 X' UL X' LL X' UR X' LR Y' UL Y' LL Y' UR Y' LR H' UL H' LL H' UR H' LR B' UL BLL B' UR B' LR ' UL ' LL ' UR ' LR ' UL ' LL ' UR ' LR 12
431
aframe i ai n
where ai , alayout , and aframe are the areas of object i, the layout, and the frame, respectively; nsize is the number of sizes used; and n is the number of objects on the frame.
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HandsDown: Hand-contour-based User Identification for Interactive Surfaces Dominik Schmidt, Ming Ki Chong, Hans Gellersen Computing Department, Lancaster University Lancaster UK, LA1 4WA {schmidtd, chong, hwg}@comp.lancs.ac.uk ABSTRACT
HandsDown is a novel technique for user identification on interactive surfaces. It enables users to access personal data on a shared surface, to associate objects with their identity, and to fluidly customize appearance, content, or functionality of the user interface. To identify, users put down their hand flat on the surface. HandsDown is based on hand contour analysis; neither user instrumentation nor external devices are required for identification. Characteristic features of the hand are initially extracted from images captured by the surface’s camera system and then classified using Support Vector Machines (SVM). Figure 1. Users put down their hand flat on the surface to identify. In this example, visual feedback about the success is given by means of differently colored contours displayed right underneath the users’ hands.
We present a proof-of-concept implementation and show results of our evaluation which indicates the technique’s robustness for user identification within small groups. Additionally, we introduce a set of interaction techniques to illustrate how HandsDown can improve the user experience, and we discuss the design space of such interactions.
user identification, all input is alike: It is impossible to tell apart and respond individually to interactions from different users working together.
Author Keywords
Interactive tabletops, surface computing, multi-touch interaction, user identification, authentication
User identification enables a whole new set of interaction possibilities, including multiuser-aware interfaces [18] and access control [17, 25]. For example, users can instantaneously access personal data or customize interactions: Starting a browser application will bring up the user’s customized start page, or touching the “My Documents” folder will show personal documents of the user who invoked the action.
ACM Classification Keywords
H.5.2 Information interfaces and presentation (e.g., HCI): User Interfaces—Input devices and strategies (e.g., mouse, touchscreen)
In this paper, we introduce HandsDown, our approach to user identification for interactive surfaces (Figure 1) To identify, users put down their hand flat onto the surface, the fingers spread clearly apart (Figure 2(a)). For example, a personal picture collection can be retrieved and displayed in front of the user, once successfully identified. Leveraging hand contour information, the user interface element is automatically oriented towards the user (Figure 2(b)). HandsDown seamlessly extends conventional multi-touch on interactive surfaces: Users can manipulate elements using common multitouch gestures, such as pinching to resize (Figure 2(c)). Hand gestures and finger input can be used simultaneously. While the left user in Figure 2(d) is browsing through photos using finger interactions, the right user puts down their hand for identification. Appropriate feedback is displayed if an unregistered user attempts to identify (Figure 2(e)).
INTRODUCTION
Interactive surfaces are a compelling platform for natural input and collocated collaboration. They have become a focus of research and commercial activity in recent years. A large body of work in this area is concerned with multi-user interactions [26]. For example, researchers have investigated the role of territoriality in tabletop workspaces [27] or multiuser coordination policies [15]. Although most interactive surface systems can track multiple points of contact, only very few attempt to distinguish between different users. Without
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performance for small user groups. Next, we explore the surrounding design space by illustrating a series of concrete interaction techniques which are enabled by HandsDown. Finally, we make a series of design recommendations for those looking to adopt HandsDown for user identification. (a)
(b)
(c)
RELATED WORK
Before surface computing systems emerged on a larger scale, the application of user identity information to interfaces has been explored in the context of single- or shared-display groupware (SDG). Stewart et. al [28] associate users to cursors and input devices. They present a collaborative drawing application which only allows the user who selected a tool to change its properties. Similarly, the “multi-device multiuser multi-editor” [1] was designed for groups collaboratively editing text on a single screen. This system supports multiple pointing devices, each registered to a user. PDA are used to control cursor and keyboard on a shared display in the Pebbles project [16]. As every device runs its own client application, cursors can be associated with devices and users.
(d)
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DiamondTouch [6] is a tabletop technology for front-projected systems which supports user identification for up to four users. It uses capacitive coupling through the user who has to be in constant contact with a receiver. Dohse et. al [7] take a first step towards identifying users in a vision-based tabletop system. By overlaying hands and fingers, touches can be grouped and assigned to users based on table sides. Without capturing hand information explicitly, Dang et al. [5] exploit the fingers’ orientations to infer higher-level information about the users’ hand positions. On a conceptual level, Ryall et. al [18] introduce a framework of identity-differentiating widgets which gives rise to a set of novel interaction techniques.
Figure 2. Here, HandsDown down is used to identify users and access personal picture collections. (a) A hand can be put down at an arbitrary location on the surface. (b) Once identified, a personal picture collection is displayed, automatically oriented towards the user. (c) Multitouch manipulation is possible using finger interactions. (d) HandsDown and finger input can be used simultaneously. (e) Appropriate feedback is displayed if a user cannot be identified.
No user instrumentation or external devices are required. A hand can be put down at any location on the surface. Moreover, it can be arbitrarily oriented. This is especially important for setups where users are standing at different sides of a table. Multiple users can put down hands to identify simultaneously (as long as their hands do not overlap). In addition, HandsDown can be applied for biometric user authentication. From a user’s perspective, the interaction is similar. However, before putting down a hand, users have to claim their identity. This can be achieved, for example, by selecting a name out of a list. Here, putting down the hand can be used as alternative to entering a password.
Identification systems based on hand geometry have been developed as early as in the 1970s [10]. Most of them are used for single user authentication, for example in access control systems, time and attendance monitoring, or point of sales applications [31]. Sanchez-Reillo et. al [19] propose the extraction of finger lengths and widths, among others, for user identification and evaluate four different pattern recognition techniques. However, their approach requires the hand to be aligned on a special platform to take top and side view pictures with a camera. While Boreki et. al’s [3] approach does not impose restrictions on the hand alignment, a flatbed scanner is used for acquiring an image of the isolated hand. They present a curvature-based approach for feature extraction and use mean values of finger lengths and widths in conjunction with a distance-based classifier for system access authentication in a static context. Likewise, Y¨or¨uk et. al [30] describe a method for hand-based person identification for unconstrained hand poses. In their experiment, they used a flatbed scanner to acquire images and showed a robust performance for groups of about 500 users.
Before users can be identified, they need to register by providing sample hand contours and associate them to an identity stored on the system. This procedure is similar to enrolling for finger print authentication on an enabled laptop computer, for example. It is important to note that HandsDown is not a general approach to user identification in a sense where every touch on an interactive surface can be directly associated to a user. The technique rather integrates the concept of handcontour based identification (previously employed in access control systems) with instantaneous and fluid interactions on interactive surfaces, enabling users to immediately identify on demand.
Hand contour identification appears to be a promising candidate also for interactive surfaces because of its modest hardware (low resolution camera) and software (low computational cost algorithms) requirements. In addition, it does not require user instrumentation and can easily be integrated
The remainder of this paper is structured as follows. First, we review related work. Then we describe our system design and report results from a formal evaluation of the identification
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with existing systems. In contrast to the application of hand contours for identification or authentication so far, using this mechanism on interactive surfaces poses new challenges. First, the large, unconstrained surface requires methods which are robust to different parts of the hands and other objects placed on the surface. Second, multiple users must be able to use the system simultaneously. Third, the system must operate in real time to enable fluid interactions. Fourth, the identification procedure must be integrated with conventional surface interactions.
Optional overhead tracking of hands
Identified Hands
Fusion
Identified Finger Touches
r ge es Fin uch To
User Identification
Id e Ha ntif nd i ed s
IMPLEMENTATION
Application
In summary, HandsDown is based on characteristic hand contour features which are extracted from images captured by the system’s camera. In line with prior work [3], we require a flat hand posture, the fingers kept clearly apart, to afford identification. Neither the hand’s location on the surface nor its rotation is restricted; multiple users can be identified simultaneously. Out of the hands’ silhouettes we extract characteristic features, such as finger lengths and widths, by applying computer vision methods. A supervised classification method determines the users’ identities, or authenticates them by verifying a claimed identity.
Hand Tracking
Finger Touches
Hand Tracking
Finger Tracking
Figure 3. In our tabletop system, the camera below the surface tracks fingers and hands simultaneously. Optionally, an overhead mounted camera can be used to track hands also above the surface. This allows fingers to be associated with hands (and user identities) during conventional finger input.
not possible from below; hands at a height of only a couple of centimeters are already too blurred to be clearly visible. Both cameras are equipped with infrared bandpass filters to avoid interferences with the projected image.
System Design
Feature Extraction Steps
HandsDown is designed for interactive surfaces which can detect arbitrarily shaped objects in addition to finger touches. A prominent example is Microsoft’s Surface [14], a commercial interactive tabletop which uses the diffused illumination (DI) technique to detect not only finger touches but also visual markers or other objects. In a nutshell, DI is based on emitting infrared light from behind the surface. This light is reflected by objects coming close to the surface which are then detected by a camera.
Hand Contour Extraction
In our DSI setup, hands put down on the surface reflect the emitted infrared light and are therefore clearly visible by the integrated camera. The camera’s infrared bandpass filter removes the projected image to prevent interferences with the detection. We apply two sorts of image filter chains to extract finger touches and hand contours in parallel out of the same source. The overhead camera is an alternative source for hand contour extraction. Here, hands appear as clear shadows in front of the illuminated surface (Figure 4(a)). Again, an infrared bandpass filter is used to remove visible light. In contrast to the integrated camera, the overhead camera bears the advantage of tracking hands also above the surface, that is in a hovering state. Independent of the camera used, we subtract the image background, that is the empty surface, and apply a binary thresholding filter. Contours are extracted using the chain code contour extraction method (Figure 4(b)).
For our experiments, we use a custom-built tabletop system [20]. Similar to Microsoft’s Surface, we also employ rear-projection and a camera-based detection method. However, instead of DI, we use a closely related technique, namely diffused surface illumination (DSI). While in DI light is emitted from behind the surface, shining through it, DSI uses an array of LED around the edges of a special surface material which emits the inserted light uniformly across the surface. As a consequence, DSI allows for an easier and more compact system setup compared to DI. In addition, it makes touches appear with a higher contrast due to the effect of frustrated total internal reflection (FTIR) [24].
Preprocessing
The following steps are only initiated once a user puts down their hand flat onto the surface. A flat hand can be detected by inspecting the contact area underneath it. When pressing down the hand, the lower part of the palm clearly shows up in a similar intensity as regular finger touches. In doing so, we can avoid unnecessary computations. More importantly though, by ensuring that a hand is completely put down onto the surface before identification, the distance between hand and camera is constant. Consistent measurements are required for biometric hand identification as the whole process is based on the hand’s geometry.
Our tabletop has a surface diagonal of 100cm with a display resolution of 1280 × 768px. Figure 3 shows a schematic drawing of the camera and processing setup. A Point Grey Dragonfly2 camera with a resolution of 1024 × 768px at 30Hz is used for simultaneous finger and hand tracking from below the surface. In addition to this basic setup, we equipped our system with an optional, overhead mounted camera of the same type. This allows us to also track hands above the surface, that is, hands not in touch with the surface but hovering over it. In doing so, all subsequent finger interactions originating from an already identified hand can be associated to a user. Because of the diffusing projection screen, this is
To localize hand extremities (finger tips and valleys, that is the lowest point between two fingers) in a rotation and translation invariant way, we analyze the contour’s curvature profile,
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as described by Boreki et al. [3]. The profile is extracted using the difference of slope technique. As points with high curvature correspond to changes in contour direction, we apply a threshold filter to select them. The intervals’ respective center points are selected as hand extremity candidates (indicated by red crosses in Figure 4(c)). In contrast to previous hand contour systems for single user access control, we have to take into account that the whole surface is captured rather than an isolated area. Therefore, we do not only encounter multiple hands, but also have to deal with a variety of different shapes since parts of the arms might be visible, depending on how far users have to lean over the surface to reach a point (see Figure 5(b)).
preserving its advantages. Extending ROC to our multi-class problem, we generate an ROC curve for each user, with the respective user as the positive class and all other registered users as the negative class. The AUC is calculated for each curve separately and then averaged. Based on a pilot study [22] comparing the classification performance of Support Vector Machines (SVM) and Naive Bayes Classifier (NBC), we chose SVM as classifier in our system due to its consistently better performance. Additionally, we compared the effect of different numbers of training samples (5, 17, and 29), that is hand contour snapshots used for enrolling a new user. Based on the results, we chose to use 29 training samples per user in the following evaluation. As the employed camera is capable of capturing 30 images per second, enrolling a subject is quickly accomplished.
Consequently, these non-hand parts have to be ignored. We remove them by searching for a pattern of alternations in contour direction which is characteristic to the five spread fingers. In the same way, unsuitable hand postures and objects other than hands which triggered the identification procedure can be excluded from further processing. The outer points of pinkie and index finger are reconstructed in a post-processing step, as they cannot be reliably detected due to their low curvature. They are placed at the same distance from the respective finger tip as the already identified valley points on the other side.
(a)
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Data Collection
In total, we collected 544 hand images of 17 different subjects using the camera mounted over the surface. As we employed identical cameras and the processing steps remain the same, we expect the results to be comparable when using the integrated camera. The desired hand locations and orientations on the surface were briefly explained and demonstrated to the subjects beforehand; neither markers nor pegs were used. Thirty-two images were captured per subject as follows (32 × 17 = 544): We asked them to position their right hand successively at eight different locations on the surface, close to its edge, with varying orientations; each position was recorded twice (Figure 5(a)). We repeated the same procedure with the hands positioned farther away from the edge, closer to the surface’s center (Figure 5(b)).
(d)
Figure 4. Extraction steps: (a) raw camera image, (b) extracted contours, (c) high curvature points, (d) extracted hand features
Feature Extraction
The lines connecting finger tips and center points between two adjacent finger valleys are extracted as the fingers’ main axis and divided into six equally sized partitions (Figure 4(d)). For each finger, we select the following features: length of main axis, widths at five equidistant points, and mean width. In addition, we include the palm width as well as three distances between different finger valley points. Note that the thumb is not included as its detection proved to be unreliable.
(a) Close-to-edge condition
(b) Center condition (arms and sometimes the head is part of the extracted contour)
Figure 5. Location and orientation of captured hand images for evaluation (super-imposed camera shots; white contours added for clarity). 544 hand images of 17 different subjects were collected.
EVALUATION
We use Receiver Operating Characteristics (ROC) curves [8] for performance evaluation as they provide a performance measure independent of class skew (i.e., unequal occurrence of individual classes) and classification threshold. They plot true positive (or genuine acceptance) and false positive (or false acceptance) rates as a function of the classifier’s threshold. This threshold can be chosen depending on application requirements to achieve suitable trade-offs between security (low false positive rates) and recognition performance (high true positive rates).
Procedure
Using our database of 544 collected hand contours, we simulate six scenarios which differ in the numbers of known and unknown users. Here, a known user is someone which has registered with the system; an unknown user is someone who has not provided any hand contour information before. Ideally, a known user is identified correctly while an unknown user is rejected. For each scenario, we generate 100 sets of randomly drawn known and unknown users. In turn, we perform a 100 trial cross validation with a stratified random selection of training
AUC (i.e., the area under the ROC curve) reduces the ROC performance to a single scalar value for comparison while
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samples for each of these sets, resulting in 100 × 100 = 10, 000 trials per scenario of known/unknown users. In each trial, we train the classifier using only training samples of the known users. Testing samples of known and unknown users are presented to the classifier afterwards.
only registered users can access the system. The performance varies only slightly for the three tested numbers of known users (5, 10, and 15). With an increasing number of unknown users the identification performance slowly decreases. These results suggest that HandsDown enables robust identification for small user groups. Depending on application domains, the classifier’s threshold can be adjusted to meet different security requirements, or rather tradeoffs between genuine and false acceptance rates. For example, for the scenario of 10 known and 0 unknown users, we can achieve genuine acceptance rates of 92% and false acceptance rates of 0.1%, or, with a different threshold, of 97% and 1%. If the aim is to achieve a false acceptance rate of 0.1% for the scenario of 5 known and 10 unknown users, the expected genuine acceptance rate is 84%, for example.
We use LIBSVM [4] with probability estimates as SVM implementation in this evaluation. Multi-class support for SVM is realized by training one classifier for each user and employing a one-against-all strategy. That is, a separate classifier is trained for each known user. This user provides samples for the positive class, while samples of the other known users are used for the negative class. The initially separate classifiers are then combined into a joint classifier. During testing, the best-scoring classifier determines the result, that is the identified user. A user is rejected as unknown if the reported score is below a certain threshold. For evaluating the identification performance, the joint classifier is provided with test samples of known and unknown users. For each test sample, we record the classifier’s reported score (i.e., the probability estimate of the best scoring single classifier) together with the classification result (i.e., correct or incorrect). In the end, we merge all results to create a single ROC curve and calculate the AUC value for each scenario. Results
INTERACTION TECHNIQUES AND DESIGN SPACE
HandsDown enables many opportunities for novel interactions in surface computing environments. In this section, we illustrate and discuss example interaction techniques where HandsDown can be applied to enhance application benefits. All presented examples can be realized with a single camera setup. That is, they do not require an additional overhead camera to track hands above the surface. Self/Group Identification Users Tagging
Unknown Users
Known Users 5 10 15 0 5 10
0.999 0.990 0.987
0.999 0.995 ×
The notion of tagging people’s identities to digital files provides systems the advantage of associating files with specific users. In applications like photo albums, tagging is particularly useful; it affiliates photos with users’ identities, and, later, it is convenient for photos searching by people’s identity. For photo albums applications, HandsDown can be adopted as an interaction technique for users to tag themselves.
0.998 × ×
Table 1. AUC comparison (a value of 1.0 is equivalent to a perfect identification performance). Not all combinations are possible due to our limited database of 17 users.
Figure 7 illustrates an example of a user tagging his/her identity to a group of photos. A user uploads a photo album onto a surface device. While browsing through the photos, users find pictures that they took part in. To tag themselves, they place a registered hand on the pictures. The system automatically recognizes the hand and attaches the user’s identity to the pictures.
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Figure 6. ROC comparison (tradeoffs between genuine and false acceptance rates as a function of classifier threshold). Three example rates are pointed out.
(a) Photo browsing
Figure 6 combines the six ROC curves into a single diagram for comparison. Table 1 lists the resulting AUC values for the six different scenarios of known/unknown users (higher values mean a better performance, with 1 being equivalent to perfect identification). The best performance is achieved for scenarios without unknown users, that is scenarios where
(b) Photo tagging
Figure 7. Photo tagging. (a) illustrates a user browsing a photo album on an interactive surface and (b) shows the user placing their registered hand on top of the selected photos to tag their identity.
Unlike traditional photo tagging (by inserting textual names), HandsDown is a much faster, natural and intuitive approach.
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Moreover, HandsDown can provide additional security where only registered users can tag themselves. A third person cannot tag another user, hence giving users the control of self-tagging. Locked
Attaching Identities to Tangible Objects
Besides gesture inputs by hands, many literatures have covered the idea of mixing tangible interfaces into interactive surfaces for combine physical and virtual modalities (e.g. [11, 13]); thus, giving virtual identities to physical representations. Similarly, in many applications, it is useful to attach user identities with tangible objects. For example, multiplayergames often require physical objects to give representations of the players. HandsDown provides a natural approach where users can effortlessly attach their identities to tangible objects on an interactive surface. Simply placing an object and a registered hand on the surface next to each another, the surface can establish an identity association between the two. Furthermore, this technique enhances applications like BlueTable [29] or PhoneTouch [21]. They allow users to pair mobile phones with an interactive surface by simply placing the phones on the surface, or touching the surface with the phone. We propose to combine these techniques with HandsDown (Figure 8); during device pairing, users can place their hand along with the mobile device on the surface to attach their identity. This can further be extended for access control, where only registered users have the authority to pair mobile phones with the surface.
(a) Locked workspace
(b) A user workspace
unlocks
their
Figure 9. Illustrations of users sharing a surface and a user reactivating a personal workspace using HandsDown.
Further suppose that a user working on a surface wants to rest for a short moment. The user minimizes or locks the personal workspace, while other users continue working with their workspaces (Figure 9(a)); this concept is similar to the “log off user” function on personal computers. When the user returns, the user can reactivate the workspace by placing their hand on the surface (Figure 9(b)). Thus, giving users the flexibility of walking away from and returning to the surface at any time. Accessing Group Files and Documents
In collaborative settings, often users create files and documents that belong to groups; instead of single-user ownership, editing and copying of documents may require consents from all of the group members. We propose the notion of using HandsDown to achieve group access of information on interactive surfaces. We illustrate our idea with the following example (Figure 10): a group of users is collaboratively working on a project on a tabletop. Every user has right to access the project documents for viewing; however, when editing or copying is required, all members of the group must be present. To activate editing, all of the project members place their hands on the surface table simultaneously to identify themselves. Once the table confirms all group members are co-present, it enables the functions for document-editing.
Figure 8. An illustration of a user performing HandsDown to attach their identity to a mobile phone on an interactive surface.
Access Control Multiple Personal Spaces on a Shared Surface
Require User 2 and User 3
Large interactive surfaces can simultaneously accommodate interactions of multiple users; in other words, a surface can be shared amongst multiple users, whilst each user still retains a personal workspace on the surface. Nevertheless, the sharing of a surface space requires security to protect the users’ data. Although users are sharing the same input surface, they may not be willing to share their access rights to their private documents, like viewing, editing or copying, with other users. To protect the users’ documents, we propose the use of HandsDown for administering access to personal data. When someone wants to access their own files, the person must first identify (or authenticate) to the system by performing a HandsDown gesture. Once verified, the system grants the user access to personal files. One could argue that using passwords is as effective; however, we must consider that password authentication on a large input device is vulnerable to shoulder-surfing attacks and password authentication also requires user memorability to retain passwords.
User 1
User 3
er
Us
1
(a) Access Denied
User 2
(b) Access Granted
Figure 10. Group access. (a) shows a single user, User 1, who tried to access a group file and received an access denied message, whilst (b) shows a group of authorized users accessing the group file.
Using HandsDown for group access has the following implications: (1) all group members must be co-present (same time) and co-located (same place) to access group files; (2) neither password nor access code are required, instead users’ physiological properties (or biometrics) are used for accessing files.
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User Authentication and Personal Password Vault
Aaron
When a user wants to access personal services via an interactive surface, like E-mails or websites, the user is required to enter a password. However, if people are around, it is extremely difficult for the user to enter a password privately without others seeing the entry. Kim et al. [12] have devised various password entry methods that are resistant to observation attacks. Nevertheless, although their techniques are obfuscated, they still require users to enter passwords directly on the surface; thus, from a visible angle or with the adequate recording equipment, it is possible to determine users’ passwords by analyzing the entries. Instead, we propose the adoption of HandsDown as a user authentication technique. Two design approaches of HandsDown authentication are possible. One approach is using users’ hand contours directly as biometrics; hence, adopting HandsDown as a biometric authentication, as described in section Identification vs. Authentication. Alternatively, users can first choose and securely store a list of passwords within the surface device’s database (like a vault of users’ passwords) during registration. When login is required, the user performs a HandsDown gesture, and then the surface uses the hand contour as an index to retrieve the user’s password. Once retrieved, the password is automatically inserted into the login system. Thus, no password is entered or revealed during login. From a user’s perspective, the login interactions of both approaches are identical; they differ in registration, as the second approach requires users to choose the passwords they want to store. Personalization and Customization Personalized Interface Access
Large situated devices can be shared amongst many users. With systems that offer services based on users’ preferences, we can anticipate personalization and customized interfaces on interactive surfaces. We propose the use of HandsDown as an interaction technique for users to recall their personalized settings on interactive surfaces. After performing a HandsDown gesture, the surface recognizes the user and displays a user-dependent menu at the same location. Such a menu may include shortcuts to frequently used applications, the user’s favorite websites, a list of recently edited files, or personal play lists, for example. In doing so, users cannot only conveniently access applications and data form anywhere on the surface, they also have a personalized user interface at hand. Identity-aware Lenses
To enable dynamic personalization in an explorative manner, we propose identity-aware lenses, a concept related to a magic lenses [2]. After performing a HandsDown gesture, the user is identified and a lens appears next to their hand. The lens moves together with the hand. As long as the hand stays on the surface, the lens is shown. On lifting up the hand, the lens disappears. We envision the lens to be shaped and positioned in a smart way, being aware of the table’s edges, for example.
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(a) Regular view
(b) Personalized appearance
Figure 11. Upon identification, a magic lens appears next to the hand. Here, it personalizes the interface appearance by translating text to the user’s preferred language.
Any user interface element underneath the lens can adopt its appearance, content, and function to the user currently inspecting it. A text element is translated to match the user’s language preference (Figure 11), for example, allowing international users to use a shared application simultaneously. In another example, a shared list of bookmarks shows the user’s personal collection upon moving the lens over it. Additionally, finger input performed within the lens area can be attributed to the identified user. Activating a button through a lens can invoke user-dependent functions, such as per-user undo. This style of interaction, where the nondominant hand performs the HandsDown gesture and the dominant hand executes some finger interactions inside the lens, can be thought of as an example of asymmetric bimanual interaction. Here, the non-dominant hand sets the spatial frame of reference (embodied by the lens) for the actions of the dominant hand. This division resembles most skilled manual activities and hence leverages learned behavior [9]. DESIGN CONSIDERATIONS
HandsDown introduces many new opportunities for surface computing applications. Yet, before exploring this concept, the contexts of the application must be considered. Although the HandsDown technique is applicable in any devices that can read users’ hands, it may also not be suitable in certain scenarios; for example, since hands registration is required before users can use the technique to identify themselves, the approach is not suitable for systems where new users are frequently introduced or users’ identities require anonymity. The following categories are crucial and must first be considered before planning adoption of HandsDown as an interaction technique for any surface type application. Identification vs. Authentication
The shapes and sizes of people’s hands vary greatly, depending on age, gender, or genetic diversity; hence, different people have different hand contours. As a result, the contour of a hand is conceptually a user’s property, that is a physiological biometric. This biometric can be used for identification as well as authentication of users; users can be recognized by the contour shape of their hands (i.e., identification), alternatively the users can confirm claims of their identities by showing their hands (i.e., authentication).
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In the HandsDown approach, the simple gesture of a user placing their hand on an interactive surface allows the user to achieve both identification and authentication. Anyhow, we do not recommend designers to adopt the approach for both schemes as a combine. The uniqueness of hand contours is not guaranteed, hence a false identification of a user’s hand subsequently implies a false authentication. As a result, we recommend HandsDown is only used for either identification or authentication, but not both at once. Further consideration of robustness between identification and authentication is recommended. Results in [30] show the performance of using hand contours for authentication is more robust than identification. Each hand identification requires a search against the list of stored hands templates to find a specific identity; whilst, authentication only requires comparison between a hand input against a specified template.
An interactive surface can indubitably be a standalone personal device operated by one person, in which case, a single user dominates the entire surface space; that is the user can perform a HandsDown gesture anywhere on the surface. However, when multiple users are involved, that is in a collaborative setting, social aspects must be considered. In group scenarios where users operating around an interactive surface, although the surface space is shared, each user occupies a territorial personal space and they must obey social protocols as well as policies to avoid conflicts or intrusions into another user’s space [15]. Thus, designers should create systems that a user should never need to reach or move into another user’s space to perform a HandsDown gesture on a surface. Touch Areas
There are numerous ways for users to perform inputs on an interaction surface, for example by means of finger touches, tangible objects, or external pointing devices. In our case, palm touches are used. To capture a palm-touch input on a surface, the input requires an available area proportional to the size of a hand on the surface.
Users Cardinality
Although the properties of hand contours vary greatly amongst different people, it is yet insufficient to claim that any hand contour is exclusively unique from the rest of the entire world. Instead, HandsDown is most suitable for scenarios where the size of the population is small.
Finger touches generally require small surface areas, whereas palm touches occupy much larger regions on a surface device. Designers should avoid displaying information beneath the area where users should place their hands, leave sufficient space for input, prohibit overlapping, as well as display visual cues to indicate locations where users can place their hands. In addition, in collaborated scenarios where multiple hand contours are inserted, they require further consideration, like whether the interaction requires users to place their hands down simultaneously or individually.
Physical Privacy
Most interactive surfaces (like tabletops or digital whiteboards) are situated devices; consequently, the fixed locations of the devices mandate where users access the systems. In a public context, anyone who has access to the location can also read the user’s input. Hence, when user authentication is required, the user is vulnerable to shoulder-surfing attacks; an adversary can easily record passwords entered by the user. HandsDown is a suitable alternative for resisting shouldersurfing; adversaries cannot record any password since no secret information is entered (because the system examines the contour of the user’s hand instead of reading input from the user directly). In a private context, security can be more lenient. We can assume users are less vulnerable. Ideally, only trusted people have physical access (e.g. in a home environment); thus, using HandsDown for user identification in a private space is sufficient. Certainly, public systems can also adopt HandsDown for user identification; however, alternative shoulder-surfing resistant authentication schemes, like the techniques in [12], are required.
DISCUSSION
The previous interaction techniques and design considerations show that the concept of using HandsDown gives rise to a wide spectrum of compelling uses for surface computing. The advantages of using HandsDown for surface applications are threefold: No user instrumentation or additional hardware is required. Other surface systems capable of identifying users, such as DiamondTouch [6], require special hardware, or demand the user to wear additional equipment. From a user’s perspective, the use of extra hardware to identify may be considered counterintuitive, unnatural, or laborious. HandsDown overcomes these issues by eliminating the use of any additional devices on the users; instead, natural physiological features of the user’s hands are used.
Home environments are the prime settings for the adoption of HandsDown. In general, there are a small number of people in a household; thus, recognition and verification of household members are relatively straightforward. Furthermore, HandsDown is designed for low risk environments; home settings are physically secure and private, they therefore already provide a certain level of required physical security.
Instantaneous and fluid interactions. The simple gesture of users placing their hands on an interactive surface allows the identification process to execute fluidly. When a hand shape is detected, the system automatically analyzes the features of the hand. Our implementation shows the entire identification process, from capturing the image of the user’s hand to identifying the user, occurs within a second. Multiple users can be identified simultaneously.
Social Context
Interactive surfaces are designed for multiple users to interact simultaneously. Unlike tradition personal computing, surface computing has no restriction of a singular user per device. For this reason, designers must anticipate the social context of multiple users interacting cooperatively.
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No memorization is required. The use of hand contours provides users the benefit of not needing to memorize any identification information. Since the users’ hands represent their identities, the identification features are carried with the users at all time. This is one of the benefits of using biometrics, because the features are consistent even over a long time. However, although this is a usability advantage, it is a security disadvantage. Once a biometric is forged, it remains stolen for life; there is no getting back to a secure state [23]. Compared to fingerprints, hand contours are less distinguishable; they are less appropriate to identify an arbitrary person. As a consequence, we anticipate users to be less concerned about providing hand contours to the system for enrollment.
REFERENCES
1. E. Bier and S. Freeman. MMM: a user interface architecture for shared editors on a single screen. In Proc. UIST ’91, pages 79–86, 1991. 2. E. A. Bier, M. C. Stone, K. Pier, W. Buxton, and T. D. Derose. Toolglass and magic lenses: The see-through interface. Computer Graphics, 27(Annual Conference Series):73–80, 1993. 3. G. Boreki and A. Zimmer. Hand geometry: a new approach for feature extraction. In Automatic Identification Advanced Technologies ’05. Fourth IEEE Workshop on, pages 149–154, 2005.
It is important to note that we do not propose HandsDown as a general user identification technique in a sense where every touch can immediately be associated to a user. The use of an additional overhead camera for hand tracking above the surface comes close to such a scenario, in theory: After a hand is identified, it is continuously tracked; any touch originating from it can be associated to an user identity. However, our observations showed that users frequently leave the surface area, for example to relax their hands, to point at something in the room, or during a discussion with other users; this leads to a loss of tracking. As users are generally not aware of the surface boundaries, they do not realize leaving the trackable area, and hence to not anticipate that they have to put down a hand to identify again.
4. C.-C. Chang and C.-J. Lin. LIBSVM: a library for support vector machines, 2001.
CONCLUSION
8. T. Fawcett. ROC graphs: Notes and practical considerations for researchers, 2004.
5. C. T. Dang, M. Straub, and E. Andr´e. Hand distinction for multi-touch tabletop interaction. In Proc. ITS ’09, pages 101–108, 2009. 6. P. Dietz and D. Leigh. DiamondTouch: a multi-user touch technology. In Proc. UIST ’01, pages 219–226, 2001. 7. K. C. Dohse, T. Dohse, J. D. Still, and D. J. Parkhurst. Enhancing multi-user interaction with multi-touch tabletop displays using hand tracking. In Proc. ACHI ’08, pages 297–302, 2008.
Currently, most interactive surface systems are not capable of distinguishing the identity of users. In this paper, we introduced HandsDown, a novel user identification technique for interactive surfaces, which adopts the concept of using hand contours to recognize or authenticate users. In our system, users are required to perform a quick one-time enrollment of their hands. To enroll, the users place their hands on various locations on a surface device and silhouette images of the hands are captured as reference templates. Once enrolled, a user can naturally place their hand on any arbitrary location on the surface, and the system recognizes the user’s identity. Unlike systems that require users to place their hands on an external device (like a dedicated flatbed scanner) for identification, our system allows direct hand interactions on the surface.
9. Y. Guiard. Asymmetric division of labor in human skilled bimanual action: The kinematic chain as a model. Journal of motor behavior, 19(4):486–517, December 1987. 10. A. K. Jain, A. Ross, and S. Pankanti. A prototype hand geometry-based verification system. In Proc. AVBPA ’99, pages 166–171, 1999. 11. S. Jord`a, G. Geiger, M. Alonso, and M. Kaltenbrunner. The reactable: exploring the synergy between live music performance and tabletop tangible interfaces. In Proc. TEI ’07, pages 139–146, 2007. 12. D. Kim, P. Dunphy, P. Briggs, J. Hook, J. Nicholson, J. Nicholson, and P. Olivier. Multi-touch authentication on tabletops. In Proc. CHI ’10, pages 1093–1102, 2010.
As a proof of concept, we have implemented HandsDown on an interactive tabletop. The evaluation of our system shows, with a relatively small number of registered users (seventeen subjects), that HandsDown is substantially robust. The significance of HandsDown lies in its capability to integrate with current surface applications to enrich their overall systems with robust and instantaneous user identification. To demonstrate the potentials of HandsDown, we have suggested and discussed a series of interaction technique where HandsDown provides benefits. Furthermore, we presented categories of design considerations for designers and researchers; the categories must be pondered before determining the adoption of HandsDown as an interaction technique for any interactive surface applications.
13. D. Kirk, A. Sellen, S. Taylor, N. Villar, and S. Izadi. Putting the physical into the digital: issues in designing hybrid interactive surfaces. In Proc. BCS HCI ’09, pages 35–44, 2009. 14. Microsoft Corp. Surface. 06 May 2010. http://www.microsoft.com/surface. 15. M. R. Morris, K. Ryall, C. Shen, C. Forlines, and F. Vernier. Beyond ”social protocols”: Multi-user coordination policies for co-located groupware. In Proc. CSCW ’04, pages 262–265, 2004.
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16. B. Myers, H. Stiel, and R. Gargiulo. Collaboration using multiple PDAs connected to a PC. In Proc. CSCW ’98, pages 285–294, 1998.
24. J. Sch¨oning, J. Hook, T. Bartindale, D. Schmidt, P. Olivier, F. Echtler, N. Motamedi, and P. Brandl. Building interactive multi-touch surfaces. In C. M¨uller-Tomfelde, editor, Tabletops - Horizontal Interactive Displays. Springer, 2010.
17. M. Ringel, K. Ryall, C. Shen, C. Forlines, and F. Vernier. Release, relocate, reorient, resize: Fluid techniques for document sharing on multi-user interactive tables. In Proc. CHI ’04, pages 1441–1444, 2004.
25. J. Sch¨oning, M. Rohs, and A. Kr¨uger. Using mobile phones to spontaneously authenticate and interact with multi-touch surfaces. In Proc. PPD ’08, 2008.
18. K. Ryall, A. Esenther, K. Everitt, C. Forlines, M. R. Morris, C. Shen, S. Shipman, and F. Vernier. iDwidgets: parameterizing widgets by user identity. In Proc. INTERACT ’05, pages 1124–1128, 2005.
26. S. Scott and S. Carpendale. Guest editors’ introduction: Interacting with digital tabletops. Computer Graphics and Applications, IEEE, 26(5):24–27, 2006.
19. R. Sanchez-Reillo, C. Sanchez-Avila, and A. Gonzalez-Marcos. Biometric identification through hand geometry measurements. Pattern Analysis and Machine Intelligence, IEEE Transactions on, 22(10):1168–1171, 2000.
27. S. D. Scott, S. Carpendale, and K. M. Inkpen. Territoriality in collaborative tabletop workspaces. In Proc. CSCW ’04, pages 294–303, 2004. 28. J. Stewart, B. Bederson, and A. Druin. Single display groupware: a model for co-present collaboration. In Proc. CHI ’99, pages 286–293, 1999.
20. D. Schmidt. Design and realization of an interactive multi-touch table. Technical report, Lancaster University, 2009.
29. A. D. Wilson and R. Sarin. BlueTable: connecting wireless mobile devices on interactive surfaces using vision-based handshaking. In Proc. GI ’07, pages 119–125, 2007.
21. D. Schmidt, F. Chehimi, E. Rukzio, and H. Gellersen. PhoneTouch: A technique for direct phone interaction on surfaces. In Proc. UIST, 2010.
30. E. Y¨or¨uk, E. Konukoglu, B. Sankur, and J. Darbon. Shape-based hand recognition. Image Processing, IEEE Transactions on, 15(7):1803–1815, 2006.
22. D. Schmidt and H. Gellersen. Show your hands: A vision-based approach to user identification for interactive surfaces. Poster ITS, 2009.
31. R. L. Zunkel. Hand geometry based verification. In A. K. Jain, R. Bolle, and S. Pankanti, editors, Biometrics, chapter 4, pages 87–101. Springer US, Boston, MA, 2002.
23. B. Schneier. Inside risks: the uses and abuses of biometrics. Commun. ACM, 42(8):136+, 1999.
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ExoBuilding – Breathing Life into Architecture Holger Schnädelbach, Kevin Glover, Ainojie Alexander Irune Mixed Reality Laboratory The University of Nottingham Nottingham NG8 1BB, UK (hms,ktg,aai)@cs.nott.ac.uk ABSTRACT
control are becoming more widespread, with considerable interest in both the architectural and the HCI research community [16, 26].
ExoBuilding explores the novel design space that emerges when an individual‟s physiological data and the fabric of building architecture are linked. In its current form ExoBuilding is a tent-like structure that externalises a person‟s physiological data in an immersive and visceral way. This is achieved by mapping abdominal breathing to its shape and size, displaying heart beat through sound and light effects and mapping electro dermal activity to a projection on the tent fabric. The research is positioned in relation to previous work and the iterative development of ExoBuilding from to-scale to full-size prototype is described. The design process, feedback gathered alongside and observations allow the discussion of wider issues: the different scales possible, the temporal nature of the data, ownership and ambiguity of that data, ranges of control and the aggregation of data in a building context. This leads to the presentation of directions for future research at this exciting boundary between Architecture, HCI and medical science.
Beyond this, there are also much more fundamental developments such as smart materials. These have the potential to be used on interior surfaces and external facades, thereby making use of building surfaces as communication media to enable interactivity [5]. Partly inspired by Price‟s work on reconfigurable buildings in the 1960‟s [22]and made possible by new technologies, architects are exploring physically dynamic buildings that change shape, orientation and even location [3, 15, 16]. Developments in this area are frequently referred to as Adaptive Architecture, an area that is concerned with buildings that are adaptive to their environment, their inhabitants and objects contained within them. Adaptiveness is achieved by drawing on various types of data streams. Environmental data (internal and external) might control the ambiance of a building; person related data (e.g. presence, identity, activity) might drive the „permeability‟ of a place and object related data might be used to configure the infrastructure of a warehouse, for example
Keywords
Physiological Data, Biofeedback, Adaptive Buildings, Iterative Prototyping Classification
Physiological data such as heart rate, skin temperature and respiration might be considered one such data stream and it has seen considerable interest recently alongside the traditional use of obtaining physiological data for diagnostic information in health care. For example, educational and theatrical projects have used physiological data to drive visual displays [1], arts projects like Breathe, have explored how respiration of one person can affect that of another [13] and the nature of Thrill has been investigated through the visualisation and study of physiological data [24, 31]. In addition, the treatment of a wide variety of disorders with a psychosomatic component have been explored through the non-medical process of measuring and conveying a person‟s physiological data to them, in real-time, commonly referred to as biofeedback [8].
J.5[COMPUTER APPLICATIONS]:Arts and Humanities -- Architecture INTRODUCTION
Over the last decades, various initiatives spanning the disciplines of Architecture, Engineering and Computer Science have explored how to design buildings specifically for flexibility, interactivity and reactiveness. Sometimes this is concerned mainly with providing flexible infrastructure that allows adaptation over the long term [12]. More commonly, control technologies are being employed to be able to respond to various sets of data. Environmental controls for temperature, lighting and shading, as well as technologies for home automation and Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Beyond conveying physiological data, the area of affective computing is concerned with deriving emotional state from physiological data and the use of the state information in building and controlling devices and systems [28]. One key motivation for research in this area is to simulate empathy. A system should be able to interpret the emotional state of humans and adapt its behaviour accordingly, giving an
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Sketch A shows the mapping of an individual‟s pulse to audio signals emitted from a sound system embedded into the building. Sketch B details Electrodermal Activitiy (EDA (GSR)), Heart Rate or even Heart Rate Variability mapped to the ambiance of a space; in the case shown here this is achieved through changing the colour of the lighting. In sketch C, the respiration of a person drives the size or form of the building fabric. Sketch D suggests how a person‟s body temperature (core and/or skin temperature) might be used to adapt the cooling or heating of a space.
appropriate response to those emotions [17]. More recently, affective computing has seen criticism because of the difficulty of deriving emotional state merely based on physiological data. Cohn argues that “efforts at emotion recognition, however, are inherently flawed unless one recognizes that emotion – intentions, action tendencies, appraisals and other cognitions, physiological and neuromuscular changes, and feelings – is not an observable.” [7]. Boehner et al also argue that methodological rendering of emotional experience in informational terms, though convenient, tends to neglect or obscure a range of considerations that are critical to understanding not just what emotion is, but also what it does [4].
These initial ideas were presented for discussion at an internal workshop centred on the exploration of physiological data in the context of previous work within the theme park environment [24, 31]. From the feedback gathered informally during the session and comparisons to existing background work, it emerged that the most interesting and innovative aspect of the investigation was the mapping of the physiology data to building extent, shape and form.
In response to the limitations of substituting objective measures for subjective experiences of emotions, some researchers have responded by eliminating direct representation of emotions altogether. Systems like eMoto [27], Affector [25], and MoodJam [19] explicitly avoid modeling emotions; rather they focus on communicating emotion through ambiguous and evocative aesthetics derived from captured images of users and/or from userselected parameters. As we describe below, the work presented here must be seen in this context, as it deliberately side steps the automatic interpretation of physiological data and focuses on the relationship between its display and the user experience. PHYSIOLOGICAL DATA – THE FABRIC OF BUILDINGS
The development of ExoBuilding began with a speculative research question: In which ways can physiological data be related to the fabric of a building? This was posed in the context of previous work highlighted prior, with the emphasis placed on Architecture, where this relationship has not been investigated so far to the best of our knowledge. The term ExoBuilding then refers to the idea that buildings might externalise some otherwise internal functions of the human body, make them visible and may be support the person themselves, similar to the concept of the artificial Exoskeleton. To explore the design space, an iterative development process was followed, that included sketching and physical prototyping in turn interspersed with review and feedback sessions, a process very commonly adopted in Architecture and Design.
Figure 1 Physiological Data Mappings explored
Conceptually, this was also of greatest interest, because buildings tend to be physically static in the majority of cases. However, when they do physically adapt, this is typically motivated and driven by other considerations, for example adapting to different environmental conditions, differences in event requirements, or artistic endeavours [2, 14, 23]. To the best of our knowledge, investigations into the direct connection between physiological data and the extent, shape or form of building fabric have not yet been conducted to date. The contribution of this research can therefore be described as the exploration of this novel design space at the boundary between Architecture, HCI
Formulation of ideas
Initially, sketches of general ideas were formulated and a range of different possibilities were explored graphically. The use of heart beat, skin conductance, body temperature, breathing and physical interaction were briefly considered in this context. They were hypothetically mapped to sound output, changes in lighting, sizes in extent of space, environmental temperature and the movement of elements. The following concept sketches illustrate some of these possible mappings (see Figure 1).
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and medical science, the resulting working prototype and the discussion of the issues that are emerging.
the fabric to facilitate the exploration of lighting effects. A stereo speaker system was also connected to the setup in order to explore a range of sound effects.
To-scale prototype
Following the sketches, a physical prototype was built. The aim was to create a building-like enclosure that could accommodate an individual in a sitting or lying position. In that regard, a functional to-scale prototype seemed an ideal starting point. This was designed such that it could be scaled up to a much larger size in the future.
The servos and LEDs were connected to a PC via the Phidgets toolkit [21]. The Phidgets toolkit provides standardised, plug and play sensing and control connected to PCs via USB. A Mindmedia Nexus 10 physiological monitoring and feedback platform [18] was used to prerecord heart beat and respiration data (see more details about this equipment below). This was played back through the ExoBuilding prototype using an open-source middleware platform [9] [11]. This platform allowed the connection of sensors, software components and actuators using a graphical programming approach. In this instance it was used to read in the heart rate, EDA and respiration data from the Biotrace software. In this initial to-scale prototype, the respiration trace, i.e. the data generated by monitoring the extent of the abdomen of a breathing person, was directly mapped to the dynamic extent of the tent-structure. At this initial stage, the breathing data was recorded and replayed, the structure expanded during inspiration and contracted during expiration. Each heart beat was directly mapped to the LEDs lighting up, as well as to a heart beat sound being played through the speakers.
Figure 2 To-scale Prototype Front
The result was an artefact that attained some properties of an animate organism and externalised those properties for others to view. As already mentioned, breathing was displayed through movement, but also through the sounds of the servo motors driving the structure. The artefact was illuminated with a red light which appeared in synch with the replayed heart beat sound. Prototype discussion
The first proof-of-concept demonstrator described above was subjected to an informal internal review. The idea was deemed to be unusual and it certainly prompted discussions around the range of possible mappings between physiological data and building, issues of data ownership and privacy and the temporal and spatial dimensions of the data stream. There was also consideration of whether data (in a building context) would come from individuals or whether it could be aggregated. In addition, the potential ambiguity of data ownership during the display caused further debate.
Figure 3 To-scale prototype Side
Stretchable fabric was chosen because of its malleability and also because of previous experience working with such materials [10]. The prototype constituted a tent-like structure of approximately 20 by 30cm in base dimension mounted on a wooden platform at five fixed points (see Figure 2 and Figure 3). The centre of the fabric was reenforced with a „spine‟ made from flexible plastic. Two points on the „spine‟ where attached to two servos, mounted on a wooden frame attached to a base platform, subsequently creating a deformable enclosure.
The audio component appeared to have some interesting potential. As a speaker system with a subwoofer was used, the sound play-back actuated some vibration in the floor and table, highlighting the potential for a more visceral feedback than was previously envisaged. For the design process, the most relevant issue was that of scale. The intention was always to build a room-sized prototype. The to-scale version prompted speculation about the potential differences between, an artefact visualising physiological data seen from outside, versus an immersive
Mechanically, this setup allowed the fabric to be pulled upwards causing it to expand, and let back down, inversely causing it to contract. LEDs were added to the base under
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environment. Although potential for the smaller version was identified (e.g. It could more easily be assembled into larger feedback installations, visualising data from multiple people and to larger audiences); an immersive version had the possibility to give a much more private experience, while data could also be visible from the outside [10, 32]. Its immersive properties could only be investigated once a full-size prototype was available and only this would then allow experimentation with different design options and usage scenarios.
strengthened by additional gear boxes which were in turn driven through the Phidget interface kit [21]. EXOBUILDING
The resulting physical prototype (see Figure 5) was a tent structure of roughly room-size. It is large enough to sit in on a reclined chair or to lie in on the floor or a low bench. ExoBuilding has the following adaptive features: Its shape and size can be altered using the drive mechanism. A data projector can be used to project dynamic information on the tent surface. LEDs embedded into the fabric can be used to display further information. A sound system can be used to display sound through audio and associated vibrations of the floor.
Scaling up to a room-sized prototype
1.3m minimum height
Midway point
1.6m maximum height
The scaling up process started with taking measurements of the to-scale prototype and translating those into the volume of the available space (approx 6mx6mx2.70m) while making sure that the resulting structure was still „inhabitable‟. A working drawing for the fabric was produced (see Figure 4) in addition to sketches for the mechanism and ceiling mount.
Figure 4 Front section of fabric layout
The fabric was scaled up, sewn together from stock stretchable jersey material in white, using a domestic sewing machine. In a similar way to the to-scale prototype, the spine of the structure was re-enforced, this time using aluminium tubing. At two points on that spine, the fabric was pulled up towards a ceiling-mounted sub-frame. At five points on the floor, the fabric was pinned down with the help of cast iron stage weights. Counterbalanced drive arms pull the fabric up and then release it back down, with the tension in the fabric providing the downward pull. The arms were driven by large but standard model servo motors
Figure 5 ExoBuilding movement sequence expanded (top) and contracted (bottom)
Figure 5shows the range of the physical movement of the prototype, from 1.3m to 1.6m shoulder height. The seemingly subtle change in size belies the effect felt inside
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ExoBuilding, as the change in overall volume is much larger than the photos could illustrate.
a falling trend can indicate that a person is in a relaxed state. The participant‟s EDA drives the display of an image on the outside of the fabric. When their EDA signal rises, the image fades in and when the signal declines, the image fades out.
A Mindmedia Nexus 10 device was employed to gather live physiological data. [18]. The Bluetooth enabled and battery powered device is roughly 10cmx10cmx4cm and easily portable. It offers 10 hardware channels which allow measurement of physiological data (e.g. EEG, ECG, respiration and skin temperature). Via Bluetooth it was connected to a PC running the associated Biotrace software. Biotrace takes the 10 hardware channels and provides a series of live data channels. As an example, one data channel derives heart rate and heart rate variability from ECG. Taking this one step further, the combination of data from different hardware sensors then also allows the analysis of derived channels such as HR/Respiration coherence.
UNDERSTANDING EXOBUILDING
This project began with an open research question: how could physiological data and the architectural building fabric be connected? This was the key overarching interest running through the project. This question and resulting iterative prototyping process lead to an interesting artefact and new building type, exemplified through a full-scale and fully working demonstrator. This aspect of ExoBuilding was already of great interest and the paper will return to the potential of this idea in the discussion. In addition to the above, ExoBuilding can also be described as a different type of display for physiological data. Deliberately, it does not interpret physiology to derive mental or emotional state; it is not an affective computing device for that matter. Instead, it allows a person to explore and maybe better understand aspects of their physiology in a specific manner.
Breathing life into Architecture
As already highlighted, we made use of a subset of the available channels to drive ExoBuilding. The ECG signal, measuring the heart muscle activity, was gathered using three electrodes placed on the participant‟s chest and torso. Biotrace only made the signal available as heart rate, which was then converted to heart beat events inside the aforementioned middleware platform. The heart beat was played through the speaker system using a prerecorded heart beat sample and displayed on the tent fabric via the embedded LED. Via a subwoofer the floor was made to vibrate in sync with the sound output. Respiration data was gathered using a respiration belt fitted around the participant‟s torso, measuring the rising and falling extent of their abdomen. Through Biotrace and our middleware, this was converted to the full range of the servo motors to be able to change the extent of the fabric structure. The participant‟s respiration drives the shape and size of ExoBuilding, so that the spatial volume expands during inhalation and it contracts during exhalation. This also creates air flow into and out of the structure which can be felt by the participant. Sensor
Signal
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Figure 6 Back view of the ExoBuilding during use
of
Figure 7 View of participant inside ExoBuilding
Visibility of graphic projected on ExoBuilding
It is worth summarising its most interesting properties: Multi-sensory
The data display is multi-sensory, as information can be seen (e.g. the projected graphics and movement of the fabric), heard (e.g. the sound system) and felt (e.g. vibrations of the floor, air flow generated by the moving fabric and the fabric occasionally touching the faces of people).
Table 1Physiological data - Actuation mapping
Finally, using two finger electrodes, electrodermal activity (EDA (frequently called GSR)) was measured. Over brief periods, EDA is useful for detecting events that impact a person, such as when they get startled. Over longer periods,
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Immersive
was mainly a result of their breathing and the movement of ExoBuilding being in sync. One participant stated:
The data display is immersive in the sense that it physically immerses the entire body of an end-user into the data to be displayed, in this particular case their own physiology.
„(The) synchronised motion and breathing is really nice and very relaxing … heartbeat was very comforting (inducing almost womb-like feelings) … may be it was because it wasn‟t my own heart, but someone else‟s beating in time to mine that made it so re-assuring.‟
Visceral
Taken together, this resulted in an almost visceral experience. Especially when the sound was turned up and the floor started to vibrate, it clearly felt that one‟s whole body is affected by the experience.
All three participants commented on how the sound of the ExoBuilding machinery (servos and mechanism) was also relaxing. It appeared that as the machinery was in sync with the participants‟ breathing, the similarity to a breathing sound was re-enforced. However, one of the participants characterised the sound as „not quite‟ right and occasionally too loud.
In a similar manner to the to-scale prototype, informal tests were conducted throughout the development process of the full-scale prototype described above. Reaction to the fullscale version was positive and it seemed pertinent to capture some of these reactions to shape our ideas and inform future work.
One participant commented on the physical nature of the prototype. They liked the fabric caressing their face in the sitting condition, and they contrasted the warmth at the top of the tent inside with the occasional breeze coming in generated by the movement of the fabric. They also commented on how the prototype seemed to have become an extension of their body:
Formative study
To understand the effect of the ExoBuilding on people, a formative study exploring the issues that appeared most relevant was conducted. This study was aimed at gauging and fully understanding the functionality of the prototype and getting a very initial idea of people‟s reactions to it. It was also hoped that the feedback gathered would inform and guide future research. In what follows, we describe the study and the implications of the results obtained for the ExoBuilding design.
„… when the tracking was turned off and the tent rose to its default position, I physically felt my chest muscle tighten in sympathy (as if the tent were controlling my chest) – or at least, it felt very odd that the tent was moving and my chest was not.‟
The prototype was mounted in a dark space with a desk light pointing towards the ceiling placed within the same space. Three participants between 30 and 50 years of age, all with a technical background, volunteered to take part in the study. Two different conditions were explored with each condition lasting exactly 3 minutes. The first condition required participants to sit on a fully reclined office chair within the tent (see Figures 6 and 7), while the second condition required participants to lie on the floor, inside the tent. Participants were briefed on the study procedure, kitted up and then placed inside ExoBuilding.
A number of issues were also raised in relation to each condition. All three participants preferred the sitting condition. They commented that lying down on the floor was too hard, too cold and much less immersive as they could see out through the gaps of the fabric at the bottom. They were also much more aware of the machinery (wires, fixings, etc.) and one participant stated that it was difficult to get in and out with the Nexus device already attached to them.
After each condition, participants were requested to leave the tent. In addition, each condition was followed by a very simple structured questionnaire, posing three questions: „What did you like about the experience?‟, „What did you not like about the experience?‟ and „Other comments?‟. The Questionnaire was designed to prompt but mainly to allow participants as much space as possible to describe their experience freely. All physiological data necessary to drive the prototype as well as evaluate the participant‟s reaction to the ExoBuilding were recorded.
Participants did not find the LED visualisation of their heart beat attractive or useful. Also, the display of the EDA signal as a projected image appeared to be unreadable by participants. When asked they were not able to interpret the mapping of signal to display, but they liked the aesthetics of the overall effect. Finally, all three participants stated that they felt that the correlation between their breathing and the fabric was not exactly accurate, with the occasional delays. Physiological data
Questionnaire feedback
The physiological data recorded provided another important source of information. Although both conditions were recorded, the data analysed below only concerns the latter, lying on the floor. The reason for omitting the first condition, although people clearly preferred it, was the fact that people used it to get acquainted with the system. This typically involved playing with the range of the physical
All three participants found the experience relaxing in both conditions. One commented: „… a moment of real calm‟, while another stated „… very relaxing – almost asleep – soporific!‟. Two participants expanded this by commenting on how unusual and interesting the experience was and this
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movement mapped to the movement of their abdomen and with general responsiveness, for example by holding breath for a little while. It was visible in the data, but more importantly, all three people verbally reported that there were periods in the first condition, when they „played around‟, simply a result of the interface being so unusual.
significant shorter-term upwards spikes is an indication of their relaxation during their experience. All three EDA traces recorded exhibited this same basic pattern. Respiration and heart rate
The following graph shows a HR and Respiration trace over 2mins 45s for a single participant. As before, time is displayed on the X axis. HR computed from ECG is displayed on the left hand Y axis fixed to 40-100 BPM. Raw respiration values (RSP) are displayed on the right Y axis, with the axis being scaled in a way that ensures readability. Over the measured period of 2min 45s, the participants averaged approximately 6.75. The measured breathing rates are substantially lower than average standard breathing rates which are around 18 per minute [6]. These lower rates are an interesting indicative finding. A visual inspection of the data and a superficial comparison to data we collected in other situations, also suggests that breathing is much deeper and more regular than we observed previously. This is an interesting area for future investigation. Finally, the graphs also show that HR oscillates as one would expect and that those fluctuations are mostly in sync with the respiration trace, an effect known as Respiratory Sinus Arrythmia (RSA).
Each session lasted for 3 minutes. As it could not be guaranteed that recording and the start of the operation of the prototype were in sync. The first 15s of each of the data samples was rejected. The following 2min 45s were retained for the following analysis. As there are only three data sets, no statistical analysis was conducted. It is important to point out that the analysis is purely descriptive with the aim to inform the development during prototyping. Electrodermal activity (EDA)
The following graph represents a typical EDA trace from all three participants. Time is displayed on the X axis and the raw EDA value in microsiemens on the Y axis.
1.2 1.15
Study summary
The short trial reported here was part of our overall iterative design process. The aim was to decide on design features, ideas for further research questions and types of possible evaluation. Clearly, because of the small number of study participants and the uncontrolled nature of this study, the results are not directly generalisable.
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However, in what follows an outline of the most relevant features of ExoBuilding and an initial interpretation of the results obtained is provided, before discussions of wider issues and how the design of the prototype will be influenced by these findings.
Figure 8 EDA - Participant 1
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A simple visual inspection of the EDA traces confirms what participants had indicated in the questionnaire responses. The falling overall trend without many
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Figure 9 HR and RSP - Participant 3
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A display of physiological data
Scale
ExoBuilding allows people to be aware of their own physiological data. This in turn allows the modulation of one‟s own behaviour to „achieve‟ certain types of patterns (e.g. regular and deep breathing). This awareness is achieved through an intuitive and legible display of the physiological data, arguably in contrast to other displays which display information on a flat screen, for example [33].
Constructing and studying the full-scale version of ExoBuilding has indeed hinted at the powerfulness of an immersive, physically dynamic display of physiological data. The tension remains between displays as artefacts such as the to-scale model developed first, where many such artefacts could sit along side each other and be viewed externally and something larger to be viewed from the inside. Having both prototypes operational allows for comparative studies of the two models in future, but also for scenarios where both are used alongside each other.
Raising awareness
In particular, it externalises aspects of people‟s physiology that many were not aware of, similar to the art installation Sonic Body [20]. Heart beats naturally fluctuate and the level of Heart Rate Variability is a marker for certain medical conditions [29]. For many people this can sound disconcerting, as they might expect an evenly spaced series of beats. In a similar way, the prototype made people aware of their own breathing. As breathing is mostly autonomic, people tend to take no notice unless they are in specific situations where it comes to the fore (sport activities, playing a wind instrument and singing, extremely quiet environments).
Temporal
The initial intention of the development was always to be able to display live data, especially with the view to explore how this type of display would feed back on behaviour. On route, playing back recorded data came as a by-product. Playing back recorded data in the physically animated fashion of the to-scale artefact already felt slightly uncomfortable because the object attained a life-like appearance. This would be further reinforced whenever data is stored for longer times, potentially past somebody‟s death and ExoBuilding becomes an ethically questionable playback platform for someone‟s „life‟.
A relaxing experience
The short study suggests that ExoBuilding provides for a relaxing experience. This is mainly emerging from the questionnaire feedback and seems to suggest that it is the combination of the different elements of ExoBuilding, synchronisation of breathing and movement, the various sounds and the immersive nature that make this work. The EDA traces back this up, through displaying generally a downwards trend without significant upwards spikes (see Figure 8 ).
Ownership
Very much related to this, data ownership was raised in discussion. The starting point for our experimentation was always that the physiological data of the current inhabitant of ExoBuilding would be displayed. Technically, there is no reason why this data could not be of another person, whether this is live or recorded, whether that person is local to the installation or remote to it. Experimentally, it would be interesting to see how the display of somebody else‟s data might influence the physiology of the current inhabitant, which could be expressed as an experimental condition in future work.
Feedback loop
This is arguably because of the very immersive feedback loop that ExoBuilding presents people with. We did not provide any kind of prompt of what people were supposed to be doing within the structure. It seems plausible that the display itself of one‟s own physiological data triggered the responses that are seen in terms of relatively regular and deep breathing in sync with heart rate variability.
Ambiguity
Can an inhabitant even be sure who owns the currently displayed physiological data? In all our current experimentation, this relationship is very clear. But it is conceivable that one might experiment with this, feeding through other inhabitants‟ data, switching over to people located elsewhere or to recordings, without necessarily alerting the trial participant.
ARCHITECTURAL CONTEXT AND FUTURE WORK
At this point it is worth returning to where this work started out from, the application of physiological data to the physical building fabric. Across the entire development and evaluation cycle of the ExoBuilding prototype, ongoing discussions and participant feedback have highlighted a number of wider issues that it is worth returning to here.
Ranges of control
The prototyping process also highlighted that there are different ranges of control that one might expect over one‟s own physiology. For example, breathing is typically controlled autonomically, but can also be controlled voluntarily (e.g. breathing exercises). EDA and heart rate are in a separate category as control is much more indirect. With experience, one might know what to do to affect the signal (running to raise heart rate or pinching oneself to raise EDA). However, it is already much harder to lower the signals or to prevent them from rising (e.g. training to avoid detection through a lie detector). Signals such as peripheral skin temperature are perhaps even much harder
While these are applicable to other forms of display of physiological data, they are particularly pertinent when considered in the context of building Architecture. In what follows the scale, temporal nature, data ownership, the ambiguity of data ownership, ranges of control and the role of aggregation in the use of physiological data in an architectural context are discussed.
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CONCLUSION
to control. These different ranges of control and the ways that they are brought to the attention of building inhabitants are clearly important in the design of such environments but also in the study of them.
In this paper the concept, design and prototyping process for ExoBuilding has been outlined. ExoBuilding is a prototypical piece of architecture that maps a person‟s physiological data to its building fabric. Through sketches, a to-scale artefact and a full-size immersive lab demonstrator the potential of this idea in its various forms has been explored. ExoBuilding demonstrated clear potential as a biofeedback environment, triggering changes in people‟s physiological behaviour, without the need for prompting, and this is currently being investigated more formally. The contribution of this work lies in the exploration of this novel design space and the discussion of the emerging issues. These are centred around issues of scale, the temporal properties of Exobuilding, ownership and ambiguity of ownership of the data to be displayed, ranges of control and the possibilities that arise when data is aggregated.
Aggregation
Finally, in a building context, the issue of data aggregation becomes relevant. One might speculate about more general building architecture, where building elements might be driven by physiological data, for example in entertainment or health related venues. Practically, with large populations, there would not be enough building elements to allow individual control. How could the aggregation of data streams be used to combine multiple streams of physiological data to drive a single building element and would this be meaningful to inhabitants? We are beginning to actively explore the above issues together with architects, HCI experts and experts in medical science, and the key question in this context is: where might such a building or building element find its use?
ACKNOWLEDGMENTS
We would like to acknowledge the support of the Leverhulme Trust and the invaluable in-depth discussions with members of the Mixed Reality Lab that have helped shape this work. In particular we are indebted to Stefan Rennick-Egglestone, Brendan Walker, David Kirk, and Steve Benford.
The health club and spa segment of the built environment shows the greatest potential. Whether driven by actual physiological data or with simulated data for practical reasons (e.g. regular breathing cycles), the interior of buildings would be physically animated first of all as a teaching and exploratory environment but also to help induce a relaxed state in spa visitors, for example. Work environments present another opportunity, where structures like ExoBuilding could be set up as „time-out‟ pods that are available to workers when they need a break (compare to Google‟s Zurich offices[30]). Both would probably need to explore less intrusive ways of capturing the physiological data to make this aspect of the experience more manageable and socially acceptable.
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For this to be a viable route to explore, more evidence for the effectiveness of the concept will be required. The prototype development and initial evaluation has since taken us to pose a much more focussed research question: What is the effect of this particular form of physiological data display on occupants of the affected space? While the prototyping process provided some initial pointers, we are now proceeding to study ExoBuilding more formally in a controlled lab experiment, drawing on the experience that we have gathered so far.
4. Boehner, K., DePaula, R., Dourish, P. and Sengers, P. How emotion is made and measured. Int. J. Hum.-Comput. Stud., 65 (4). 16. 5. Bullivant, L. (ed.), 4dspace: Architecture. Wiley-Academy, 2005.
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A much more challenging avenue lies in the application of physiological data to Architecture more generally. While the examples above place the prototype into the building context, they do so at the current scale of ExoBuilding which is roughly room sized and the temporal horizon of the prototype, which is in minutes of use. But what about applications of physiological data to entire building structures over the entire life-time of a building with everchanging populations. It is likely, that physiological data would take on a very different role in these circumstances
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Sustainable Energy Practices at Work: Understanding the Role of Workers in Energy Conservation Tobias Schwartz, Matthias Betz, Leonardo Ramirez, Gunnar Stevens 1
2
Fraunhofer Institute for Applied Information Technology, Schloss Birlinghoven, 53754 Sankt Augustin, Germany
Human Computer Interaction, University of Siegen, Hölderlinstraße 3, 57068 Siegen, Germany
{tobias.schwartz, matthias.betz, leonardo.ramirez}@fit.fraunhofer.de gunnar.stevens@uni-siegen.de ABSTRACT
last 20 years has changed office work dramatically. There are virtually no chances of having a productive workplace without the support of electrical appliances such as computers, printers, or telephones. With the exception of the manufacturing sector, almost 30% of the total energy consumption of a company is produced by the office equipment.
Energy conservation has become a very relevant social issue. There is a growing body of knowledge in the literature focused on supporting consumers in reducing their personal carbon footprint in their domestic context. In the workplace, however, most of the research focuses on optimizing formalized production processes and investing in energy efficient equipment. This leaves the question open of the role of workers in energy conservation. To explore this question, and overcome this bias, we conducted a series of participatory action research studies in which we introduced new smart metering technologies in a large organization and observed their contribution in supporting sustainable energy practices at work. In the paper we discuss the opportunity and risks posed by using this technology to make energy practices more transparent.
If we take into account the fact that in the last 50 years in Germany, the proportion of office workplaces in the overall amount of consume points has risen from about 10 percent to about 50 percent [14], it becomes clear that supporting energy conservation in the office represents a key challenge for post-industrial societies. Many efforts in research have addressed this challenged, building technologies to support energy conservation and sustainable development. Smart grid technologies, for example, should stimulate the efficiency in consuming electrical resources by using a combination of advanced communications, sensors, and distributed computer-based controllers that support network management. Sensor technologies that keep a digital record of the energy consumption of individual devices or complete households should support the personal awareness of energy consumption.
Author Keywords
Energy conservation, sustainability, practices, workplace, emancipation ACM Classification Keywords
H.1.3 [Information Systems]: User/Machine Systems – human factors INTRODUCTION
All these new digital metering solutions provide tools for measuring, structuring, transferring, storing and visualizing consumption data, creating a promising new field of applications for the HCI community [10], which has consequently focused on building better and more intelligent monitoring and visualizing technologies with aimed at increasing awareness for consumers and producers, and at providing control mechanisms to empower consumers to make more informed energy choices.
In the last years, energy consumption has become an important social issue, leading to a growing awareness of personal responsibility in preventing environmental pollution, minimize the waste of energy and reduce the carbon footprint. Workplaces are no strange to this development. The accelerated grow of IT and electronic devices usage in the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
In the workplace, energy conservation has been mostly studied from the perspective of organizational strategies, and only few studies take a situated, self-organized understanding of work practices into their conceptual and constructional considerations.
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monitors, printers, storage devices, and networking and communications systems” [18]
At this point, this research falls behind the insights reached by the CSCW and Participatory Design communities, both of which argue that situated work practices cannot reduce to formalized work processes. Hence, the worker should be included in the conservation strategies as an active participant for normative as well as analytical reasons. In order to overcome that bias in research and to explore the development of energy conservation practices in the workplace, we conducted a participatory action research study in a German organization, focused on the interplay between personal behavior, the surrounding conditions and supportive technologies.
In general, there is a high expectation to save energy through organizational measures. Studies conducted by the German Energy Agency dena highlight that investments in the infrastructure has a high saving potential. Workplaces equipped with energy-efficient infrastructure could save up to 75 percent of electricity costs compared to inefficient equipped workplace. Yet the majority of companies still haven't found organizational strategies to materialize this existing potential. A study reveals that the main barriers for companies were the lack of financial resources as well as of knowledge [25]. 36 percent of companies, who haven't initiated energy conservation strategies, say that financing of energy efficiency measures are the greatest challenge for them. Additionally, 32 percent of companies noted that they do not have enough information to make competent decisions in the area.
To provide a frame encompassing our need for a perspective taking both normative definitions as well as individual action, we use methods taken from the Business Ethnography approach [20]. This approach provided us with an analytical as well as a normative lens, both providing categories to understand the process as well as directions to organize our research. In the study, we recorded the energy consumption of two bureau offices and fed the data back to the workers. The data was then used to discuss existing energy practices and options to change them. This work produced then a collection of qualitative results that was used to prepare and conduct an organization-wide survey. The survey also included question addressing organizational issues using energy monitoring technologies on the workplace.
One shortcoming of approaches taking an organizational strategy is that they often focus on the management level only, disregarding the ability of situated work practices to produce tactics that might need less capital investment, but have a bigger impact in energy consumption savings. Typically organizational approaches observe the problem at a granularity that leverage the organizational equipment and processes from a top-down perspective.
The paper is structured as follows. First we describe the framework used to foster emancipative practice at work. We then describe our field of application and our findings. At the end we discuss the case regarding to the opportunities of Participatory Design approaches in the context of sustainable development and implications for designing supportive tools.
Pettersen and Boks note, however, that to allow sustainable development means that “consumption patterns must be changed” [21]. A strategy aligned with this form of thinking calls for changing the situated work practices within the given organizational conditions at the level of each and every worker. Situated work practices
THE DIALECTICS OF ENERGY CONSERVATION
Support for behavior change in energy efficiency has been researched extensively in the domestic field. Feedback for better awareness or control of energy usage is studied in several surveys [3,9]. In the last decades a variety of activities with focus of feedback on electricity consumption were conducted [10,17]. Darby for example gives an overview of papers and researches related to the topic metering, billing and direct displays. She concludes in her report that clear feedback is a necessary element in learning and allows energy users to teach themselves through experimentation. Energy saving potentials between 15%20% could observe through the usage of feedback infrastructure [9]. She argued that especially a higher transparency and individual feedback can influence energy consumption essential in a positive way and increases the potential of energy savings [8,9].
Organizational strategies for Energy Conservation
Organizational strategies aim at reducing consumption through the creation of energy-efficient production processes by leveraging energy-saving equipment and centralized energy management. The role of IT in this process is double-folded. On one side, IT represents a large focus of energy consumption and hence, it becomes a target for energy saving measures. On the other side, IT provides valuable resources for the analysis and management of sustainability. The concept of Green IT, which has become popular in the last years, addresses both roles of IT in providing a frame to manage sustainability. Green IT refers to activities concerning sustainable IT resource management from an ecological perspective, covering the whole life cycle of “designing, manufacturing, using, and disposing of personal computers, servers, and associated subsystems such as
The results of Chetty et al. [6,7] support this statements. She fed energy consumption measurements in households to the consumers to support ongoing self-learning processes. The results report modifications of behavior in
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This goal provides us guiding principle to design and evaluate technology, serving as a tool for emancipation. However going back to the roots of the Age of Enlightenment, empowerment as “man's emergence from his self-imposed immaturity” [15] means more than just to increase the opportunities for a self-determined life. Empowerment is also the obligation of making use of opportunities to act responsibly. The result of this dialectic unity to having power and taking the responsibility of the own life presents emancipatory practices in a truth sense [11].
households equipped with home infrastructure for resource conservation. Contrasting with the situation on the field of domestic consumption, there are only few studies focused on the opportunities of the new metering technologies to support the energy consumption awareness and change of behavior in the workplace. One of the few exception is the study of Siero et al. [24]. They focus especially on the changing of organizationally energy consumption behavior through the instrument of cooperative feedback. They conduct a study where they provided feedback to two different organization units with the different that one unit only gets information about their own energy consumption and the second unit additionally gets information about the saving from the other unit. The results clearly showed that employees in the comparative feedback condition saved more energy than employees who only received information about their own performance, even half a year after the intervention. A remarkable finding was that behavioral change took place with hardly any changes in attitudes or intentions.
In our research we adopted the considerations of Ehn of emancipator practices. Although the core can be kept, some new issues have to take into account applying the concept to the topic of sustainable energy practices at work. The original intention of PD was to design artifacts having the democratization of work in mind. Hence the goal was to increase the autonomy of the worker and decrease the alienation resulted from capitalistic work conditions. Our intention is slightly different. What we want to argue here is that energy consumption must be understood only as a symptom resulting from personal habits shaped by socio-historical conditions, and that supporting sustainable energy practices is much more about introducing changes in these habits and in the related socio-historical conditions of life. We want to pinpoint that both the role of normative organizational actions as well as individual action are just parts of the whole challenge of fostering behavior change into the direction of sustainable energy practices.
The work of Siero show the relevance that situated approaches can have for energy conservation systems, although his effort remains at a collective level, leaving the question open, of getting closer to the practice of each situated worker. Emancipatory practices for energy conservation
Fogg [12] has suggested the concept of persuasive technologies, which focuses on the goal of changes of behavior by means of using pervasive computing. Persuasive technologies are concerned “with how behavior modification can be induced by intervening in moments of local decision-making and by providing people with new rewards and new motivations for desirable behaviors” [13].
The normative stance of supporting workers in reducing the carbon footprint at work rest on the strong assumption that workers can and will take the responsibility of their energy consumption. To investigate if this assumption holds empirically and evaluate opportunities to change work practices reducing the energy consumption, we took an action research approach to study the energy practices of office workers and look for opportunities to change them.
The merit of approaches such as persuasive technologies is that they emphasize the question of practice development in evaluating technology, beyond criteria such as usability or ease of use. Although interesting, the concept faces the danger of reducing action to a single-sided personal decision-making, neglecting the dialectic quality of practices as both medium and outcome, shaped by the dominating socio-historical conditions.
This study follows the principle of Business Ethnography (BE), which we outline in the next section. RESEARCH DESIGN
It is not just a coincidence that the concept of persuasive technologies is applied only in areas dominated by individual decision making, such as personal health, but that it remains less explored from areas dominated by alienation, which is the case of the workplace.
Business Ethnography
Business Ethnography is a participatory action research approach, with the goal of understanding everyday work practices in a particular context and supporting the development of these practices into more desired ones [19,20].
In the Participatory Design Tradition, the development of artifacts and work practices are constituents of a dialectical unity that deals “with the contradiction between tradition and transcendence” [11]. The ambition of PD to include users in the design process is not limited to requirements elicitation. Instead, in the process of evolutionary growth of users and artifacts, the broader goal of PD is to empower users both cognitive as well as materially.
The process of a Business Ethnography is mainly based on a set of decision and reflection workshops conducted both by researchers and organization members, and focused on analyzing and defining requirements or on discussing design alternatives [22]. These workshops are complemented by ethnographic studies based on interviews
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partners helps them to reflect on their local expertise and develop new strategies. Field of application
The organizational units which took part in our study are members of a large international institute for applied research. At the place where the study was conducted more than 950 workers are employed in 4 different organizational units. The organization is structured hierarchically. Every unit is managed by a business segment department leader followed by group leaders who are responsible for smaller work teams. A strategic realignment or instruction has to pass these stations in the hierarchy. In the observed organizational unit a weekly team meeting is conducted in a room for discussions of actual topics, feedback and suggestions from the employees to organizational tasks.
Figure 1: Provided device-based metering infrastructure handed out to the participants
Most of the employees on the operational layer are knowledge workers in different domains with a strong scientific background. They are sitting in single- and shared offices with a maximum of up to 5 or 6 persons. The predominant workplaces are single office.
as well as field observations, conceptualized as a visible intervention into the field established by the cooperation of the project partners and framed by the action researchoriented context.
Applied Methods
An integral part of the BE is the collection and confrontation of comments from project partners with the analyses of the interviews conducted with them. The reason for this is two-folded. First this is a common method in action research to validate the analyses, which is adopted in BE. Second, this strategy is used to allow for the emergence of self-organized learning processes. The feedback confronts the interviewees with a perception of their situation that has undergone a methodological interpretation by the ethnographers that is made visible to the interviewees.
Our research activities can be split into four stages. In the first stage we established cooperation with 8 employees of two multi-bureau offices. We ask them for permission to monitor their energy consumption using off-the-shelf smart metering products and with their agreement, the campus janitor installed smart metering sensors in the fuse box for the two offices. The sensors logged the energy consumption of the two offices and sent this data to a PC (cf. Figure 4). With the help of this equipment we logged the energy consumption for 5 months between March and July of 2009.
Presenting the participants their own practices from such a foreign angle creates a Brechtian distancing effect [4], leading to an alienation of the own experience that they expressed. This work of alienating the familiar allows the project to evaluate perceptions and expectations of the project partners from a distant position. This supports the discursive re-appropriation of the own activities given by the dialectic of tradition and transcendence.
In the second stage we carried out a “reflection workshop” with six participating employees; four of them were working in the offices which were subject to the metering activities in the last three weeks before the workshop took place. The other two were not involved in metering. In the workshop we fed the observed energy practices back to the participants and moderated a group discussion. In opposite to other BE projects [20] in this case we didn’t use interviews but the logged data as the element for the alienated/re-appropriation loop.
BE also produces data for the analysis of learning processes. The alienation of the own experience is combined with common discussions of the interviewed partners about the validity of the interpretation and its impact for the understanding of the given situation and for the common project. This social process increases the distancing effect of the alienation/re-appropriation loop of BE in regard of the experiences of the interviewees in fostering knowledge development.
In the workshop we asked participants to give comments and fostered a collective discussion among them following a two-folded research agenda. The first point we wanted to address with the workshop was to evaluate if the provided smart metering data was useful to identify saving potential and if the participants would react or change their behaviour in relation to the new transparency of their energy usage. The second element we observed during the workshop was the emergence of critical incidents showing hints to opportunities for a proper smart metering infrastructure in environmental context.
As a compound of action research and ethnography, the ethnographers cooperate with the project partners to achieve common project aims. Organizing an alienation/ reappropriation loop of related knowledge with the project
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participants in the qualitative studies representative of the whole organization.
are
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An ordinary office constellation
Concerning equipment, the survey shows that bureaus are similar and match the needed appliances for office work. Desktop PC, Monitor and Laptop were mentioned as the mostly used devices in the survey. This was confirmed by the central IT management for the rest of the campus. Samples show that often exactly the same appliances were used (same brand and type). Variations were present but not frequent and in the observed cases related to special tasks and roles.
Figure 2: Distribution of self assessment on energy expertise on a scale of 1 to 10 in the organization
In the third stage we used the installed smart metering technology to study the effects of the reflection around captured data on the daily energy conservation practices. The participants asked in the workshops for additional options to measure energy consumption in a more detailed level. We followed this request and equipped the two offices with additionally smart metering infrastructure that could be used independent by the employees to measure energy consumption on a device level.
The survey shows that currently no activities focusing on energy monitoring and control are established at workplace level. The self assessed energy expertise of the employees was relative high. In average they self-assessed their expertise on a level of 6,5 on a scale of 1 to 10 (1= very low, 10 = very high) (c.f. Figure 2). 47% of the participants know the average price of one kWh of electric power for private households. The answer “I don’t know what kWh means.” was not selected by any of the participants. This result was in line with our qualitative results. E.g. in our interviews every participant was able to interpret the unit kWh and to interpret energy plots like in Figure 5. We only observed problems in breaking down the kWh unit to a 5 minute scale. (We converted the presentation of kWh to 60 minutes intervals which made the presented consumption easier to compare with private power consumptions known from bills, tariffs etc)
In the third stage we study the effects of reflection workshop on the daily energy practice. Therefore we monitor for two months the total energy consumption. In addition we observed device usage and interviewed the owners of the devices to capture any possible change in uses and behaviour. In the fourth stage we conducted a mixed-method approach [16], were we complemented our qualitative study with a quantitative oriented online survey. The aim was to explore the significance of phenomena observed during the qualitative part of the study at whole organization level. We distributed an online-questionnaire consisting of 27 statements related to the topics of energy usage and the imagined usage of smart metering infrastructure in work environment.
Based on the survey, and considering equipment, energy expertise and energy conservation practices, the results show that the participants of the qualitative study are on a similar level as the average member of the organization. Workshop on consumption reflection
To further understand and analyze the participants’ perception of their personal and common energy consumption we confronted the participants with their own energy practices in the workshop described above. After a short introduction and description of the setting, the workshop moderator presented a graphical representation (c.f. Figure 5) of the energy consumption based on measurements made during three weeks right before the workshop to foster the group discussion. Based on the presentation the moderator explained the granularity of the measurements in relation to time. The presentation allowed zooming into the graph up to a resolution of consumed kWhs in 5 minutes slots. This feature of the presented visualization enabled all workshop participants to look deeper into details if necessary.
We sent a list of question motivated by the experiences we made during the qualitative investigation. Additional space was given to the participants to add their own statements and suggestions. The online questionnaire was send to all workers of the institute composed of more than 950 people with a response rate of 17,5 %. 76% of the persons who participated at the survey added personal comments or suggestions. The information obtained was very useful for creating a better understanding of the organizational context and triangulated with our qualitative results. FINDINGS
In the following we present the main findings of the conducted research. The findings from the qualitative group interview are discussed and compared with the results of the quantitative results from the online survey. With this, we intend to deal with the objection against qualitative action research accusing it of focusing only on exotic cases. In particular the survey helps to validate our impression that energy practices as well as the energy expertise of the
Recognition of Patterns
After clarifying questions about units and granularity of the measurement in the shown visualization, the participants started with an interpretation of the ascertained consumption. Early in the beginning of the group
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Consciously. Because I sit there next to it.” B: “I also always switch the stereo off. Well, if I am the last one here in the evening. Then I switch the stereo off. C: “I do not care about it. Is not on my personal space… behind the desk. On the other side.” B: “You do not use it, also.”
Based on this conversation we also included a question in the online survey regarding the usage of devices which probably cause base load and consumption. As illustrated in Figure 3 the used equipment and devices in offices can be very diverse and manifold. Mapping to real world events
Figure 3: The most used electronic equipment used in the offices
In progress of the discussion the participants tried to identify the consumption they caused personally. Usually every one of them starts working areound 9:00am but on a certain day participant A started earlier at 7:00am. After checking the personal and the group calendar and after some searching and zooming into the graph participant A identified a peak in the early morning. Doing so he mentioned:
discussion, one of the participants recognized patterns in the consumption: A: “Isn’t there a huge base load [Break] 50% of our consumption is on a base load level! [Break] But that also means our real consumption is not that high [laughing]. You know what I mean? That’s somehow good!”
A: “There it is! The peak that I caused! This morning I used all the stuff I always use. The peak is my contribution to the big peak we cause together. [Break] Yes, that’s me.!”
Then, the other participants picked up the point and started a discussion about the composition of the base load. They listed AC adapters, PCs which are switched off in the evening, battery chargers, a shared stereo, a locally installed test-server (an old desktop PC), a large interactive display, etc. The participants recognized that the base load on weekends is lower than during the week. They explained this by relating it to the switching off of some of the devices on Fridays, like the stereo and the desktop PC. However, during this workshop it was not possible to clarify which devices caused which amount of base load because the installed metering solution does not log the data in such granularity.
Further on, the participants continued to identify additional patterns. They recognized a lower load on the second weekend than on each of the others. They tried to identify which device could be switched off on that weekend. Participant B states: B: “Probably I shut down my desktop PC on that weekend, but I am not sure. I think it is impossible to say something about it. There is no way of deriving something only from this small bit if information. It’s all speculative in the end.”
The discussion then develops into the interpretation of the consumption in terms of the behavior of the group and also of each individual. After a long period of remaining quiet, participant C asks in a provoking but friendly way:
Even considering that there are no economic consequences for the participants they experience devices unnecessarily running as a waste. This was the subject of several statements in the conversation, e.g.
C: “ When do we start talking about who is guilty for the whole thing? I think ‘B’ is guilty. He really do not care about it, about the electricity.?
A: “The stereo… When I arrive in the morning and I see that the stereo is still switched on I feel bad about it. Because we did not switch it off. [Break ] Well, I switch it off, usually.
Interviewer: “Why do you think so? C: “Because he plugs everything in. And if it’s plugged, it will never be unplugged again. That’s the rule.” A: ”We have already talked about it. There was a situation when you or I said: ‘Come on ‘B’ what about shutting down your computer over the weekend?’ B: “I use it sometimes from home. To log onto the remote desktop. That’s a server for me.” A: “If you had a button ‘Switch in server now’, that would be ok, too.” B: “That would be perfect, yes.” A: “Then, you could switch it off. Always.
Figure 4: The structure of the device-wise smart metering infrastructure to log the energy consumption deployed in the offices
C: “That’s something I can accept. That would be a good idea.”
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In the following discourse, the participants go step by step through a list of all devices plugged in the office, created by the moderator before the workshop. The list contains metadata collected from the rating plates about the nominal energy consumption of the devices. Based on the list it was much easier to get a feeling of how many devices each individual person uses and how much energy they need. During this discussion everybody argues that each device is necessary for their work.
they commented this information as not being enough to estimate all opportunities for energy saving potentials.
Analyzing and interpreting the represented consumption
Without any influence of the moderator on the decision making process within the group, the participants asked for technical support to measure the energy consumption on device level. As an outcome of the reflection workshop, we made simple “smart plug adapters” (cf. Figure 1) showing energy usage in watts available to the employees without further instructions of usage. The smart plug adapters were used independently by the employees in their offices.
Later on, the participants discussed collaborative how they could improve energy saving activities in their office. One idea suggested by a participant was to provide energy consumption information on a device level: B: “For me this is not helpful [Break]. I need something like a signal light [Break], then I can consider the usage appliance by appliance.”
The discussion ends up in a very controversial dispute about the question, how the smart metering data could be used to implement adequate measures for energy saving in the organization. Within the group of participants there were obviously different positions about the comparison of each employee’s energy consumption patterns. Interviewer: “The leader of the unit appeals to you all, as responsible employees, with your competencies to contribute to the energy saving activities here in the organization.”
Effects of the Reflection
The same setting of metering under changed conditions (smart plugs made available to the participants and the knowledge collected from the workshop) was conducted during the three weeks directly after the reflection workshop. As shown in Figure 6 especially the base load outside the main working time decreased evidently. By using the provided “smart plug adapters” the employees started to identify appliances with a high stand-by energy consumption, and started to turn them off.
A: “Sorry, but this is naïve and infantile. [Break] Because there is no analys behind it.” B: “We have already seen it here in this workshop. We have lots of data here. But the data makes no sense without information about the underlying behavior.”
The statement of participant B point out to the complexity and difficulty of interpreting smart metering data by the employees in their work context. Additionally the need of connecting measured values to activities and uses becomes more important in the discussion. Referring to that, one participant suggested using the existing group calendar to reconstruct activities and use that information to rate the smart metering information. The other participants agree to use the office group calendar to improve the semantic information of the given metering values. Simultaneously,
In particular, the participants changed their behavior related to appliances less commonly used, such a special desktop PC used for video editing or a large interactive display with high base loads, both rarely used in the daily work activities. As a consequence of the reflection workshop the large interactive display was completely cut off from the
Figure 5: Load gear of a three person's office three weeks before the reflection workshop
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information in work context. In the following we present a triangulation of insight from the workshop, the survey and observational findings.
Trend of powerconsumption outside of worktime (before| after| longterm) 7,000kWh 6,000kWh 5,000kWh 4,000kWh
Good to control - bad to evaluate
3,000kWh
One problem of the usage of smart metering is that the activities of employees could be tracked very precisely, which probably causes privacy problems.
2,000kWh
Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do | Fr | Sa| So| Mo | Di | Mi | Do |
00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0 00:00 0
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sumsof sums of consumptionsoutside consumptionsoutside of working time
One participant compared his consumption profile to a time clock logging his presence in the office. The only pattern he could identify was activity versus non activity. He explained that how easy it would be for him to have a pretty good image of the times that an employee works or is at home.
Trend (polynomisch)
Figure 6: Trend of power consumption out of main working times over all three phases of investigation: three weeks before the workshop, three weeks right after the workshop and several weeks after
Energy consumption could be used to control the activities of employees easily. The participants observed however, that drawing a conclusion between their energy consumption and their performance in the job is very difficult. Monitoring energy consumption is not the right instrument for assesing work performance, but there is a latent fear that it can be misused for this purpose.
electrical grid. The video editing PC was configured to shuts down automatically after 30 minutes of being idle. Additionally, the participants of the workshop came to the commitment of cutting down the shared stereo amplifier from the grid at evenings and during weekends. Contrasting the power consumption of the three weeks before the workshop and three weeks after the workshop, the consumption outside the main working time (7:30pm7:30am) was reduced from 0.288kWh per hour to 0.217 kWh per hour in average. This means a saving of 24,9%.
One participant of the workshop pointed out that the energy consumption is not the central point. And that there is an different between energy consumption and energy waste. The argument was that the goal should be to bring the consumed energy together with the output in the job to calculate a performance.
To make the long-term effect visible, the measurement of energy consumption in the relevant offices continued for 5 weeks after the reflection workshop. Taking the consumptions outside the main working times into consideration the participants caused an average consumption of 0.264 kWh per hour during the last 5 weeks of the study. The measurements showed that the saving effects decreased over time. But still, this value is 8.4% less compared with the data before the workshop.
Smart Metering Information is personal information
The survey pointed out that in some cases people are very strict in showing their personal consumption to colleges or other parts of the organization. They were afraid of the interpretation of the smart metering information from colleagues outside their immediate vicinity. As reasons, the participants mentioned misinterpretations and the implicit evaluation of work performance. Also the uncertainty about of how this information could be used in organizational context was mentioned as a reason for an adverse position of employees. The empirical material showed that for some reason metering information was classified as a personal good, and the fact of loosing data ownership always comes with fears of misinterpretations.
Figure 6 illustrates this phenomenon with the help of a trend line: The left interval represents the base data collected before the workshop; the interval in the middle shows the significant reduction right after the workshop. When consumption feedback was removed in the last phase, the interval on the right illustrates the rising consumption outside main working times. The result shows an interesting trend that might be characteristic for such constellations: All goals settled during the workshop are enforced directly after the workshops, but their effect tends to disappear on the long run, if feedback is removed. Without any further support, old habits come back which leads into an increment in consumption.
In a more positive way of thinking, we observed the phenomena that the comparisons of individual consumption information are an innovative way to identify energy saving potentials. The approach of providing metering information only for selected colleges and not for the whole institution were proposed by the participants and showed up also in the survey results. The agreement with sharing this kind of information was bounded to the existence of a personal bond to the corresponding colleges. The participants pointed out, that they are interested in talking and discussing this information collective. But again, the own involvement in the interpretation process was an important
Organizational Issues
In the reflection workshop the participants often pointed out the special interdependences of the shown smart metering information in the organizational context. Based on this connection, we formulated questions in the survey addressing the issue of providing smart metering
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Improving the capture of behavior
factor from a participant point of view to prevent misinterpretation.
One option to support change of habits is to capture and track the personal activities and integrate this information with energy consumption data. Unfortunately, modeling and tracking energy consumption habits is very complex and it is always in danger of misinterpreting the intention of the user (in particular in the case of collective goods). This is one of the reasons why ambitious smart home solutions fail in practice. However, weak structured approaches could support users reconstructing their behavior in the past for an ex post reflection and analysis of their energy consumption.
In other cases persons were very happy about the new opportunity of smart metering information and understood this information as an instrument to contribute to the aim of energy saving and climate protection. For this group, the aspect of privacy did not play a role or is deemed less important. Collective problem understanding and collective solution
In the organizational context there are several collective used appliances like printers, data projectors, fax, coffee machines, etc. This motivated the question of how the energy consumption of such collective goods can be optimized by providing metering information to the collective. This question implies the complexity arising from individual energy practices coming into conflict with each other or from responsibilities not being clarified.
To support individual energy practices, one design option is to introduce a tool to capture and document personal carbon footprint in daily life (like a sensecam for energy monitoring [23]). Such a solution could record a photo streams that can be synchronized with energy consumption information. This will help users to recall certain situations and reflect on their in-situ decision process. Such an approach would allow the construction of histories which could form the basis for an ex-post analysis to stimulate learning and reflection and motivate change of habits in the future [5].
In our study, we observed several cases for such collective use of appliances. In most of the cases the arrangement of collective appliance usage worked very well. However, we noticed that awareness about the energy consumption of collective or public goods was relative low compared to appliances in the area of personal responsibility. This low awareness had the effect that saving potential goes unnoticed. An example in our study was the practice of not switching off the large interactive display and stereo amplifier when not in use. This was not caused by an individual decision, but more a consequence of the absence of a collective planned action.
Provide energy consumption information in situ
Reconstructing context is very difficult. A complementary approach could be to provide information of energy during use. The situation is then enriched by direct feedback of current consumption. Energy use produces a breakdown in the activities of the users which motivates a reflection and has the potential of triggering a learning process. A possible implementation of this approach is the use of haptic or acoustic feedback responding to current consumption, or to changes in patterns of consumption.
In the workshop the participants also negotiated and discussed possible solutions for collective used artifacts, such as cutting off the appliances from the supply grid to prevent the increase of base load. Another collective solution approach was posed by the office workers controlling each other regarding switching off the stereo amplifier before leaving their office. This practice proved to be substantial in reducing the base load during off- time. Our data demonstrates, however, that this was not a sustainable practice.
CONCLUSION
Organizational studies on energy conservation have mainly focused on formal process changes, neglecting the situated energy practices of the office worker. In this paper we showed how this bias can be overcome by using PD approaches and take workers not just as objects of organizational change, but as change agents in the organization. In particular, our study showed that workers do have and do take the responsibility for sustainable energy practices if they get the adequate support. Generalizing these results, we can conclude that even small capital investment can leads carbon footprint of an organization, if we take the potential of changing the situated work into the direction of sustainable energy practices more seriously.
DESIGN ISSUES
The reflection workshop and its impact have demonstrated that the carbon footprint of an organization can be reduced by changing energy practices. In particular, the results emerging from our studies clearly showed that the interplay between energy consumption data and personal habits was the key for stimulating energy efficient behavior.
The reflection workshop supported participants to put their personal view in relation to a collective view, creating new insights and discussing new practices using collectively owned electrical equipment. An important issue here was the negotiation and collective interpretation process that happened in the workshop, which leaded to a collective awareness of the use of electrical equipment in the workplace. Such processes create a collective double-loop
In design sessions held after the studies, we discussed the findings in terms of design supporting the change of energy practices. We present here two contrasting design concepts that address the challenge of supporting sustainable energy practices.
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REFERENCES
learning in the sense of Argyris [1], resulting in a measurable reduction in energy consumption. Here our approach of reflection workshops proved useful in raising latent motivation and potential through the process of alienation and re-appropriation of the own energy practices.
1. Argyris, C.: Organizational learning and management information systems. ACM SIGMIS Database 13(2-3), pp. 3-11 (1982). 2. Betz, M., Schwartz, T.: Soziale Dimensionen von Smart Metering am Arbeitsplatz. In: Schumann, M., Kolbe, L.M., Breitner, M.H., and Frerichs, A.(eds.) In: Multikonferenz Wirtschaftsinformatik 2010. pp. 341-352, Universitätsverlag Göttingen, Göttingen (2010).
Stressing the social dimension doesn’t mean that technology cannot provide valuable contributions. Quite on the contrary, the use of off-the-shelf digital metering technology to record the energy consumption was an important tool to foster the reflection processes. However it was not the installed technology alone what saved the energy. It was the employees who reduced the energy consumption by changing their practices. The novel opportunities of smart metering served as a tool for emancipation, helping users to be aware of their own behavior and the (non-)indented consequences in terms of energy wasting. This means that technology cannot replace the needed social learning process, but the recorded data helps users to underpin their impression with “objective” facts, to identify saving potentials, and becoming a part of energy competence development.
3. Blevis, E.: Sustainable interaction design: invention & disposal, renewal & reuse. Conference on Human Factors in Computing Systems(2007). 4. Carney, S.: Brecht and critical theory: Dialictics and contemporary Aesthetics. Taylor & Francis 2006, . 5. Chalmers, M.: A Historical View of Context. Computer Supported Cooperative Work 13(3), (2004). 6. Chetty, M., Brush, A.B., Meyers, B.R., Johns, P.: It's not easy being green: understanding home computer power management. In: Proceedings of the 27th international conference on Human factors in computing systems. pp. 1033-1042, ACM, New York, NY (2009).
The detailed information on energy consumption in the workplace contributes to a better understanding of the use of electricity. The provided information is a key resource for energy reflection and for the identification of potential savings. However, in order to support the reflection processes, the information must be represented in a way that users can make sense of, and draw connections from it to their own practices using electrical equipment.
7. Chetty, M., Tran, D., Grinter, R.E.: Getting to green: understanding resource consumption in the home. In: UbiComp '08: Proceedings of the 10th international conference on Ubiquitous computing. pp. 242-251, ACM, New York, NY, USA (2008). 8. Darby, S.: Making it obvious: designing feedback into energy consumption. In: Proceedings of the 2nd International Conference on Energy Efficiency in Household Appliances and Lighting. pp. 685-696, Springer, Berlin Heidelberg New York (2001).
Supporting sustainable energy practices at work by making energy consumption more transparent is still at an early stage of development. If we want to make use of new opportunities, we also have to take possible side effects into account. Our study indicated how, making the energy consumption transparent in a workplace context can be an issue that leads to conflicts. Hence, the diverse stakeholders affected by new technology should be included in explorative design research. It is essential for employees to remain owners of their energy consumption information and to be made able to govern the flow of this information, as its interpretation can be very ambiguous and motivate misuse.
9. Darby, S.: The effectiveness of feedback on energy consumption. A review for DEFRA of the literature on metering, billing and direct displays., 2006, p. 21. 10. DiSalvo, C., Sengers, P., Brynjarsdóttir, H.: Mapping the landscape of sustainable HCI. In: Proceedings of the 28th international conference on Human factors in computing systems - CHI '10. p. 1975, ACM Press, New York, New York, USA (2010). 11. Ehn, P.: Work-Oriented Design of Computer Artifacts. (1990).
In summary we can conclude that there are emerging opportunities to make the energy consumption of workplace transparent with the help of digital measuring technology. Moreover, metering hardware will become cheaper in the coming years, making it ready for the mass market and our research indicates that creating transparency by new technical means and providing feedback systems are not just helpful for the domestic domain [2]. They can also play a very relevant role on supporting energy conservation on the work place.
12. Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do (Morgan Kaufmann Series in Interactive Technologies). (2003). 13. Foth, M., Paulos, E., Satchell, C., Dourish, P.: Pervasive Computing and Environmental Sustainability:. Two Conference Workshops. IEEE, Pervasive Computing 8(1), pp. 78-81 (2009). 14. Hall, A.: Tätigkeiten und berufliche Anforderungen in wissensintensiven Berufen. Studien zum deutschen Innovationssystem, 2007, p. 46. 15. Kant, I.: An Answer to the Question: What is Enlightenment? St. Petersburg (1784).
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16. Kelle, U.: Sociological Explanations between Micro and Macro and the Integration of Qualitative and Quantitative Methods. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research 2(1), (2001).
21. Pettersen, I.N., Boks, C.: The ethics in balancing control and freedom when engineering solutions for sustainable behaviour. International Journal of Sustainable Engineering 1(4), pp. 287-297 (2008).
17. Mankoff, J.C., Blevis, E., Borning, A., Friedman, B., Fussell, S.R., Hasbrouck, J., Woodruff, A., Sengers, P.: Environmental sustainability and interaction. Conference on Human Factors in Computing Systems(2007).
22. Rohde, M.: Integrated Organization and Technology Development (OTD) and the Impact of Socio-Cultural Concepts - A CSCW Perspective., 2007, p. 259. 23. Sellen, A.J., Fogg, A., Aitken, M., Hodges, S., Rother, C., Wood, K.: Do life-logging technologies support memory for the past?: an experimental study using sensecam. Conference on Human Factors in Computing Systems(2007).
18. Murugesan, S.: Harnessing Green IT: Principles and Practices. IT Professional 10(1), pp. 24-33 (2008). 19. Nett, B., Meurer, J., Stevens, G.: Knowledge Management-in-action in an EUD-oriented Software Enterprise BT - Proc of. Knowledge Management In Action (KMIA'08). Springer, (2008).
24. Siero, F.W., Bakker, A.B., Dekker, G.B., van Den Burg, M.T.: Changing organizational energy consumption behaviour through comparative feedback. Journal of Environmental Psychology 16(3), pp. 235-246 (1996).
20. Nett, B., Stevens, G.: Business Ethnography Aktionsforschung als Beitrag zu einer reflexiven Technikgestaltung (Business Ethnography - Action research as a contribution to a reflective technique development). Institut für Wirtschaftsinformatik, Westfälische WilhelmsUniversität Münster, (2008).
25. dena: Hemmnisse für Energieeffizienz in Unternehmen, 2007.
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Body-Centric Interaction Techniques for Very Large Wall Displays Garth Shoemaker1 , Takayuki Tsukitani2 , Yoshifumi Kitamura3 , Kellogg S. Booth1 1 Department of Computer Science 2 Human Interface Engineering Lab University of British Columbia Osaka University {garths, ksbooth}@cs.ubc.ca tsukitani.takayuki@ist.osaka-u.ac.jp 3
Research Institute of Electrical Communication Tohoku University kitamura@riec.tohoku.ac.jp
ABSTRACT
We examine the design space of interaction techniques for very large wall displays by drawing from existing theory and practice for reality-based interfaces and whole-body interfaces. We also apply insights drawn from research in psychology about the human cognitive mechanisms that support sensorimotor operations in different coordinate spaces, as well as research in sociology examining how people manage coordination and privacy concerns in these spaces. Using guidelines obtained from these analyses, we designed and implemented a novel suite of body-centric interaction techniques. These were integrated into a map browsing and editing application for a very large (5m×3m) wall display. The application was then used to gather user feedback to guide the further development of the interaction techniques.
Figure 1. Users performing text and sketching input with the system. The system was used to explore body-centric interaction techniques.
ers are already becoming commonplace, and soon very large displays will be affordable enough that they too will be widely available. Unfortunately, interaction techniques designed for traditional computers are not always appropriate for use with other form factors, especially for very large displays. In order to benefit fully from the deployment of very large wall displays, we must overcome the challenge of designing interaction approaches that will take full advantage of the properties specific to these new form factors.
Author Keywords
Embodied interaction, gesture-based interaction, multimodal, reality-based interaction, post-WIMP interfaces, proxemics. ACM Classification Keywords
H.5.2 Information Interfaces and Presentation: Input devices and strategies INTRODUCTION
In this paper we describe a body-centric model of humancomputer interaction applied for use with very large wall displays. This model of interaction extends two general design philosophies: reality-based interaction [14] and whole body interfaces [15]. We distilled these into specific design guidelines using additional insights obtained from the psychology and sociology literature. Employing this framework, we explored the design space through a suite of prototypes for new interaction techniques. We evaluated the new techniques in the context of an interactive mapping application (Fig. 1).
Most computing systems designed in recent decades support one scenario of use: a single user sitting at a desk with a mouse and keyboard viewing a display approximately 50cm in size. Many aspects of human-computer interaction, including input devices and the WIMP (windows, icons, menus, pointer) model of interaction, have evolved to support this scenario. However, we are on the cusp of a new era in computing, where many different form factors will support a wide variety of interactive scenarios, supplementing traditional computer systems. Very small handheld comput-
Our major contributions are as follows: We first formulate a new body-centric design approach specific to very large wall displays. We then define an implementation framework that supports body-centric interactions using available hardware. Next, we describe a prototype application illustrating our body-centric approach through a suite of interaction techniques. We conclude with an evaluation of the system that informs subsequent design iterations.
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RELATED WORK
Before designing new interaction techniques for large wall displays it is helpful to first understand how large physical work surfaces are used. Then we can consider general design philosophies that we can draw from, and specific interaction techniques that other designers have developed. Only then should we synthesize a design framework to guide the development of new interaction techniques. Understanding Large Work Surfaces
Large physical surfaces such as whiteboards and tables play important roles in everyday life. For example, large surfaces are ubiquitous in the field of education. It has been argued by Buxton that the widespread adoption of classroom blackboards in the early 19th century was a critical advancement in educational technology [2]. He notes the irony that while blackboards replaced personal slates because their larger surface areas were deemed superior for teaching groups of students, there is currently a movement to replace large shared blackboards with smaller, single-user laptops. Large surfaces are commonly used for a wide variety of other tasks, including managing personal information storage [28], supporting brainstorming activities [3], and supporting casual engagement in public spaces [27]. The properties of large surfaces that lend themselves to these kinds of tasks have been widely discussed in the literature. Rogers and Lindley compared the strengths and weaknesses of large horizontal (table) and vertical (wall) displays [21]. They found that wall displays allow collaboration of dynamically changing groups, support presenting to an audience, and properly orient information for all viewers.
A particularly relevant subset of reality-based interfaces is that of whole body interfaces. Klemmer et al. [15] note that our bodies possess a rich set of abilities that transcend what we can express symbolically. For example, we are able to perform the many complex operations involved in riding a bicycle, but can only explain them in general terms. These abilities are largely ignored by traditional keyboard and mouse interfaces, which make use only of the fine motor skills of the fingers and hands. Klemmer et al. identify five themes: thinking through doing, performance, visibility, risk and thick practice, that they believe are relevant to interactive systems. They challenge designers to draw on these themes in the realization of interactive systems, so we can better integrate the physical and computational worlds. Specific Body-Based Interaction Techniques
The ideas just discussed lead naturally to an examination of how the human body can function as mediator in humancomputer interaction. In this section we examine various ways that the body has been utilized in interactive systems. Artists have been at the forefront of exploring whole body interaction. An early example is VIDEOPLACE, by Krueger et al. [16], which supported interaction using a virtual shadow of the user’s body on the display. More recently, LozanoHemmer has explored shadows of various forms, including his “Shadow Box” series, and his “Under Scan” installation [17]. These works share the goal of breaking down the barrier between one’s personal space and the shared space upon which the shadow is cast. This is a form of expressive embodiment as defined by Gutwin and Greenberg [10]. Researchers developing interactive systems have also made use of shadows in various ways. The “Shadow Communication” system used shadows to facilitate remote collaboration [19], whereas “Shadow Reaching” used shadows for colocated collaboration [23]. The motivation for both systems is similar to those of the artistic installations, with the additional requirement that they support traditional computing tasks. Each implementation does so differently, either supporting awareness only, in the case of Shadow Communication, or supporting awareness in addition to object pointing and manipulation in the case of Shadow Reaching.
Despite the benefits promised by large wall displays, public adoption is lagging that of other new form factors, notably handheld devices. As observed by Rogers and Rodden, this is not due to any inherent fault of large displays, but is due to the limitations of current hardware [22]. In anticipation of better hardware, we should strive to establish effective interaction approaches, so that when these systems are widely deployed users can immediately gain full benefit. General Design Philosophies
Reality-Based Interaction (RBI) is an emerging paradigm in interaction design. Jacob et al. [14] identify a number of important themes within RBI, including naive physics, body awareness & skills, environment awareness & skills, and social awareness & skills. These themes provide a basis for interaction shared by many people from many cultures. Jacob et al. further argue that as interfaces have progressed from command line to WIMP-based models they have moved much closer to everyday interaction in the real world, but that there is still ample opportunity to adopt additional real world characteristics for the virtual world. They caution, however, that a virtual interface must retain some artificial or unrealistic features in order to be of value. An interface that mimics reality exactly will provide no benefit beyond what reality offers. Making the tradeoffs between the familiarity of reality and the power of “more than real” interfaces is a decision that must be made by designers.
There has been work that has utilized other aspects of the body in interaction. For example, Str¨omberg et al. developed a group game that sensed users’ location in a room through pressure sensitive floor tiles [25]. In contrast, Harrison et al. developed a new sensing technology that employs a user’s skin as an input surface [12]. Common to all of these systems is that they each leverage a small subset of body properties to support interaction. The shadow systems make use of a body contour, while the other systems model either user location in the room or touch on skin. None of the systems make use of a whole body model of the users. In order to fully respond to Klemmer’s call to leverage embodied engagement we must capture the broad benefits made available by the body; the systems described are a good start, but there remains unexplored potential.
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Researchers have found two methods of binding personal and extrapersonal space. First, Pavani and Castiello have shown that human body shadows bind the two spaces [20]. They conclude that a person’s “body schema” extends to include the body’s shadow. They note that this can enhance a person’s ability to interact in virtual environments. It has also been shown that a mirror can serve to bind extrapersonal space to personal space [18]. From this analysis of binding we are able to formulate our first design guideline: D1 Where a large display system supports interaction at a distance, the interaction should be mediated through a representation that binds personal and extrapersonal space. Not all interaction need be performed in the space of the display. The human body itself can play an important role. Proprioception is a person’s sense of their own body in space, using information gathered from muscles, skin, and joint receptors [9]. Cocchini et al. showed, using a “fluff test” of experiment participants removing stickers from their own body, that the brain has a separate mechanism for governing proprioceptively-guided self-touching [4]. It has also been shown that “eyes-free” proprioceptive reaching can outperform vision guided reaching [7]. We conclude that proprioceptively guided reaching in personal space can augment parallel observation in extrapersonal space, and formulate a second design guideline:
Figure 2. Peripersonal space (red volume) is that which is in reach of the arms, and often does not intersect with a large display during use.
DESIGN PRINCIPLES AND GUIDELINES
Our design framework extends reality-based interaction, as introduced by Jacob et al. [14]. In particular, we emphasize the themes of body awareness & skills (BAS) and social awareness & skills (SAS). We augment this with the whole body approach described by Klemmer et al. [15], and the five themes they explored. The combined themes are then extended and codified using some specific insights on human sensing and manipulation mechanisms obtained from the fields of psychology and sociology. This synthesis leads to our guidelines for designing body-centric interaction techniques for large wall displays.
D2 Leverage the sense of proprioception by allowing some operations to be performed in the user’s personal space without reliance on visual feedback.
Unifying Interaction Spaces
Neuropsychologists discovered that the brain builds multiple representations of space to coordinate sensorimotor operations [5]. Three particular representations are of interest for our design context: personal space, peripersonal space, and extrapersonal space [13]. Personal space is that occupied by the body, peripersonal space is that which is within easy reach of the hands (Fig. 2), and extrapersonal space is that which is outside of one’s reach. Although on a conscious level we don’t always distinguish between these spaces, the brain possesses separate mechanisms for operating in each of them. These mechanisms result in distinct performance characteristics when operating in the different spaces. In particular, interaction in personal (i.e. body) space is highly optimized, because that is where interaction in the physical world is performed.
Supporting Natural User Inter-Relations
Humans follow complex social rules that coordinate interrelationships. Our framework explicitly recognizes the need to leverage how users naturally coordinate with other users. One important aspect of inter-user coordination is how people position themselves relative to one another during work. As Felipe and Sommer explained, there is a universal crosscultural concept of private space1 [8]. Every person has a region of private space circumscribed around their body outside of which they attempt to keep other people. It is only during direct collaboration that a person will comfortably allow another to enter into their private space. As described in a review by Sundstrom and Altman, however, the concept of private space is more complex and fluid than the simple dichotomy of private/non-private [26]. In their model, the acceptable distance between two people is dependant on the shifting factors defining the interpersonal relationship. Using knowledge of “private space,” a computing system can use the distance between users to draw conclusions regarding coordination, including whether or not users are directly collaborating. We thus have a third design guideline:
One important design implication relates to the “binding” of spaces. A binding of spaces occurs when the brain’s mechanisms for operating in one space are able to operate in a second space. Studies have found that in the physical world the brain is naturally able to bind personal and peripersonal space [29]. This allows us to efficiently reach out and grasp an object in our immediate vicinity. However in interactive computer systems it is also desirable to bind extrapersonal and personal spaces, because these systems support interaction beyond physical reach using laser pointers or other devices. If we can bind these spaces we might leverage the brain’s highly optimized mechanisms for interaction in personal space.
D3 Interaction techniques should respect user models of private space, and when possible take advantage of them. 1 “Private space” in this context is sometimes referred to in the literature as “personal space.” We call it “private space” to disambiguate from the other definition of “personal space” used here.
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order to generate data, such as 3D coordinates, that can be processed by a modelling component. We have developed two sensing modules that perform real-time measurement of the three-dimensional locations of body joints. Magnetic Tracking Component
This component utilizes magnetic position sensors (Polhemus Liberty Latus). These sensors do not suffer from occlusion problems, because no line-of-sight is required. The effective range from each tracking station is approximately 2 meters, but a number of tracking stations can be placed over an area to increase coverage. The main disadvantage of magnetic markers is management of the active markers. They must be calibrated and batteries must be changed roughly every half hour.
Figure 3. Various sensing, modelling, and interaction components explored in this paper.
Inter-relationships are much more complex than what can be captured by proximity alone. It has been shown that cues such as eye contact, body lean, and smiling are all important in communicating trust and managing coordination [1]. These cues can be difficult for a computing system to capture, due to limitations in sensing. They can nevertheless be leveraged by developing interaction techniques that incorporate direct user-user interactions. We thus have a fourth design guideline:
Vision Tracking Component
The vision component tracks coloured balls attached to the user’s joints. Multiple fixed cameras triangulate the position of each ball. The main strength of this approach is that the markers are passive, with no upkeep required. The cameras can be set to run continuously, and a user can start using the system without any calibration or initialization. Two weaknesses of this approach relate to occlusion and lighting. When a marker is hidden from the camera it can’t be tracked, and varying lighting conditions change the colour of the marker as seen by the cameras, making identification difficult.
D4 Where possible allow users to make direct use of body cues such as facial expression and posture in order to help manage coordination. CAPTURING THE BODY MODEL
In order for a system to implement the full “body-centric” design philosophy, or follow the specific design guidelines from the previous section, the system must maintain a geometric model of where users are in the workspace, ideally including limb poses. The more detailed and more accurate this model, the richer are the interaction techniques that can be built using it. We describe here the technical details of one implementation for developing a virtual scene model comprised of users in a room and relevant displays. This approach does not produce a perfect model, but it is practical to implement, and provides enough detail to support the development of some novel interaction techniques.
Components in the Modelling Module
One type of modelling component builds a virtual model of users and displays, using as input data from one or more sensing components. In our implementation the locations of the hands and shoulders, along with length and rotation constraints for limbs and joints, are used with an inverse kinematic (IK) solver to derive a complete skeleton of the user. We have found that inputting only hand and shoulder positions into the IK solver produces an adequate approximation to support our interaction techniques. For example, an approximate elbow location is usually accurate enough to be not noticeably different from its actual position.
We divided our system into three modules: sensing and modelling components that maintain such a virtual model, in an approach similar to that described by Shoemaker et al. [23], and interaction components that define the behaviour of specific interactions (Fig. 3). Segmenting the architecture into components introduces modularity into the design, allowing for an arbitrary combination of different components.
Displays in the environment are assumed to be fixed, and thus we have not needed real-time updating of these models. Their locations are measured beforehand and are modelled as static rectangles in the room. If the displays were mobile they would need to be tracked in a manner similar to users.
We describe first a few of our implementations for sensing and modelling components (Fig. 4). These components offer superior robustness, increased flexibility, and ultimately produce a much richer model than was explored in previous work. We then describe specific interaction techniques that were built using these modules.
For generation of user shadows and shadow-based interactions, a model of the light sources in the room is also maintained. Our implementation models one virtual light source for each user, which moves according to one of several lighting behavior models. The lighting behavior models take input from all other models in the scene (i.e. displays, users, lights) and output the location of the light source associated with each user. Because individual light behavior models are associated with particular interactions, the specifics of the behaviors will be discussed later.
Components in the Sensing Module
Sensing components produce the raw data used for generating a virtual model of the scene. A typical implementation interfaces with a capture device (e.g. cameras or sensors) in
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Figure 4. The sensing/modelling/interaction pipeline. From left to right: sensed locations of key joints, construction of an approximate skeleton based on known joint locations, and rendering of a human mesh and corresponding shadow. The images shown are from real data displayed in a test suite.
APPLICATION CONTEXT
Virtual Shadow Embodiment
The display used in our exploration is 5m × 3m in size, rear projected by a 4 × 3 array of 800 × 600 pixel projectors. Neighbouring projected images are blended by 160 pixels, for a total display resolution of 2720 × 1480 pixels. There are no physical bezels and with proper calibration there are minimal visual artifacts in the blending regions.
A virtual shadow of each user is generated in order to provide expressive user embodiment and to bind personal and extrapersonal space, as recommended by design guideline D1. The shadow also supports direct interaction with onscreen elements. Interaction is performed using a cursor attached to each shadow hand, triggered by buttons on the corresponding handheld input device. The shadow is generated using the 3D geometry of a human mesh mapped to the 3D joint locations of the body model. A virtual light source can be placed at any location in the room, allowing an accurate shadow to be cast from any perspective.
To test our interaction techniques we implemented a map viewing and editing application. Click events to the application are performed using two Nintendo Wiimote controllers, one held in each hand. The application supports a number of features that help reveal how our interaction techniques interoperate, and how they function in the context of a real task.
The shadow embodiment component is capable of rendering several different shadow types, including: sharp shadows, soft edged shadows, outline shadows, and realistic transparent models. It can also render a Magic Lens style visualization. Renderings are implemented using the High Level Shader Language (HLSL).
Panning + Zooming
Users can pan the map and perform smooth zooming operations. We chose not to implement rotation because, unlike tabletop displays, orientation has special meaning on vertical surfaces. For maps, north is typically in the “up” direction.
Body-Based Tools
Body-based tools are virtual tools that are stored at real physical locations on the user’s body (Fig. 5). To enter a mode or select an option in an application, the user places a hand at the corresponding body location and presses a button. This technique follows design guideline D2, allowing interaction in the user’s personal space and leveraging the proprioceptive sense. Compared to traditional toolbars and tool palettes this approach has several benefits. First, the user can select known tools without having to perform a visual search and targeting operation. Second, a user’s tools automatically follow the user and are always available, but don’t clutter the display. Third, in collaborative scenarios there is no confusion regarding who controls what tool, because each tool clearly corresponds to a single user’s shadow. These advantages can simultaneously improve tool selection performance and reduce confusion.
Sketched Annotations
A user can perform free-form sketched annotations. The annotations are geo-referenced, and grow or shrink as the user zooms in or out. Text Annotations
Text annotations can be entered using a soft keyboard. Text locations are also geo-referenced, but the text remains a constant size in order to remain legible. SINGLE USER INTERACTION TECHNIQUES
As previously described, the system-maintained scene model, including body models of all users, supports the development of body-centric interaction techniques. We describe here several interaction techniques that make use of these models. Each technique functions by querying the state of the body models. For example, a technique can query the 3D location of a user’s shoulder, the orientation of a user’s body, or the distance between two users. Several of these techniques were previously demonstrated in video format [24]; we describe them more fully here.
In our implementation, body tools are normally not visible, but their visibility can be triggered through the press of a button on the controller. The user can then hover over a tool and press a second button to select the tool. In cases where the user knows where a tool is located the user can select it without making it visible.
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Figure 5. A user reaches her right hand towards her right hip to access a tool. This mechanism allows for immediate eyes-free tool selection regardless of user location in the room, and leverages the proprioceptive sense. Confusion in a collaborative scenario is also minimized.
Figure 6. A user accesses her personal files in her body-based data store. The user can search for and pull files of interest into the shared workspace. Navigation is managed by referring to the large display.
Body-Based Control Surfaces
Adjusting numeric values is a common task in any interactive system. In traditional UIs this is often done using 1D sliders or 2D widgets. Body-based control surfaces combine traditional easily understood widgets with a body-centered proprioceptive approach, following design guideline D2.
Body-Based Data Storage
Body-based storage allows for convenient access to a user’s personal data (Fig. 6). There are many situations in which a user may want to retrieve personal data, such as a PDF file or photo, and then show it on the shared display. Body-based data storage provides a body-centric metaphor and mechanisms for accessing and sharing this information, consistent with design guideline D2.
We implemented two different control surfaces (Fig. 7). The first is a body-based 1D slider. The ends of the slider are connected to specific body joints. The joints chosen are usually connected by a body part (e.g. elbow and hand connected by forearm). The user can adjust a single numeric value by sliding a hand between the two joints. Feedback is shown on the display, but using proprioception the user can avoid relying on the feedback. In our application we implemented a slider that adjusts the darkness of the user’s shadow.
Each user’s torso serves as a virtual container, from which personal data files can be accessed. This virtual storage is mapped to a user’s computer or network drive. A user can use his or her hands to open, expand, and search through files virtually stored in the torso. When the desired file is found the user can extract the file from their torso and drag it to the shared space. This approach has many of the same benefits of body-based tools. First, personal files are always in close proximity and readily accessible to the owner, and second, there is little possibility for confusion regarding who “owns” which storage area.
A 2D control surface can connect three or more joints. The surface visually connects the joints, and the user can adjust a multi-dimensional value by moving a hand over the surface. We implemented an RGB colour selector for adjusting the colour of sketch annotations. Dynamic Light-Source Positioning
There are several other advantages that are specific to the torso storage technique. Centering the navigation on the torso also centers it between the user’s arms. This makes it easy for the user to interact with the data, which is important because navigation through a complex file space is not a trivial task. We also note that the torso is simultaneously the most massive part of a person’s body, and the center of the person’s body. The mass of the torso lends itself to being a metaphorical container for vast amounts of information. The fact that it is central to the body also makes it a personal part of the body, which associates well with the private nature of the data being accessed, and follows design guideline D3.
A single virtual light source is associated with every user, and the shadow cast of the user from the light source location onto the plane of the display is used to support interaction. Supporting dynamic light-source positioning can impact interaction in several meaningful ways. First, changing the projection of the shadow can allow the user to reach arbitrary locations on the screen. Moreover, altering the location of the light can be used to adjust the control-display (C/D) input gain, which can have a significant impact on pointing performance and error rates. C/D gain is a smoothly varying function dependent on light (l) and user (u) distances to l the display (gain = l−u ). We have developed several different light behaviours that govern how a light source moves (Fig. 8), based on the scene model.
Visual feedback is provided through a data browsing widget in the form of a familiar hierarchical file browser shown in a grid layout. This is a suitable general purpose solution, however, if the application deals with only specific kinds of personal data, such as photos, a special-purpose widget could be designed.
User Following
This light behaviour allows for easy manipulation over the entire surface of a very large display, without requiring the
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Figure 7. Left: A user adjusts an arm mounted slider. Right: A user selects a colour with one hand, and draws with the other hand.
Figure 8. A user’s virtual light source can be positioned based on different behaviors. Three such behaviors are shown, colour coded. Green: user following, Red: orthographic, and Yellow: manually positioned. Note that the colours are for illustrative purposes only.
user to walk around. Based on the known location of the user’s shoulders, the behaviour places the light-source directly behind the user at a given distance. The result is that the user’s shadow moves as the user turns, so that it is always directly in front of the user. This allows the user to perform continuous operations (such as dragging) across the entirety of a very large display, simply by turning his or her body.
Behavior Transitioning
This is a means of managing transitions between other behaviors. When switching from one behavior to another it is undesirable for the light source to jump instantly from one position to another. This can cause confusion for the user and collaborators. Instead, the system transitions from the position calculated by the old behavior function p = fo to the position calculated by the new behavior p = fn over a short period of time T by calculating a linear blend of the two functions p = (1 − t/T ) ∗ fo + (t/T )fn . This produces continuity of the shadow projection.
Orthographic
This behaviour depends on the location of the user, and on the position of the display. The light source is placed at a very large distance directly behind the user, in a direction defined by the surface normal of the display. The result is a near-orthographic projection of the shadow onto the display.
COLLABORATIVE INTERACTION TECHNIQUES
The purpose of this behaviour is to provide a shadow mode of minimal distortion, with little risk of confusion. Confusion is minimized because the shadow is at the location on the display closest to the user. Close proximity minimizes the chance that the shadow will interfere with other users who are located elsewhere. The shadow also does not move when the user turns, which can also minimize confusion.
Large display systems are frequently used to support colocated collaboration, and ideally they should seamlessly support natural collaborative interactions. Although our current sensing and modelling approach focusses mostly on the geometric properties of users and environments, it is possible to extract an indication of collaborative intentions based solely on user geometry, and to further leverage this through specific techniques.
Manually Positioned
Synchronized Shadow Projections
A variety of approaches can be taken for supporting user control of the light source. In our implementation the user points in the direction where the shadow is to appear and presses a button. The light source is then positioned behind the user in the direction opposite to the direction pointed. The distance dl between the light source and the user is a function of the distance dh of the user’s hand to the user’s body. Because the user is restricted by arm length, the distance is exaggerated by the system. For example: dl = d2h + c. This approach allows the user to control both the location of the shadow and its size, and as a result the C/D ratio of the input.
In the technique, when users are not collaborating closely, each of their shadows follows its own behaviour independently (e.g. user following). As two users approach and enter each other’s private space, however, the shadows synchronize (Fig. 9). Synchronization means that the shadows alter their projection in order to be consistent and to mini-
At times users may wish to manually position a light source. The user may, for example, wish to optimize the shadow for interaction in a particular region on a very large display. A manually positioned light also provides a very stable projection, which can ease detailed work.
When users are collaborating, inter-user coordination is a concern equal in importance to raw interaction performance. However, the importance of collaboration depends on how closely users are collaborating. Users positioned at opposite ends of a large display are likely working independently, whereas users positioned directly beside each other are likely collaborating closely. The synchronized shadows technique uses inter-user proximity, following design guideline D3, as an indicator of the degree of collaboration, and alters the shadow behaviour to change in a manner that supports each user’s current collaborative state.
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Figure 9. As user 1 enters user 2’s outer and inner collaboration threshold light sources for the users transition from user following to orthographic behavior.
Figure 10. Private data is shared by the literal action of passing it to the other user’s hand.
the sharing task. This follows design guideline D4.
mize conflict. Consistency means that the shadows reflect a believable real-world lighting situation. For example, if user 1 is to the left of user 2, then user 1’s shadow should also be to the left of user 2’s. To minimize conflict, we enforce the condition that shadows not overlap. The more shadows overlap, the more likely it is that users will be confused.
PRELIMINARY EVALUATION
We described a design framework and a large set of novel interaction techniques. Fully evaluating all the techniques would require several controlled experiments, and is beyond the scope of this paper. We instead gathered preliminary user feedback from six users, with the goal of guiding future development. Each user was introduced to the different application features and interaction techniques, and was then given an opportunity to explore the system. To simulate a collaborative environment the experimenter served as a colleague. Notes were taken about user behaviour, and feedback was gathered both during and following the session. Each session lasted approximately half an hour.
Once the users are judged to be within collaboration range the system transitions to a lighting model consistent with the set of requirements. The orthographic lighting model fills these requirements: as users approach one another each of their lights transitions to the new model. Collaborative range can be defined as desired, but a good value is in the range of 45cm-120cm, identified by Hall [11] as being a typical radius for private space.
All users seemed able to understand the concepts behind the interaction techniques. After one or two tries users were able to use the body-centric metaphor for tool selection, and similarly were able to navigate personal file space. Commenting on the body-centric approach in general, one user observed “You can’t mess up!” The different lighting behaviors were also easily understood, as were the collaboration protocols. This suggests that basing interactions on real-world metaphors was a good decision. Nevertheless, there were several lessons learned that can guide improvements.
Access Control and Conflict Management
Management of private data is a concern in collaborative systems. Users must have a means not only of moving data between different privacy states, but the privacy state of all information artifacts must also be clear to users. We have built our access control protocols to center around the theme of social awareness & skills. We make use of standard social conventions to govern the handling of private data. We enforce privacy by requiring all access to private data to take place in the literal body frame of reference (personal space), whereas access to public data takes place in the display’s frame of reference. For example, in order for a user to move private data from body storage to the display, the user must first directly access that storage through their torso. Once the file has been moved to the shared display, however, it can be accessed in the display’s frame of reference by any user. This follows design guideline D3. In another scenario, if user 1 wants to grant user 2 permanent access to a personal file, the user must physically and literally pass the file to the other user’s hand (Fig. 10). Their hands must come in close proximity in order for the file to be passed. This protocol of forcing private information access to occur in personal space builds on a person’s sense of their own private space, and also allows users to observe each other directly, making use of often subtle human cues to aid in the coordination of
First, several participants commented that performance and realism are important in supporting the power of the shadow metaphor for interaction. The system exhibited occasional “hiccups,” where there was an observable delay before rendering refresh. These delays broke the users’ mental models of the reality of the shadow representation. There appears to be a threshold of accuracy that the shadow must achieve in order for the user to benefit from the embodiment and the binding of personal and extrapersonal space. An interesting comment relates to tool placement. A participant asked if it was better to place commonly used tools on the left side of the body for a right-handed user, in order to make selection with the dominant hand easier. The answer is unclear, as it has been shown that a person is able to reach more accurately using proprioception with their left hand, if
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for accessing personal information based on the metaphor of a user’s torso as a container, body-based control surfaces, and a number of behavioural models for controlling the motion of a user’s personal light source. We also developed several collaboration techniques, including a technique for synchronizing users’ shadows to ease collaborative work, and a number of protocols for enforcing access control and managing conflict.
they are right-handed [6]. The difference between dominant and non-dominant sides in proprioception is something that should be further investigated. Another issue that arose is that it was sometimes difficult for participants to remember the state of the two different hands. Each hand can be in a different mode, which is more complex than normal desktop systems where only a single cursor mode has to be remembered. It was suggested that the visualization could be improved to help users understand which hand is doing what. This is likely the best path to take, unless haptic feedback can be integrated to give direct information to each hand to help differentiate between modes.
An important next step in our work is to support the development of a more fine-grained body model. While our model is holistic, in the sense that it represents the user’s entire body in the context of the environment, it is not yet a very detailed model. Of particular importance is a more accurate model of the user’s hands and fingers. Many existing interaction techniques rely on manipulation using individual fingers. We would like to integrate these techniques with our whole-body techniques. This would unify previous hand-specific work with our whole-body approach in a beneficial manner. Future work could also involve integrating new sensing techniques, such as improved vision algorithms for body tracking and the soon to be released Microsoft Kinect (formerly Natal) gaming system.
Yet another comment centered on the physical device that was used. The Wiimote is designed to be held in a manner that suggests it is a pointing device, similar to a laser pointer. Unfortunately this is inconsistent with our approach, and caused at least one participant to attempt to activate a tool by pointing at a body part, instead of by placing the device at the body part. It is worth considering other input devices that do not present the affordances of a pointing device. An even better solution would be to improve the body model to a degree where an input device is not needed. Researchers have investigated input using hands in mid-air [30], and these approaches could be integrated into our system.
Another important next step is to extend the model to capture more than just the geometric properties of the scene. Models of mental process and intent could be very useful in guiding interaction techniques. We have made initial steps in this direction by modelling some collaborative protocols, but there is much work left to be done. Our immediate effort will center on developing new modelling modules.
CONCLUSIONS AND FUTURE WORK
We have taken a body-centric approach to supporting interaction for very large wall displays. Our approach is inspired by the reality-based and whole body philosophies of interaction technique design. This allowed us to leverage themes such as body awareness & skills and social awareness & skills. Our goal in using this approach is to foster techniques that are, among other things, easy to learn to do, easy to interpret, and expressive.
In addition, we plan to continue developing new body-centric interaction techniques. This will involve the design of both new means of manipulation and corresponding feedback mechanisms. We will adapt our existing and future techniques with special consideration for multiple display environments, including handheld devices and tabletop displays.
We began by describing design principles that helped guide our work. This included the description of various interaction spaces, including personal, peripersonal, and extrapersonal. These different spaces segment the various frames of reference relevant to interaction with, and display of, different information artifacts. Careful design serves to bind these different spaces, and support interaction. We also examined some social rules of interaction that can guide the design of interactive systems. We then described an implementation of a three-module sensing, modelling, and interaction architecture that enabled our interaction technique development. This implementation was a significant advancement beyond the architecture described in previous work, allowing for real-time calculation of a geometric scene model describing users and displays in the context of a shared interactive environment.
ACKNOWLEDGEMENTS
Based on the implemented architecture and our design principles we were able to develop a number of body-centric interaction techniques appropriate for use with various large wall displays. These include single user techniques for storing virtual tools directly on a user’s own body, a technique
Funding was provided by NSERC through operating and equipment grants, scholarships, and the NECTAR strategic research network, by the GRAND NCE, and by Defence Research and Development Canada. We thank Christine MacKenzie and Jocelyn Keillor for their invaluable input.
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16. M. W. Krueger, T. Gionfriddo, and K. Hinrichsen. Videoplace – an artificial reality. In Proceedings of CHI ’85, pages 35–40, 1985.
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From Product Concept to User Experience: Exploring UX Potentials at Early Product Stages Sandra Sproll, Matthias Peissner, & Christina Sturm Fraunhofer Institute for Industrial Engineering IAO Nobelstr. 12, 70569 Stuttgart, Germany sandra.sproll | matthias.peissner | christina.sturm@iao.fraunhofer.de +49 711 970 5160 ABSTRACT
in an industrial context [8; 13]. Today, the goal of most product development projects is a good UX, i.e. designing for pleasure and value [14]. A key factor for product success is seen in attaching importance to users’ needs and emotions while interacting with products [10]. Industrial design departments within many major companies employ a number of specialists who concentrate on ensuring that the product design creates positive experiences [8]. However, the scope of what constitutes UX is still a matter of debate and therefore our understanding of the term “User Experience” is lined out in the first section of this paper. Furthermore, classical concept testing methods have to be considered since they take place in early product phases and discover customers’ requirements related to new products.
The focus on users’ needs and emotions while interacting with products is a key factor for product success. As the field of User Experience (UX) explores these needs and their fulfilment, it gains in importance against the background of the wish for human-oriented products and services. In order to avoid product failure, the UX of a product should be considered in very early stages of development when there is only a first concept or product idea. However, an empirical UX evaluation seems to be quite difficult at a time when only abstract product concepts are available. This paper presents a new method for transferring concepts into "fictitious product experiences". The method has been tried out in two studies focusing on the potential UX of new products. .The results show that this new approach enables users to evaluate the potential UX of products in their daily routines. Moreover, the method is promising for identifying new product attributes and even new product ideas based on a positive UX.
Understanding of User Experience
The current ISO standard 9241-210 [6] on human-centred design describes UX as an all-encompassing concept, being “all aspects of the user’s experience when interacting with the product … it includes all aspects of usability and desirability of a product … from the user’s perspective”. This definition raises the question of how to determine and measure “desirability“. Hassenzahl [2] proposes a more precise definition that addresses this question. He identifies UX as a “momentary, primarily evaluative feeling (goodbad) while interacting with a product or service”. UX transfers attention from the product itself (e.g. functions, applications, interaction) to human emotions and feelings in order to consider the momentary subjective side of product usage. In a second part of the definition, Hassenzahl [2] explains the origins of UX by stating that “good UX is the consequence of fulfilling the human needs … through interacting with the product or service“. In other words, the fulfilment of basic human needs such as relatedness, competence or stimulation brings up positive feelings while using products. Furthermore, Hassenzahl [1] states that people perceive interactive products in two different dimensions. The pragmatic quality refers to the achievement of "do-goals" (e.g. making a phone call), whereas the hedonic quality supports the achievement of "be-goals" (e.g. being related to others). If people experience fulfilment of psychological needs (i.e. be-goals)
Author Keywords
Design Methods, User Experience, Concept Testing, Participatory Design, User-Driven Innovation. ACM Classification Keywords
H5.m. Information Miscellaneous.
interfaces
and
presentation:
INTRODUCTION
Human factors focusing on emotions have become prominent in recent years looking at the expanding UX research [e.g. 3] as well as the increasing importance of UX Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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through a product, they will connect hedonic attributes with it and experience a positive product usage. In contrast, pragmatic quality supports positive feelings only indirectly via making needs fulfilment easier and more likely. According to Hassenzahl [1], the fulfilment of human needs can be described as a source of pleasure as well as a motivation for using products. Following this approach, our work is based on an understanding of UX which includes the fulfilment of be-goals to concentrate on the hedonic qualities of products. This implies that users’ individual needs in diverse situations have to be discovered.
cannot provide any information about UX. But many UX researchers argue that a positive UX comes from the value and meaning of the product concept itself and the evaluation should focus on the potential value of the concept idea [1; 14]. Moreover, identifying the potential UX of products should take place at these early product stages before substantial funds are committed and in order to impact product development. The main challenge is that at the time when concept testing takes place, experiences can only be fictitious since actually using a product is not possible when only abstract concepts are available. Roto et al. investigated two lightweight methods for concept evaluation in industry settings [14]: In an expert evaluation, UX experts evaluated pragmatic and hedonic aspects of three Web 2.0 services with a set of UX evaluation heuristics specific for these services. It turned out that expert evaluation can give valuable information on UX aspects in early phases, especially for concepts targeting future trends. However, the authors argue that experiences are subjective by definition and experts can only evaluate from their own perspective. The target of the second method, a remote online evaluation with users, was to collect feedback with a questionnaire about the social, emotional, and utility aspects based on storyboards of the concepts. The authors sum up that the main benefit of online UX evaluation is to reach participants from various locations and receive results with small effort. However, it is difficult to get a deep qualitative understanding without a face to face contact.
According to this understanding of UX, the potentials of a positive UX can already be seen when a concept idea exists. Roto et al. [14] state that the grounding to a positive UX is laid already when designing the product concept. Even, if there is no interaction with the product, the hedonic qualities, the fulfilment of needs and the interaction outcome can be anticipated with product concepts. Classical Concept Testing
Concept testing is an approach to estimate customer reactions to a product idea before committing substantial funds to it and to avoid product failures. Already in the early seventies, concept testing was a well-known method. Iuso provides the following definition: “Concept testing has become a popular term for any number of marketing research procedures which test some sort of stimulus as a proxy for a new, revised, or remarketed product or service” [7]. To wit, the term concept testing has a vast meaning and can be used for all kinds of marketing approaches that evaluate new concepts. According to Iuso, the underlying assumption for concept testing is the possibility to make “go / no go decisions” from costumer opinions. Classical concept testing methods [9; 16] mainly consist of the following work steps: definition of test objectives, concept screening tests to reduce the number of concepts to a manageable set, concept testing via concept presentation in written form including user data gathered via questionnaires or interviews, data analysis via complex analytical procedures including segmentation, evaluation, indentifying key characters and assessing market position. Actually, the approach is strongly based on marketing aspects (e.g. purchase decisions) and market segments. Classical concept testing requires a large number of participants (N=200300), since the focus is mainly on quantitative data and not on the quality of personal feelings. Altogether, the approach delivers valuable aspects concerning the investigation of early product ideas in terms of marketing data clusters. However, classical concept testing lacks measuring aspects of UX and therefore a different methodology focusing on users´ experiences and emotions is required.
The new UX Concept Testing approach, presented in this paper, intends to go one step further enabling users to experience product concepts in the field and beyond that, to involve users in the improvement of product concepts. As UX is strongly context-depended [2; 14], it is not meaningful to test concepts in artificial laboratory environments. Therefore, a method has to be designed that enables users to have imagined experiences with the product concept in their individual environments and daily routines. Due to the presumption that positive UX is a result of fulfilling human needs, the degree of needs satisfaction has to be measured within the scope of concept testing. UX CONCEPT TESTING
The UX Concept Testing aims to be a method for measuring the UX of early product concepts that qualifies for a wide range of concepts in industrial settings. Thereby, users should be enabled to imagine experiences in their workaday lives without having a specific product or prototype. By taking the concepts to real environments, authentic experiences are based on realistic use situations. These experiences can be measured in quantity as well as in quality in order to have an extensive basis for the analysis. The quantitative data can support go / no go decisions and benchmarks. The qualitative data shed light on deeper information regarding human needs and peoples’ ideas and
Concept Testing and Measuring UX
As described above, classical testing approaches in enterprises mainly focus on the customers’ understanding of the concept, the concept's uniqueness, and their willingness to use and buy the product in question [9] and
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are relevant for product design, concept refinement and marketing.
Subsequent to the concept presentation, mental exercises are conducted to enable people to think of a specific individual use situation in order to experience the presented concept fictitiously. Afterwards, the UX of this mental experience based on the presented core concept is measured with help of a UX questionnaire which focuses on identifying human needs that have been fulfilled during the product “experience” [4; 8]. At the end of the briefing, the field phase is explained in detail. Participants are asked to think about the concept as often as possible stimulated by situations in their daily routines when needs could be fulfilled by the imagined product. Moreover, the participants are prompted to express their ideas and wishes in order to inform concept refinement in a user-driven way.
Regarding product development, the approach aims to initiate users to express their own product ideas on the basis of their individual needs and, in doing so, to integrate UserDriven Innovation (UDI) aspects into the process of product development [5; 15]. Thus, the approach should not only give information on the UX of the original core concept, but also provide ideas for product features evolving from a positive UX. Moreover, even completely new product concepts, triggered by a positive UX with imagined products, may emerge from this methodology. Concerning data analysis, the intention is to define an approach that is efficient and applicable in daily business in industrial settings, but also valuable concerning the quality of results, and the potentials of new concepts have to be shown transparently.
Field Experience
Due to the fact that the participants follow their normal daily routines, their experiences have an authentic character. The experiences have to be documented carefully and right away to receive as much context information as possible. Documentation can be done in different ways, e.g. via voice memos with the help of phone calls and an answering machine that automatically saves the voice memos, or via written diaries. People report their most recent experience, explain the situation in and express their needs and ideas towards the product right away. By talking about the experience, ideas become more and more elaborated. In order to ensure a high engagement over the entire field phase, some participants need reminders. Different reminders are possible: Emails or text messages via mobile phone can be sent to participants. Phone calls provide the chance to motivate in case of less attendance or to solve problems directly. But the handling should be careful to avoid reluctance.
Methodology
Figure 1 gives an overview of the UX Concept Testing methodology and shows the integration of the approach into the process of product development. The approach can be divided into four steps: concept briefing, field experience, user interviews, and analysis. Subsequent to the phases of concept exploration, the product development process follows. For the product development, a framework has been created in form of graphical darts charts which visualise the analysis results in a way that supports further work steps. Concept Briefing
The concept briefing aims at making the participants familiar with the concept by translating abstract concept into exemplary product experiences. Thereby, contextual information around the concept helps to understand the potential value of the idea. However, the context information should be not too specific so that it will be relevant for many people [14]. There are different methods for concept presentation, such as scenario-based, theatrebased, function-based, picture-based, or dummy-based concept familiarisation – containing different degrees of specificity and media support. Concepts that are extraordinary or completely new may need more support than concepts that have familiar characteristics (e.g. a concept representing a version of an ordinary mobile phone). However, it is important not to influence peoples’ imagination too much in order to learn more about their subjective needs and ideas. If a benchmark of various concepts is planned, all concept presentations have to be on the same level ensuring the same chances for every concept (e.g. the same professional designer prepares all descriptions [14]).
In Figure 1, the field experience phase is depicted in a cycle, because the user experiences the concept for an indeterminable number of times. Equally, the number of user ideas will differ from user to user. Also this is an iterative process which is repeated several times. User Interviews
In personal in-depth interviews participants are confronted with the records of their experiences (e.g. by listening to speech records, or reading written notes) and are asked to describe the situation, their needs, and their ideas about product features to fulfil these needs. Face to face encounters are valuable to reach a deep qualitative understanding [14]. By making use of special interview techniques (e.g. laddering method, [11]), an understanding of deeper human needs can be developed. Personal in-depth interviews require high efforts, but they are a valuable source for well-founded qualitative data. The interviews are video-recorded for later analysis. Subsequent to the interviews, the UX of the reflected concept that has been personalised in the field phase is measured again using the same UX questionnaire as in the briefing.
Furthermore, artefacts that participants can take home support memorising the concept, e.g. a small stone for the pocket or purse could be an artefact for a small mobile device.
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Table 1. Needs-Fulfilment Analysis (excerpt). Item Person Video Code
QUX
Experience Need
Need Fulfilment
1
T1.01
00:01:10 E.01.01.01
Competence
Reading papers on the way / in trains
2
T2.02
00:03:05 E.01.01.02
Stimulation
Browsing in a personal paper library
3
T3.02
00:04:08 E.01.01.04
Relatedness
Sharing the latest news with friends
These data can point into a certain direction, but cannot deliver statements about the UX of the original concept immediately, as during the field phase, participants think of an individual product which might be ideal for themselves and their own living conditions. To reveal UX data about the "raw" concept, one more aspect has to be taken into consideration: The distance of the need fulfilment items from the original core concept presented in the briefing. Items that are identical or close to the core concept indicate that already the core concept causes positive experiences. Therefore, this distance can be interpreted as an indicator for measuring the UX of the core concept. To classify different degrees of distance, four categories have been defined: QUX
(1) Core concept: The feature or the need fulfilment item is exactly contained in the original core concept. (2) Similar to core concept: The feature or the need fulfilment item has similarities with the original core concept. (3) Independent: The feature or the need fulfilment item is independent from the core concept, but can be integrated into the original core concept. (4) Extraordinary: The feature or the need fulfilment item has an extraordinary character and cannot be integrated into the original concept. Figure 1. UX Concept Testing Methodology and Work Steps (QUX: Questionnaire for UX).
These categories can be visualised in darts charts. Darts charts offer valuable options for data analysis. Figure 2 shows a plain result pattern. The centre represents the core concept, the rings which are grouped around show the distance from the core concept. The bubbles highlight items which can be grouped together due to their similarity and which hold potentials for new features or even new products.
Data Analysis
The quantitative results are derived from the UX questionnaire. The qualitative data that arise from the field experiences and the interview findings are analysed regarding the participants’ needs and need fulfilments in an economic way to be appropriate for appliance in enterprises. Therefore, all available materials - especially the video records, are considered. A need-fulfilment table with reference to the experience that the item is based on may be helpful, as shown in table 1.
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The second scenario is about "Bernd", a 53-year-old doctor who uses the product as an alternative to a normal computer, because he is not very familiar with computers in general and prefers a very easy product that has a reduced number of functions. In addition to the scenarios, an abstract product picture has been shown. Subsequent to the concept presentation, a mental exercise has been performed to support participants in transferring the presented scenarios to their own lives and living conditions in order to stimulate imaginations about their individual product experiences. Following, these experiences have been measured directly by using a UX questionnaire [4; 8]. The questionnaire addresses the original “raw” core concept without any manipulations. Then the tasks for the field experience phase were explained to the participants. To support remembering the concept during the field phase, participants received a stone in form of a cube that they were supposed to place somewhere where they would use the product normally. The concept briefing took about 45 minutes and was videotaped. It proceeded without any problems or peculiarities. The field experience phase lasted seven days. During this time, participants followed their normal daily routines.
Figure 2. Darts Chart Analysis Pattern. UX CONCEPT TESTING STUDIES
After finishing the field phase, individual interviews have been conducted and video-taped as well. After a short introductory interview about the overall impression of the field phase, the interviewee was confronted with his voice memos from the field phase one after another. Then he was asked to give detailed information about the respective situation, his feelings and ideas. With the help of the laddering technique [11] the underlying user needs were explored during an interview. Moreover, the interviewee was asked if he had any ideas how the imagined product could fulfil the underlying needs in an optimal way. In addition to the qualitative interview data, the UX questionnaire was used again subsequently to the interviews. At this point, all experiences were considered. That means, in contrast to the first measurement during the concept briefing, the sum of the experiences imagined during the field phase served as the basis for answering now. On average, the interviews took about 45 minutes. Afterwards, participants assessed their overall satisfaction with the study approach in a questionnaire as an additional indicator for the quality of the developed method.
Two studies have been conducted in order to validate the described UX Concept Testing methodology. They use different product concepts. Study 1 is based on a concept similar to Apples’ iPad with well-known features, whereas Study 2 explores a more abstract concept that describes a service for providing the latest personal news. These different concepts have been selected because they focus on different usage scenarios and product features. Therefore, the studies can show various facets of UX Concept Testing and prove its applicability to different types of products and projects. Study 1
Six students of different faculties (history, computer science, information systems, graphic design, international business) participated in the first study (67% male, 33% female; mean age = 24; mean technical affinity = very high) which was based on a concept similar to Apples` iPad. Approach
The concept briefing took place in a group of six participants and one moderator. At first, participants received a brief introduction into the topic of UX. Then, they were presented scenarios of use illustrating the concept to be tested. Scenarios offer the possibility to show a wide range of different situations [12], so that participants are encouraged to figure their own use situations. The purpose of presenting scenarios to the participants is to provide them with vivid imagination of the tested product. Two different use scenarios have been handed out. The first one describes "Lisa", a 31-year-old business consultant, who uses the product mostly in her spare time to get entertained and to carry out small daily tasks and information retrievals.
Results
As a qualitative result of the interviews, the following conclusions can be drawn: All attending participants reported that they were able to imagine the usage of the product and that they had experiences with the imagined product. The quality of the documented experiences can be considered as valuable, as participants describe their situation, context, and feelings in a specific manner. On average, each participant had 5.8 experiences during the 7day-testing period. Two participants preferred to make written notes instead of using the answering machine and
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explained their experiences verbally in the interview. In the course of the interviews, both conscious, but also latent needs of the single experiences could be identified. According to the data analysis procedure described before, a need-fulfilment table (cf. Table 1) has been created. Comparing the needs that have been identified via qualitative research to the quantitative results derived from the UX questionnaire, a huge intersection can be identified. Since the UX questionnaire aims to explore deeper needs as well, these needs can be compared to the interview results. Thereby, the three most important user needs towards the product are the same (i.e. stimulation, relatedness, and security). Furthermore, all attending participants came up with ideas to improve and personalise the presented core concept based on their personal experiences. The ideas were multifaceted and some of them offered potentials for future product innovations. Figure 3 shows the results of study 1 in a graphical darts chart which contains need fulfilment items and potentials for new features. The font size of the single items represents the frequency of occurrence, i.e. bigger items are named more often. It is obvious that most items are placed in ring 1 and 2 which indicates that most of the participants’ experiences are similar or identical to the core concept and participants did not modify it very much. Due to this fact, the core concept seems quite promising. The potential new features are marked with bubbles.
the participants’ real needs to the needs the concept has originally been planned to address. It is apparent that “stimulation” is the need that has the strongest salience regarding the core concept.
Figure 4. Darts Chart Needs, study 1. Study 2
Seven participants recruited via the Fraunhofer IAO email distribution list attended the second study (29% male, 71% female; mean age = 36, mean technical affinity = high) which explored a concept for providing the latest personal news. Approach
The procedure of the context briefing was the same as in study 1. The concept presentation was conducted in form of scenarios. According to the concept, two different use scenarios were handed out. The first one described “Lisa”, a 34-year-old business consultant, who travels a lot and uses the product mostly in public transport or when she has to wait for flights. She likes to read the latest news, is interested in economy information and the stock market. But she also enjoys getting entertained, watching movies or listening to music. The second scenario was about “Bernd”, a 53-year-old doctor who loves reading, is interested in medical research, sports and stamps. For him it is important to have an archive with interesting articles and information relevant for his work. He also likes sharing information with colleagues and friends. In addition to the scenarios, a comic-style product picture has been shown. The mental exercise was performed the same way as in study 1, as well as the instruction for the field experience phase was identical. To support remembering the concept during the field phase, participants also received a stone. Because of the fact that the study addressed a product mostly used in mobile contexts, the cube deployed in study 1 was replaced
Figure 3. Darts Chart Need Fulfilment, study 1.
According to the study objective of discovering peoples’ needs, figure 4 shows the needs that the features (i.e. the needs fulfilments) are based on. The font size indicates the frequency of occurrence. This type of chart helps to get an impression of the needs that have been analysed before. The illustration, especially in circle 1 and 2, helps to compare
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by a very small stone that can easily be carried everywhere around in the pocket or purse. The concept briefing took about 45 minutes. It proceeded without any problems or peculiarities. The field experience phase also lasted seven days. After finishing the field phase, individual interviews have been conducted identically to study 1. For quantitatively measuring the UX of the concept, the UX questionnaire was used subsequently to the interviews. On average, the interviews took about 40 minutes. Afterwards, participants also filled out the evaluation questionnaire concerning the method itself. Results
Like in study 1, the qualitative analysis has been documented by generating a need-fulfillment analysis table. Considering the qualitative results, the following conclusions can be drawn: All attending participants reported that they have had imagined experiences with the product concept and had been able to imagine the usage of the concept. The quality of the documented experiences seems to be valuable, as participants describe their situation, context and feelings in a specific manner. The mean number of experiences per person in 7 days was 5.3. On average, each participant had almost one experience a day. The attendance in the field phase was different since three participants preferred to make written notes instead of using the answering machine and explained their experiences later in the interview. Comparing the needs that have been identified via qualitative research to the quantitative results derived from the UX questionnaire, the discovered needs related to the product are identical (i.e. stimulation, competence, keeping meaningful things, and security). All attending participants reported ideas to improve and personalise the presented concept based on their personal experiences. The ideas were multifaceted and lots of them offer potential for future product innovations. Figure 5 shows the results of Study 2 in a graphical darts chart. The chart demonstrates that the experiences of the participants and accordingly their need fulfilments are distributed along all of the 4 circles. That indicates that people extended the core concept by adding new features and product ideas. The concept evokes a number of item clusters marked with bubbles that have potential to create new products. It is interesting that some of the ideas have been expressed by a number of people independently in the same way although the ideas are far away from the core concept. These clusters have a high potential for new product concepts; e.g. a car computer with a navigation system and current traffic information that automatically reacts to weather and traffic conditions by adapting car settings such as light etc, or a sports computer that automatically protocols and saves training data, and creates individual workout schedules as well. There are also some extraordinary ideas, such as a mobile X-ray machine to examine potential fractures when having sports accidents, which are not feasible because of technical limitations, but indicate high creativity.
Figure 5. Darts Chart Need Fulfilment, study 2.
Figure 6. Darts Chart Needs, study 2.
The darts chart displaying the needs in Figure 6 shows that the need that has been addressed most frequently by the concept is “stimulation”. The results show that the UX Concept Testing not only works out with easily imaginable concepts (study 1), but also with more abstract concepts (study 2). However, in contrast to study 1, the more abstract concept of study 2 evolved fewer items in category 1 and 2, but a wider range of independent and extraordinary ideas. Thus, when
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applying UX Concept Testing in product development, one has to be clear that it is more difficult to measure the UX of the core concept with an abstract concept. On the other hand, an abstract and open concept provides the space for developing new, more distant and innovative ideas and is therefore suitable for identifying new product potentials based on a positive UX.
appointment as well. The number of participants should not be too high, as the qualitative results generate large data volumes and analysis efforts. The number of 6 - 10 participants showed to deliver valuable results concerning UX and user ideas. Preparations include choosing and processing an adequate concept presentation approach, preparing artefacts and briefing documents such as questionnaires, scenarios etc. Preparations also comprise organisational steps such as planning the location for the concept briefing or preparing technical devices (video cameras etc). After finishing preparations, the UX Concept Testing work steps according to the methodology described above (see Figure 1) can be conducted.
The participants’ evaluation of the methodology shows that the method has been highly appreciated. In their opinion, the method is meaningful (M = 4.15; SD = 0.80; on a scale from 1 = “not at all” to 5 = “extremely”) and holds a strong potential for developing better products (M = 3.92; SD = 1.04). The briefing (M = 4.62; SD = 0.65), and the scenarios (M = 3.85; SD = 0.9) were helpful to support an imagination of the product concept. They understood their task (M = 4.38; SD = 0.51) and the meaning of the field phase (M = 4.46; SD = 0.66). It was easy for them to have product experiences (M = 3.85; SD = 0.99) and ideas (M = 3.92; SD = 0.76) in their daily routines, and they could easily integrate the concept in their workaday lives (M = 3.31; SD = 1.32). They felt that their environment contributed to the authenticity of their experiences (M = 3.85; SD = 0.9). The perceived support by the stone as a reminder was only moderate (M = 2.85; SD = 1.77). Altogether, the participants would like to take part in further studies applying the UX Concept Testing method (M = 4.31; SD = 1.03).
Table 2 gives two examples of performing UX Concept Testing; a low-budget and a more detailed version. It contains effort estimations for both variants. These samples are exemplary and the single work steps can be combined. The effort information is a reference value and can differ from case to case, of course. Table 2. UX Concept Testing Efforts for 7 Participants (PD = person days).
CONDUCTING UX CONCEPT TESTING IN ENTERPRISES
To perform the UX Concept Testing approach in enterprises, the concept to be tested has to be preselected by an expert, e.g. product manager. It must be available in written form and consist of:
a description of the major product benefits a description of all functions and features of the product information about the market segment(s) and target groups information about the user need(s) that the product is supposed to fulfil (if available) a product picture or illustration
It is important to have a solid standard of all concepts to be tested in order to ensure that the concept presentation can be performed consistently. Next, participants have to be recruited according to the market segments addressed by the concept. It is important to choose a heterogeneous participant group within the market segment(s) to make sure that the results are not one-sided. If the product requires peoples’ special habits or interests, these aspects have to be considered as well [14]. For example, a mobile train ticketing system requires participants using a mobile phone and travelling by train. It is essential to make sure that the participants have enough time to take part in the briefing session, perform an assignment during the field phase, and attend the in-depth interview in a second
480
Work step
Low Budget (LB)
Effort (LB)
High Budget (HB)
Effort (HB)
Choosing Concept Presentation Method
Choosing between scenarios or function list
0,5h
Choosing theatre play method
0,5h
Preparations for Concept Presentation
Providing material: Scenarios or function list, assignment, UX introduction
0,5PD
Providing theatre play (script), assignment, UX introduction
1PD
Concept Briefing
a) Group briefing b) Sending material and assignment via mail
a) 0,5PD
Group briefing including theatre play
1-3PD
Preparations for Field Phase
Providing diaries
1h
Providing phone line / answering machine and diaries
1-5h
Field Phase
Automatic reminders, no personal support
1h
Personal reminders and support
1PD
Preparations for Interviews
Providing phone interview manual, scheduling
2h
Providing interview manual, scheduling, providing voice records
0,5PD
b) 0,5h
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Interviews
Phone interview, documentation via written protocols
1-2PD
Personal interviews a) documentation via written protocols b) documentation via video records
Data Analysis / Interpretation
Qualitative and quantitative results analysis + darts charts
2PD
Qualitative and quantitative results analysis + darts charts a) analysis on basis of written protocols b) analysis on basis of video records
Total
4,7-5,7 PD
concept score” vs. “innovation score” based on the extraordinary category) can be calculated by the items located in the respective rings. Thereby, the need fulfilment items contribute to the score with different values dependent on the distance to the centre. Such a refined scoring model based on the graphical darts charts analysis and the core distance values will deliver meaningful numeric data regarding the UX of the core concept as well as the UX of potential innovations and could be future work.
2-3PD
To sum up, the method for UX Concept Testing in its current status of development works out very well. It is worth its effort as it is a valuable way to receive authentic field data. The concept ideas are based on real use situations, so they have a high reference concerning UX. The focus on users' authentic field experiences is valuable to measure and develop UX products.
2PD
3PD
8,112,6 PD
REFERENCES
1. Hassenzahl, M. The Thing and I: Understanding the Relationship Between User and Product. In Blythe, M., Overbeeke, C. J., Monk, A.F., & Wright, P.C. (Eds.), Funology. From Usability to Enjoyment, Kluwer Academic Publishers, Dordrecht, 2003, 31-42. 2. Hassenzahl, M. User Experience (UX): Towards an Experiential Perspective on Product Quality. In Proceedings of the 20th French-Speaking Conference on Human-Computer Interaction ’08 (Metz, September 2008), ACM Press, New York, 11-15. 3. Hassenzahl, M. Experience Design – Technology for all the right reasons. Morgan & Claypool Publ., 2010. 4. Hassenzahl, M., Diefenbach, S. & Göritz, A. Needs, affect, and interactive products – facets of user experience. Interacting with Computers, 2 (2010), 353362. 5. Hutchinson, H., Mackay, W., Westerlund, B. Bederson, B.B., Druin, A. Plaisant, C. … Sundblad, Y. Technology Probes: Inspiring Design for and with Families. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems ’05 (Ford Lauderdale, Florida, April 2005), ACM Press, New York, 17-24. 6. International Organization for Standardization (ISO). ISO/DIN CD 9241: Ergonomics of human system interaction. Part 210: Human-centred design for interactive systems. ISO, Geneva, Switzerland. 7. Iuso, B. Concept Testing: An Appropriate Approach. Journal of Marketing Research, 12 (1975), 228-231. 8. Johannson, W., & Van Ballegooy. Einbeziehung von User Experience Kriterien in die frühen Phasen der Anwendungs- und Produktentwicklung bei den Deutschen Telekom Laboratories. In Hassenzahl, M., Brau, H., Diefenbach, S., Kohler, K., Koller, F., Peissner, M., Zimmermann, D. (Eds.), Erleben und Gestalten. Die Usability Professionals ‘09 (Berlin,
CONCLUSION
The overall impressions of the two UX Concept Testing studies with different concepts show that the method works out well in practice as the participants have been able to perform their tasks appropriately, the research questions could be answered in a differentiated manner and the results show interesting findings that are valuable for further product development. Moreover, the method seems to be applicable for a wide range of user groups and market segments, as the results do not show differences between younger or older participants, or different user characteristics. The qualitative results of both studies show, that all participants reported a number of concept experiences. On average, each person had between five and six experiences with the imagined product during a 7-daytest-phase. The results also show that a more abstract concept (study 2) leads to fewer items in categories identical or similar to the core concept, but to a wider range of independent and extraordinary ideas. Thus, one can assume that specific concepts are more suitable to measure the UX of the core concept, while testing abstract concepts can enable product developers to discover new product potentials for a positive UX. The qualitative results illustration via darts charts provides a very valuable basis for decision-making. The evaluation of the distance of the need fulfilment items from the core concept delivers profound knowledge for developing a scoring model that evaluates the UX of the core concept and the customised concept as well as the innovation potential of product ideas. The qualitative as well as the quantitative results of the studies deliver valuable information for decision-making; a score calculation can be developed on the basis of the darts charts. For example, several scores for the different categories (e.g. “core
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September 2009), GC UPA, Stuttgart, 131-133. 9. Moore, W. Concept Testing. Journal of Business Research, 10 (1982), 279-294. 10. Patrick, J. How to Develop Successful New Products. NTC Business Books, Chicago, 1997. 11. Reynolds, T.J., & Gutman, J. Laddering Theory, Method, Analysis, and Interpretation. Journal of Advertising Research, 28 (1988), 11-31. 12. Rosson, M.B., & Carroll, J.M. Usability Engineering. Scenario-Based Development of Human-Computer Interaction. Academic Press, San Diego, 2002. 13. Roto, V., Ketola, P., Huotari, S. User Experience Evaluation in Nokia. Now Let's Do It in Practice - User
Experience Evaluation Methods in Product Development workshop. In Proceedings of Conference on Human Factors in Computing Systems CHI '08 (Florence, 2008), ACM Press New York, 3961-3964. 14. Roto, V., Rantavuo, H., Väänänen-Vainio-Mattila, K. Evaluating User Experience of Early Product Concepts. In Proceedings of International Conference on Designing Pleasurable Products and Interfaces, DPPI'09 (Compiegne, October 2009). 15. Von Hippel, E. Democratizing Innovation. The MIT Press, Cambrdige, 2005. 16. Wind, Y. A New Procedure for Concept Evaluation. Journal of Marketing, 37 (1973), 2-11.
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Electronic resource discovery systems: from user behaviour to design Hanna Stelmaszewska, B.L. William Wong, Simon Attfield and Raymond Chen Interaction Design Centre School of Engineering and Information Sciences Middlesex University The Burroughs, Hendon, London NW4 4BT, United Kingdom
h.stelmaszewska / w.wong / s.attfield / r.chen @ mdx.ac.uk ABSTRACT
subscribed to by higher education institutions. Despite availability of these resources, scholars often bypass the library-provided ERDS and use Google, Google Scholar or Wikipedia. One way to address these issues is to understand how people develop their information seeking strategies and how the current resource discovery systems support or deter them.
Information seeking is a central part of academic development for both students and researchers. However, this is often hindered by complex and highly complicated electronic resource discovery systems. One approach to improving these resources is to understand the difficulties and likely causes of problems when using current systems and how people develop their searching, retrieval and storage strategies. These might provide useful information about the requirements for future design. In this paper we present our findings from UBiRD, a project investigating user search behaviour in electronic resource discovery systems based on a qualitative study of 34 users from three UK universities. We then describe how the information gathered during the study helped inform the design of INVISQUE, a novel non-conventional interface for searching and querying on-line scholarly information. In addition, the theories and design principles used during the INVISQUE design are discussed.
This paper reports on key aspects from two related projects: UBiRD (User Behaviour in Resource Discovery), and INVISQUE (INteractive Visual Search and Query Environment) both funded by JISC, the Joint Information Systems Committee in the UK. One of the challenges of the UBiRD study was to investigate how scholars use electronic resources when searching for academic material. The aim of the INVISQUE project was to propose and prototype a new innovative user interface and search concept that would address user problems identified during the UBiRD study. The empirical findings discussed in this paper are based on a part of the UBiRD study. They illustrate how knowledge obtained from studying user search behaviour can be used as a starting point in the development of a ‘new generation’ of ERDS as exemplified by the INVISQUE project.
Author Keywords
Information seeking, resource discovery systems, search, design principles, interactive visualization, user interface ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous, H5.2 User interfaces
The remainder of the paper is structured as follows: section 2 describes the UBiRD study; section 3 presents the findings that were carried forward to inform the design of the INVISQUE system; section 4 discusses the theories and design principles applied within INVISQUE and provides a summary of the system features. Finally, the discussion and conclusions in section 5 are presented.
INTRODUCTION
Information seeking is an important part of the intellectual development of academics and scholars who have access to many specialized electronic resource discovery systems. Electronic resource discovery systems (ERDS) include electronic databases, e-journals portals (such as EBSCO EJS, Emerald, ProQuest), federated search engines, catalogues, e-books and various electronic newspapers
UBIRD STUDY: DESCRIPTION
A qualitative research approach was adopted to identify, understand and compare the information seeking behaviours of scholars searching for quality materials using different ERDS. In addition, the study focused on problems and challenges users encountered during their search sessions.
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In total, 34 volunteer (16 female and 18 male, aged between 22-55 years) undergraduates (UG), postgraduates (PG), and post-doctoral researchers (Experts) in Business and
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Economics were recruited for the study (see Table 1). The participants represented students from three categories of UK university: a large research-intensive university, a smaller research-led university and a former polytechnic, which became a new teaching and research university. Participants were given pseudonyms (e.g. MP2, LP5, CP4) to maintain their anonymity. The intention in working with these groups was to study users with different levels of understanding of resource discovery systems. Undergrads
Postgrads
Researchers
Total
Stage 1: Focus Groups
6
3
0
9
Stage 2: Observations and in-depth interviews
Large research intensive university
5
4
3
12
Former polytechnic
5
3
4
12
Smaller researchled university
0
6
4
10
Total
10
13
11
34
Task 3: Imagine that you are the brand manager for a new range of mobile phones for Nokia; you are required to produce evidence to demonstrate how you might use the film/television medium as a way of reaching your target audience. Following each observation session we carried out in-depth interviews using a combination of CTA techniques such as Critical Decision Method (CDM) and the Cued Recall Method, to provide supportive evidence for our observations. The CDM is a semi-structured, open-ended and retrospective interview technique originally designed to elicit expert knowledge in order to understand the nature of expert decision making in naturalistic settings [8]. CDM uses critical and memorable incidents as a catalyst and framework for the interview ([6], [8]). For this study, we maintained the structure and approach, but adapted the probes to investigate the nature of information seeking strategies used, decisions made and problems encountered when participants were searching for information. In the Cued Recall method, participants are presented with selected segments of the screen recordings in order to prompt recall of the specifics of interaction at particular points in time [9]. Cued Recall helped us to further probe aspects of the participants’ interaction that we did not understand or had doubts about. The interviews focused on: (i) identifying the expertise and underlying rationale for the search behaviour demonstrated during the observation session; (ii) problems and difficulties users experienced (iii) clarifying ambiguity that occurred during the observation session; and (iv) exploring the differences in attributes between physical and electronic libraries.
Table 1. Distribution of participants across universities
The study was conducted in two stages: (i) focus groups, (ii) user-observations. Focus groups are a qualitative method, which can be used alone or with other qualitative or quantitative methods to improve the depth of understanding of the needs and requirements of users [10]. Two sessions with a total of 9 students each were conducted. We used these sessions to learn about the language and concepts used by students when searching online for scholarly material. Data gathered from the focus groups helped in the development of three task scenarios of varying levels of difficulty and ambiguity that were used in the user-observation study.
The data from all 34 observations with ‘think aloud’ and interviews were analysed using the Emergent Themes Analysis (ETA) approach [21]. ETA is a technique for rapid yet systematic and rigorous extraction of key themes emerging from the data. The data can then be identified, indexed and collated. Starting with the observation transcripts, we identified broad themes by indexing and collating the data at the concept level. The data was then further broken down and organized within each theme allowing for the concepts and the relationship between concepts to be discovered. The same strategy was then used with the interview data. The details and supporting evidence for each theme were then organized into categories following the questions developed for the CDM interviews.
The user-observation stage consisted of a series of 2-hour sessions. Each session comprised of an observation with ‘think aloud’ followed by an in-depth interview. The observation with ‘think aloud’ was used to investigate what people do, how they do it and why, when searching for information. Participants were asked to individually carry out three information search and retrieval tasks using the ERDS. The tasks were of increasing level of ambiguity and difficulty starting with the simplest Task 1 then Task 2 and the most difficult Task 3. Each observation session lasted between 40 – 80 minutes, was screen and audio recorded and later transcribed for analysis. The tasks are briefly presented below:
UBIRD STUDY: FINDINGS
The issues that emerged from the study are: Popular resource discovery systems
Task 1: Find a range of examples from film and television programs, which illustrate product placement ‘in action’. Task 2: Find evidence of film tourism from a range of different film industries to illustrate the impact this may have had on tourism.
The study showed that different user groups across all three institutions used a variety of resources when looking for academic material. Postgraduates and Experts used EBSCO, ProQuest and Emerald whereas Undergraduates preferred to use the library catalogue and federated search engines (these differed between institutions). In the case of 2 484
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resources freely available on the Internet, Google was top of the list followed by Google Scholar, YouTube and Wikipedia. The choices participants made for using particular resources were based on their prior knowledge and experience of resources, knowledge of their strengths and limitations and the belief that selected resources would provide reliable and relevant results.
a good or useful 'mental model' that they could use to explain to themselves how to search the disparate data sets. They simply could not tell how big the data sets were, what they covered, and how useful they were to their information search problem. As such it was difficult to find, use, and to re-find information. “…all the resources …for data are a bit more difficult and change quite a bit …when you look for data it is not that easy so you have to learn and ask” (CP1, EX). “If I did not have luck on there I would go to Web of Science, but it’s so messy. It used to be awful but you knew how to work it, you can’t type ‘strategic management journal’ you have to type ‘strat manag jrnl’ but you need to know these. They have had a redesign, which did not improve its design. The new way was more awful” (CP4, EX). In order to access a particular database users had to learn procedures with limited transferability. Search engines that had fewer rules, are less complex and are hence less procedurally rigid, allowed users to find information at a semantic level whereas databases required users to know the procedures, have some basic idea of how the data was organized, indexed and which search mechanisms were employed. “[Journal Citation Index’] has the worst searching capability ever. It doesn’t do the nearest match [i.e. smart text searching]. You need the exact title and it isn’t easy to find that either ” (CP2, UG).
The visual representation of search results
Resource discovery systems typically produced lists of search results (often many pages), which users had to scroll through, clicking on a numerous links trying to find the results they required. Even when the users got to see the article, journal or book, their ‘journey’ was not over. When drilling-down to access elements such as full text, table of contents, related paper, keywords and so on before making the final decision about the relevance of the documents, they spent time and faced different barriers. Often after following a promise of access to a full-text document, users were presented with a set of links to different organisations that held a copy of required document. However, these were not always available. This was time consuming, did not always provide required information and most of all irritated users. Searching searches
for
information:
using
combination
of
Poor usability and complex user interfaces
When looking for information the study groups very rarely used only one search strategy (e.g. Simple Search) but changed their strategy during the information seeking process depending on the results returned (i.e. refine or reformulate a search, abandon a search or resource or change resource). Moreover, not all of these searches were used with the same level of frequency. For instance: the Link Search (follow the hyper-links within documents to find relevant information) was one of the most popular searches used. Participants followed links in order to find more information, to confirm previous findings or simply to explore other possibly related material. The ‘Advanced Search’ (where a number of search terms are combined with Boolean operators such as AND, OR, and NOT) was used occasionally by the user-groups. The study showed that more experienced users performed this type of search not only to limit the scope of their search but also to bring together results of a number of searches within one action (e.g. ‘television’ OR ‘movie’ OR ‘film’ AND ‘product placement’ AND ‘Times’). It would appear that the reason for using the ‘Advanced Search’ lay in the users’ knowledge about the scope, structure and kind of information these databases provide. “Normally I use simple when it doesn’t come up well I may... or there is too much, too many results I will go to advanced.” (LP5, UG). Poor understanding mechanisms work
of
structure
and
Formulating queries to find information is highly dependent upon the functionality and user interface of a specific resource discovery system. Current systems are often built on database structures that participants found difficult and complex to use. They required users to have procedural knowledge for using a particular database and also have some basic knowledge of how the data is structured, organized and what search mechanisms were employed. "Going to the library database and then putting in some keywords, first of all there are so many options there, you know, do you want this, do you want that, I mean keep it simple" (MP12, EX). This higher level of difficulty amongst library electronic discovery systems distracted users from focusing on the content, analysis and evaluation that would help them learn and make sense of what they have discovered. Users did not like a user interface that was too complicated as it would require investing a lot of time navigating and trying to understand how the system worked. What users preferred is a system that they can use straight away without having to spend much or any time learning how to operate it. "This is much more difficult to use [referring to Library Resources] ... Google in that sense is much easier to use" (LP1, UG). Current library systems are too complicated and users often get lost or cannot find the information they want.
search
Dealing with multiple paradigms and interfaces across systems
It was often not obvious to users what information was available, contained, organised or stored in the electronic systems. “I don’t always know which is the most appropriate [database]” (CP2, EX). They often did not have
It was observed that while searching for information participants often worked with more than one resource or system at a time. Navigating from one system to another – all of which had different procedures and interfaces for 3 485
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searching, limiting, refining, indexing, saving, storing or exporting. This is confusing for all users. Participants have to ‘re-frame’ their minds when switching between resources, which required patience, persistence and was time consuming. Moreover, during this process they often lost track of their progression and needed to start the process from the scratch again. Often search features appeared to be too complex and did not help inexperienced users formulate their searches and select appropriate options in order to narrow the search results and obtain relavent documents. “There are too many words. Normally I’d prefer a search box … not sure what to click on”, was a comment of a Postgraduate who was puzzled by what was meant or offered by the ‘Free Web Resources’ page within the library resources.
altogether when prompted to authenticate, as they did not remember their log-in details. Remembering numerous log in details strain user’s memory load which they often want to avoid and instead they select alternatives such as Google. Storage and workflow
This study showed that one of the important activities people do during a search and retrieval process is the storing of information. This happens at different stages of the information seeking process with the first storage usually taking place when participants evaluate a list of results and temporarily store individual documents/material using tabs. These tabs are then re-visited for further evaluation and if information is relevant, stored permanently using different means; from notes in a Word document, saving downloaded material into a folder, bookmarking, to more sophisticated features provided by various resource discovery systems (e.g. RefWorks, Endnotes, My Research). Storing relevant information allows users to keep track of material, organise their references, but importantly, also allows them to re-visit at anytime. The notion of tracing back to documents previously found or storing information in the systems’ predefined storage area was not always an easy task for the UBiRD users. It was observed that users were un-aware of some of these features such as ‘alerting’ or ‘save searches’. Only one participant from the study (CP9, PG) saved his searches and then after failing to obtaining satisfactory results (he performed 10 searches in total) he went back to ‘Search History’ to select the search that returned the highest number of results.
‘Phase shift’, ‘time out’ and authentication issues
When searching for information users often changed a resource believing that the resource they had been using was no longer appropriate. A search may lead to a dead end where repeated searches did not reveal any useful leads, as if coming up against a brick wall. This is often when a ‘phase shift’ occurred, where the user switched resources and search behaviour. If they were using library subscribed resources such as one of the bibliographic databases, they may leave it and go to the Internet and use tools like Google to find their bearings, learn more about the search topic in order to find better search terms, or to re-do their search. CP4 (EX) “I’m feeling annoyed by the search I have done – and this is all I have found [when using ProQuest] … I’m going to go to Google”. During the ‘phase shift’ process users coordinated multiple resources (moved from one resource to another and then back to the original one) to obtain material that was not available on the Internet (e.g. no access to full text). When going back to library subscribed resources users were required to log in. In addition, they needed to find their way back to the required resources, which was not always straight-forward operation. Participants did not expect the system to ‘time out’ without giving any warning. This caused irritation and annoyance amongst participants and created barriers to restoring coordination.
It was also observed that participants often gathered information from various resources and put it together in an easily accessible place. This was either a folder, a bookmark in a browser or a number of tabs. Participants want to have access to the stored material at anytime and at a ‘click away’. “I think the concept of saving to the desktop is getting more and more into the background I guess, because I tend, you're right, I tend to bookmark things more than save them because I am assuming it will be there when I click the bookmark again” (MP12, EX). Although browser’s bookmarks were applied by the UBiRD users, none of them demonstrated knowledge of Web 2.0 bookmarking facilities. Instead, they made reference to not having their locally stored bookmarks available during the study, which created problems finding or retrieving found information. The existing storage spaces within various resource discovery systems were used very rarely and one can only assume that users were not aware of their existence, or not sure about what they offered. It appears that the current systems lack good ways of storing and retrieving documents allowing users to create repositories of information that can be accessed easily and be transferable across different resources.
Another important issue often occurring during a ‘phase shift’ was the ‘time out’ issue and authentications. The ‘time out’ created problems because users invested time and effort and the investment was lost. All the searches performed were lost and there was no record of them after re-logging onto the system. This was especially irritating when participants had been working on the system for a while and had created many searches that were lost when the system ‘Timed out’. “It is irritating because all the searches are lost! The library catalogue times out after like 5 minutes. So frustrating and it makes you not want to carry on with your search” (CP4, EX). Users were also irritated and confused when asked to type in their Athens username and password again to access the resources. Some participants abandoned the use of library resources
Access to full text documents
Another important issue that emerged from the UBiRD study related to the availability of requested documents.
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Surprisingly, even when a document was not available, the systems suggested otherwise on many occasions. Users were annoyed when a promise of a link to a full-text article (as in those references found via federated search engines and Google Scholar) did not result in the article(s) being available and required a further step in the process of accessing materials. “Because we don’t have the full text, I’d go to SFX and follow any link it’ll give me. Although sometimes this is frustrating because even though you follow the links, we don’t have access to it. So you get there and you still can’t download it, which is just plain irritating” (CP4, EX). Users abandon searching on librarysubscribed resources when this occurs too frequently and turn to freely available resources on the Internet. This kind of situation raised expectations and often upset and irritated participants as they wasted time without obtaining the required document.
Figure 1. Search results screen showing ‘index cards’ with bibliographic information, e.g. title, author, journal, citations. Relationship: x-axis=year published, y-axis=num. of citations.
The number of index cards to be displayed can be controlled by a slider (line with dot above the search term on the display). The next basic design feature of INVISQUE addresses UBiRD problem or need for visually representing relationships within the results in a meaningful way. The ‘index cards’ are presented and organized along the x- and y-axes, where the x-axis represents time (year of publication) and the y-axis represents the number of citations (a measure of significance). In this manner, the relationship of which article is the most cited and most recent becomes immediately apparent. The axes can be readily changed to other dimensions if needed. INVISQUE is also designed so that users can interact directly with the data of the search results. By selecting, dragging, and dropping sets of ‘index cards’, the user can activate Boolean operations such as merging sets or creating intersections between sets, revealing information that is common between sets. Here, physical manipulations of result sets are interpreted by the system in terms of Boolean operators. Following this brief introduction to the basic INVISQUE design, we next describe how it addresses the user problems encountered in UBiRD.
INVISQUE: A BRIEF INTRODUCTION
INVISQUE (pronounced in•vi•sic) is an early stage rapid prototype intended as a concept demonstrator, and at the time of writing, had yet to be fully evaluated. It was developed to investigate how Information Foraging Theory, and other design principles such as focus+context, and Gestalt pattern perception, could be applied to create a novel interface design we call interactive visualization that would address the problems found in the UBiRD study. The design we proposed for INVISQUE uses animation, transparency, information layering, spatial layout and pattern creation techniques to emphasize relationships, and is orchestrated in a way that facilitates rapid and continuous iterative querying and searching while keeping visible the context of the search. This is intended to minimize problems such as ‘What Was I Looking For?’ or “WWILFing”, where users lose their train of thought when searching through numerous lists. The design was also intended to create opportunities for discovering relationships and unanticipated discoveries within the data [17]. INVISQUE was developed with a combination of rich animation tools such as Adobe Flash and Adobe Flex using ActionScript and a XML (MXML) dataset as the test database. This will enable the later connection of the Rich Internet Application front-end with enterprise systems such as the library catalogue and the various publisher resource discovery systems. It will also be able to run on any web browser or desktop. In its current version (v1.0), most interactions are performed using the mouse as or the data from the searches. However, the current mouse-driven point-and-click interaction can be easily replaced with multi-touch and gestural interaction.
INVISQUE APPROACH TO PRESENTED PROBLEMS Problem 1: poor understanding of structure, search mechanisms and complex user interfaces
INVISQUE’s solution to these problems is by applying: Simple and implicit query formulation and filtering. Query formulation and progressive modification are supported in a number of ways: (i) Figure 2 shows the simple, any-word search field interface with the option of activating more advanced Boolean search operations that do not require the user to have explicit knowledge of Boolean operators and syntax. Users can search for articles that have “all these words”, or articles with the “exact wording or phrase”, or containing “one or more of these keywords”.
In INVISQUE, search results appear on the screen in a large windowless and borderless display space where size is limited by hardware memory constraints. The search result for each journal article appears as an 'index card' with bibliographic attributes such as title, keywords, authors, journal, and number of citations (Figure 1).
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and in the foreground in what we call the ‘primary layer’; while the previous search results (‘energy’) which are still visible, appear faded in the background, appearing to occur in a secondary layer (Figure 3b). In addition, by applying the spatial proximity law, where objects or events that are near to one another (in space) are perceived as belonging together as a unit, it is quite clear that there are two sets of results. (iii) One aspect of query modification is filtering and merging of results. In INVISQUE a user can drag and drop multiple results sets to invoke Boolean operations such as create a super-set or to create an intersection. Again, this does not require knowledge of a particular syntax (Figure 4a, b).
Figure 2. Simple search screen; click ‘Advanced search options’ to reveal more complex Boolean search fields.
(ii) INVISQUE supports the progressive modification of the search while minimizing the chances of losing track of ‘where you are’ by enabling the user to type a new query anywhere on the white display space with the earlier search results cluster still visible (Figure 3a).
Figure 4a and 4b. By dragging and dropping the ‘heating’ cluster over the ‘energy’ cluster, we can create an intersection of the two sets ‘My new cluster’.
(iv) Any of the bibliographic attributes on the index cards can also be used to progressively modify searches. For example, by clicking a keyword on one of the ‘index cards’, all cards across different clusters with the same or related keywords are highlighted and brought to the foreground, quickly revealing further possible relationships (Figure 5).
Figure 3a and 3b. Progressive modification of search strategy while keeping context of search visible (focus+context).
Instead of exiting to a separate search screen, we apply the design concept of focus+context. This starts from three premises: first, the user needs both overview (context) and detail information (focus) simultaneously. Second, information needed in the overview may be different from that needed in detail. Third, these two types of information can be combined within a single (dynamic) display, much as in human vision [3]. In addition, the application of the Gestalt Laws of Pattern Perception can be seen (see [19] for a fuller discussion). For instance, by applying the ‘figure and ground law’, the new results (‘heating’) appear brighter 6 488
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the system find their past searches, documents and their own organisation of documents as they were left. This deals with the ‘time out’ issue where users loose all their searches and data when the system logs out automatically. They use a USB ‘memory stick’ where their sessions as well as different authentication details are saved transferred across when the users access the resource again. It is a solution that favours the user more in a security/usability trade-off. However, at the time of writing, this function has not yet been fully implemented and tested. When implemented, this would allow search activities to be coordinated across sessions such that the users can start again from when they left off and minimise the effects of interruption by providing strong visual cues of previous workflow context. In addition, it will minimize the load placed on memory by having to remember authentication details for a range of resources. However, securing the memory stick access is an important issue that needs to be taken into consideration.
Figure 5. Common theme: common keyword and edges of card highlighted in red, and in foreground.
Attention is a process of selecting things to concentrate on, at a point in time’ from a range of possibilities available [14], and is an aspect of cognition that is particularly important in the design. The highlighting combined with the figure and ground effect, directs the user’s attention to the new relationship displayed–cards with the same or related keywords. This eliminates the need for linking lines, thereby reducing clutter while still being able to direct the user’s attention. This allows the user to quickly identify the index cards that share a common attribute, and then construct and modify queries in non-complex, natural ways, with no required knowledge of search syntax and little explicit querying. Problem 2: multiple paradigms and interfaces across systems
INVISQUE’s solution to these problems is by applying: An engaging and familiar metaphor. INVISQUE is designed around a metaphor of physical index cards on a two-dimensional infinite ‘canvas’ workspace. This is a departure from traditional list-style information retrieval interfaces designed to provide an engaging interface. This might reduce problems of frustration and ‘phase shifting’, and to promote a more familiar and less complex interaction through the use of a familiar metaphor. Problem 3: ‘phase authentication
shift’,
the
‘time
out’
Figure 6. The Google layer seamlessly sliding over the clusters. Problem 4: storage and workflow
INVISQUE’s solution to these problems is by applying: Manipulation of search results to support visual triage and workflow. Sensemaking typically involves the ongoing discovery of concepts present in an information space and the development of concepts and classifications relevant to a task at hand. INVISQUE allows search results to be manipulated (freely moved) into user-determined groupings as a natural extension of the spatial metaphor to support the information triage process. The “Wizard” supports workflow by enabling the user to create sets of interest, and is currently represented by three ‘hot spots’. By dragging and dropping cards on to a “Wizard” hot spot, we activate one of three specified functions: to discard, to save, and to keep aside. By dragging one or a set of cards to the “Not interested in a particular document?” hot spot, we discard the cards. This removes it from the display, and also instructs the search algorithm to lower the search weightings for documents that have those characteristics. This allows the user to filter the content by (implied) usefulness. The system would record what the user has done in this filtering process. Subsequent searches would apply filters based on what the user has done before to
and
INVISQUE’s solution to this problem is by applying: Seamless access to Internet resources. In INVISQUE, live Web and social network search systems are integrated with academic search systems. Users can switch between INVISQUE and other Internet search systems when searching to get new ideas without any interruption. This solves the issue of our findings when users have to navigate between multiple systems and encounter the problems of routes becoming difficult to follow where they can get lost, or have no access. In this demo Google and Twitter were used (Figure 6). The maintenance of system state across sessions. INVISQUE maintains the physical arrangements of search objects on the canvas between sessions. Users returning to
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determine search results, filtering out the results that the user is not interested in. Similarly, by dragging and dropping cards on to the “Want to save a document? Drag it here” area, the information on the cards would be saved, and the colour of the card would change to green to indicate that it has been saved. It will also adjust the filters so that future searches would look for more articles in that area. Dragging and dropping a card on the “Think you might need a document?” hot spot changes the colour of the card to yellow, and indicates that it has been set aside for possible later use so that they do not get lost in the process (Figure 7). This will not affect the filtering mechanism. The sets can be collated into themes and for further action encoded either spatially or using colour as a natural extension of the interface metaphor, thus allowing users to keep track of material in a flexible, extensible and explicit way. This will not present any problems for a small number of documents. However, when a number of documents increase, the canvas might become over-crowded and impede access to the ‘hot spot’ areas. One way to deal with this could be to move the results around and resize them allowing easily access at all times. This, however, needs to be tested with users, which will be a part of future work.
curious about what other articles may have appeared in that specific issues of the journal. Clicking on the ‘table of contents’ button brings the user to the Table of Contents for that specific issue of the journal, enabling a seamless review of other papers that they may not have been specifically looking for, thereby fostering a degree of serendipity in the search process. See Figure 8.
Figure 8. ‘Drill-down’ function Problem 6: supporting combination of searches
INVISQUE’s solution to this problem is by applying: Easy and implicit query formulation and filtering (see section ‘Dealing with poor understanding of the concept, structure, the way the searching mechanisms work and complex user interfaces’ for details and Figure 1). In the case of ‘Link Search’, INVISQUE allows users to follow different hyper-links that are available within individual ‘index cards’. The users can access and view a number of different documents without ‘loosing the track’ of where they are as the remaining results are constantly visible in the back layer allowing a fast and easy access to any other documents that the user wishes to see (see Figure 4a&b). The ‘Advanced Search’ (Boolean AND) can easily be performed by merging two or more individual search results displayed on the ‘borderless space’ using direct manipulation.
Figure 7. ‘Wizard’ function: Drag and drop for functions such as save, delete, set aside; and collate them into themes.
INVISQUE AND INFORMATION FORAGING
Information Foraging Theory is a useful tool to describe information retrieval behaviour ([11], [12]). The theory refers to activities associated with assessing, seeking, and handling information sources. Information Foraging Theory helps to design interfaces that effectively support the key concepts: “(i) information: the item of information that is sought or found and the value it has in fulfilling the information need; (ii) information patches: the temporal and spatial nature in which information is clustered; (iii) information scents: the determination of information value based on navigation cues and metadata; (iv) information diet: the decision making to pursue one information source over another” [18].
Problem 5: access to full text documents
INVISQUE’s solution to this problem is by applying: Drilldown titles to full-text to table of contents: Supporting detail and serendipity. In contrast to the academic and Internet systems, in INVISQUE there is a visual interaction for the drill down function from the ‘index card’ to the abstract, to the table of content and to the full-text document of the desired article, which can be accessed instantly. In this case, the user does not have to open a lot of pages or go to another screen when they want to view other content. They call up a menu, from which they can select ‘show full text document’. The pdf of the full-text document is presented over the clusters and the ‘index card’. This supports necessary access to detail while still displaying the context of the overall search, minimizing ‘what was I looking for’ and ‘loosing track’ problems. In addition, after having seen the full-text the user may be
An extension to Pirolli & Card’s information foraging theory [11] is the model of a sense-making loop for intelligence analysis [12]. The authors suggest that the overall process is organized into two major loops of
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activities: (i) a foraging loop that involves process aimed at seeking information, searching and filtering it, as well as reading and extracting information possibly into same schema; (ii) a sense making loop that involves iterative development of a mental model (conceptualization) from the schema that best fits the evidence. Pirolli and Card’s model [12] offers a novel and useful perspective on designing systems for information retrieval. It encourages the designer to think about the structure of the interface, how to support different searching and browsing strategies appropriate for the context of work and how to effectively use metadata cues to enhance item selection and patch navigation.
data. Other systems ([13], [15]) developed novel visualizations of time lines using the perspective wall. Others applied visual information foraging to present thematic results on a spatial-semantic interface ([4], [5]). More recently Stasko et al., [16] developed a system (Jigsaw) that provides multiple coordinated views of document entities emphasizing visual connections between entities across different documents. What is unique in INVISQUE system is not only the way that results are organized and displayed according to the x and y dimensions, which represent the time and the number of citations accordingly (these dimensions can be changed to other dimensions if required e.g. authors, titles, journals, conferences or concept) but also the way users can manipulate their search results on the ‘borderless space’. Users can merge individual searches and create new clusters or move documents to pre-defined areas that will activate specific direct manipulation functions. In this way the user is free to move, re-organise grouping, and thereby modify not just the visual relationships, or creating new clusters, as it is in the current system. In future releases of the system, it will instruct the system to adjust, for example, the weighting of semantic distances. This would be the basic building block for future direct manipulation data analysis techniques.
INVISQUE, guided by this concept of information patches and scents, has created a new way to initiating searches that maintains the context by keeping the context of previous searches visible. Users can create a new search by activating the search mode and then simply keying in new search terms near the results of an earlier search. In addition, the user may also type in a new search term anywhere within the borderless search space. Moreover, it displays search results by they spatial and temporal value within one display (x represents the number of citations whereas y axis represents the time line), which facilitates the information patches concept (see Figure 1). Information diet has been supported by providing users with an immediate access to the full text of a document with all necessary information to make decisions about the relevancy of information. Information scent is supported by providing rich metadata for each document allowing users to learn about a particular document before they invest more time in exploring it in detail (Figure 1 and 8).
‘Borderless space’
The ‘borderless space’ gives users unlimited area/space to perform multiple searches in parallel, the results of which can be viewed and manipulated without having to move to a different page, tab or a window. This would help users to keep track of previous searches and their results as well as provide a space to create and work with different clusters simultaneously.
DISCUSSION AND CONCLUSIONS
Organization and storage of documents: the Wizard
This paper presented the way in which knowledge about user’s behaviour and problems encountered in the UBiRD project when searching for information was utilized in the design of a new generation interactive system. With the system, interaction does not require a high level of procedural knowledge of the system or advanced information literacy skills. The new ways of searching, retrieving, organizing and storing information presented in INVISQUE system is a step forward to a new era of ERDS. The new innovative interface concept employed in INVISQUE illustrates how next-generation systems would support semantic analysis and access of large data sets. The following sections discuss the unique features that have been utilized in INVISQUE.
Jones et al., [7] discussed how people use different ways to gather or ‘keep’ their information such as sending emails to oneself, to others, printing, saving documents as files, passing URL’s into documents, putting documents into a personal website, creating bookmarks, writing paper notes, creating toolbar links, and use the note facility in Microsoft Outlook. The problem with these methods is that they require using different systems outside the resource discovery system and they are time consuming. There are also other means of storing information, which are supported by different resource discovery tools (e.g. bibliographic management software such as RefWorks and EndNote). However, these are not easy to find or intuitive as many users seemed unaware of their availability. The INVISQUE system offers the ‘Wizard’ function, which is designed to be easy and intuitive, and allows users to organize, store and retrieve documents and create repositories of information that can be accessed and be transferred across different resources.
Display of multi-dimensional information and dynamic manipulation of results
Over the years different concepts of multi-dimensional information visualization and direct manipulation of data have been implemented. Ahlberg and Shneiderman [1 & 2] used 2-dimensional scattergrams with each additional dimension controlled by a slider to display information. The HomeFinder [20] used dynamic queries and sliders so that users can control the visualization of multi-dimensional
Coordinate multiple resources
The integration of live Web and social networks (e.g. Google and Twitter) offers seamless access to external
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visual exploration. International Journal of Human-Computer Studies, 57(2 (August 2002)), 139-163. 6. Hoffman, R. R., Crandall, B., & Shadbolt, N. (1998). Use of the Critical Decision Method to elicit expert knowledge: A case study in the methodology of Cognitive Task Analysis. Human Factors, 40(2), pp.254-276. 7. Jones, W., Dumais, S. & Bruce, H. 2002. Once found, what then?: A study of ‘keeping’ behaviours in the personal use of web information. Proceeding of ASIST 2002, Philadelphia, Pennsylvania. 8. Klein, G. A., Calderwood, R., & Macgregor, D. (1989). Critical decision method for eliciting knowledge. IEEE Transactions on Systems, Man and Cybernetics, 19(3), pp. 462-472. 9. Omodei, M. M., McLennan, J. P., & Wearing, A. J. (2005). How expertise is applied in real-world dynamic environments: Head mounted video and cued recall as a methodology for studying routines of decision making. In T. Betsch & S. Haberstrohe (Eds.), The routines of decision making (pp. 271288). Mahwah, NJ: Lawrence Erlbaum. 10. Payne, J. (1999). Researching Health Needs. A Community Based Approach. Sage Publications, London. 11. Pirolli, P. & Card, S. K. (1999). Information foraging. Psychological Review, 106, pp. 643-675. 12. Pirolli, P. (2007). Information foraging theory: adaptive interaction with information. Oxford; New York: Oxford University Press. 13. Plaisant, C., Milash, B., Rose, A., Widoff, S., & Shneiderman, B. (1996). LifeLine: Visualising personal histories. Paper presented at the Human Factors in Computing Systems. 14. Preece, J., Roger, Y., & Sharp, H. (2002). Interaction Design: beyond human-computer interaction: John Wiley & Sons, Inc. 15. Robertson, G., Card, S., Mackinlay, J.D. (1993). Information visualisation using 3-D interactive animation. Communications of the ACM, 36, 56-71. 16. Stasko, J., Görg, C., & Liu, Z. (2008). Jigsaw: supporting investigative analysis through interactive visualisation. Information Visualisation, 8, 118-132. 17. Thomas, J. J. (2007). Visual Analytics: why now? Information Visualization, 6(1), 104-106. 18. Trepess, D. (2006). Information Foraging Theory. Retrieved 7 May 2010 from Interaction-Design.org. Accessed at http://www.interactiondesign.org/encyclopedia/information_foraging_theory.html 19. Ware, C. (2004). Information Visualisation: Perception for design. San Francisco, CA: Morgan Kaufman Publishers, an imprint of Elsevier, 2004. 20. Williamson, C., Shneiderman, B. (1992). The Dynamic HomeFinder: Evaluating dynamic queries in a real-estate information exploration system. Paper presented at the ACM SIGIRi. 21. Wong, B.L.W. & Blandford, A. (2002). Analysing Ambulance Dispatcher Decision Making: Trialing Emergent Themes Analysis. In HF2002, Human Factors Conference "Design for the whole person - integrating physical, cognitive and social as- pects". Melbourne, Australia: A joint conference of the Ergonomics Society of Australia (ESA) and the Computer Human Interaction Special Interest Group (CHISIG).
resources to support users when searching for new ideas without interruptions and it lessen/minimizes the chance of ‘losing the track’. Portability of searches and authentication details cross platforms
INVISQUE uses ‘memory stick’ function to automatically save a user’s search sessions as well as different authentication details, and transfers these across when the users access the resource again. These allow search activities to be coordinated across sessions such that the user can start again from when they left off. It also minimises the effects of interruption by providing strong visual cues of previous workflow context. Limitations and future work
While INVISQUE offers new ways of searching, retrieving, organizing and storing information the current version presents some limitations. One of the issues that need to be addressed is scalability of the displayed results. At present the system works based on the small-scale mock data, which displays small number of results. The system needs to be tested with real data in the further versions INVISQUE in order to see how the system will behave and if the issues will continue. The system has not been rigorously evaluated by the users, which at the current state of art would jeopardize their experience and understanding of the ways INVISQUE operates as some of the features are not fully functional. In addition, the results obtained from such evaluation would not necessarily provide a true value for already stated reasons. The next step will involve using ‘design briefing’ evaluations that will ensure that important design issues and the functionality of the INVISQUE are considered. A further design aim is to involve users in the system’s evaluation where they would review its strengths and weaknesses. However, this can happen only when the system’s features are fully implemented. ACKNOWLEDGMENT
The work reported in this paper was funded by two grants from JISC: UBiRD Grant Ref. No. CSSERSAZ/SERV ENHANCE; and INVISQUE through the Rapid Innovation programme Grant Ref. No. IEDEVC19. REFERENCES 1. Ahlberg, C., Shneiderman, B. (1994a). "Visual information seeking: Tight coupling of dynamic query filters with startified displays." Pp. 313-321 in Human Factors in Computing Systems: ACM ,New York. 2. Ahlberg, C., Shneiderman, B. (1994b). AlphaSlider: A compact and rapid selector. Paper presented at the Human Factors in Computing Systems. 3. Card, S.K., Mackinlay, J.D., and Shneiderman, B. (Eds.) Readings in Information Visualization: Using Vision to Think, pp. 1-34, Morgan Kaufmann Publishers, San Francisco, Califomia, 1999. 4. Chen, C. (1999). Information Visualisation and Virtual Environments. London: Springer-Verlag London. 5. Chen, C., Cribbin, T., Kulijis, J., Macredie, R. (2002). Footprints of information foragers: Behaviour semantics of
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Design qualities for Whole Body Interaction – Learning from Golf, Skateboarding and BodyBugging Jakob Tholander Mobile Life Centre, Stockholm University Forum 100, 136 40 Kista, Sweden jakobth@dsv.su.se
Carolina Johansson Mobile Life Centre, SICS Box 1263, 164 29 Kista, Sweden lina@sics.se aesthetic interaction [23] and whole-body interaction in consecutive workshops at CHI [6, 7]. In such interactions, the bodily action itself is focused upon, not only as a means to efficiently perform something, but as a means and as part of the experience itself. As often in sports and aesthetic performances and many Wii- and dancing games, the playful bodily actions are joyful to perform in themselves and not only carried out for the purpose of performing actions in the game [12]. Movement-based activities, such as dance and artistic performance, have also opened up new and creative spaces in design methodology. Body and movement are being viewed as creative materials in design, for instance in Hummels et al’s notion of move-to-getmoved to engage in movement based design [10], Djajadiningrat et al perspectives for bodily engagement in tangible interaction [5], Loke & Robertsons making strange method for defamiliarizing designers with their preconceptions about movement [14], and Schiphorst’s use of first-person methodologies such as experience modelling [17]. Frameworks such as Fogtmann et al’s kinesthetic interaction [9], and Larssens’ the feel dimension [13] have contributed with perspectives on interaction for an increased sensitivity to aspects such as kinaesthethics and haptics in designing technology for body and movement. There are the numerous explorations of technology that illustrate new ways of increasing bodily involvement in interaction, such as Fagerberg, Ståhl and Höök’s eMoto pen for bodily emotional expression [8], or Zigelbaum et al BodyBeats for dance-based music creation [23].
ABSTRACT
What is it that is makes swinging a club to hit a ball so captivating and fun that people spend their whole lives perfecting that one movement? In this paper we present how we, rather than to invent something off-line in a lab, have returned to the real world to get inspiration and studied full body movement activities with non-digital artefacts that have track records of ensnaring and hooking practitioners for a life time, golf and skateboarding. We have also looked at a new interactive movement device called the BodyBug. We explore how the skilled use of the artefacts puts people in contact with and let them experience the world in an essentially new way. We identify and present 8 design qualities for Whole Body Interaction, based on people’s performances in these activities. The interdependency between user, artefact and physical environment was a primary driving forces behind rich, sustained and graceful interaction with the artefacts. Keywords
Movement, body, embodiment, experience, interaction ACM Classification Keywords
H5.m Information interfaces and presentation GENERAL TERMS
Design and Human Factors INTRODUCTION
Performing different kinds of bodily movements is central to interaction with technology and has naturally been a part of HCI research for a long time [3]. In most cases, the movements designed for have had functional or cognitive purposes, such as clicking a button to confirm an action or dragging and dropping an object on the screen. More recently however, experiential aspects of bodily engaging interactions have come into focus through notions such as
This growing interest in addressing the body in interaction design has provided important insight into the felt experiences of interaction, but the field is still struggling with understanding human experience in so called wholebody interaction. This raises questions concerning what we actually mean by whole-body interaction and what would it mean to design for experiences that do not reduce humans to only cognitive, only emotional, or only physical beings? How can we design joyful and personally engaging bodily interaction that unfolds in a moment-to-moment process between artefact and user? Our work attempts to shed light on these issues through a study that puts body, world and artefact as one integrated system at centre stage, and by focusing on how these aspects together contribute in shaping people’s experiences and meaning making in
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whole-body interactions. We do so by tapping into an, within HCI, unexplored space of movement- based practices that evolve around the use of specialized artefacts, for instance in sports and music. Many studies outside of HCI have focused upon similar issues [20, 2]. However, we look at our findings through the lens of interaction design and HCI in order to shed light on how aspects of humanartefact interaction could inform and inspire design of interactive technology for movement-based interaction.
carrying out particular actions is Ingold’s wonderfully detailed description of the complexity and multitude of actions involved in sawing a plank [11]. He shows how the whole body, including its relation to the artefact and the involved physical materials, make up a delicate system in the performance of an action. Engaging with these theoretical perspectives in our analysis encouraged us to dig deep into how seemingly small details affect the overall interaction. Furthermore, this has also led us to look at how body, artefact, and world aspects come together in forming the full experience of the participants.
We have investigated two very popular and loved practices with non-digital artefacts: skateboarding and golf, and contrasted practitioners of these practices, to users of the BodyBug, an interactive device designed for movement [16]. Building on earlier analysis [21], and by analysing and contrasting findings from these three setting we have teased out eight interactional qualities that were of critical importance for people’s deep engagement and skilled reflection in these activities. • • • • • • • •
STUDIES OF BUGGERS
GOLFERS,
SKATERS
AND
BODY
STUDY AND METHOD
We selected golf and skateboarding for our studies because they are both activities involving interaction with a nondigital artefact. They also engage people in full body movement, but in quite a different fashion, which gave us a breath in perspective on our research topic. Golf is one of the most widely spread club-and-ball sports and has been played since the 17th century. As a result there is a wellestablished golf culture with a professional language for talking about movements and the technique for hitting different kind of shots. Golf clubs (see a version of a driver in Figure 1) are nowadays made of steel or different kinds of graphite materials and come in many different kinds, specialized for purposes such feel, ease of use, and distance.
Interaction that connects to physical space Counterintuitive interaction Bodily feedback Harmonizing modalities in interaction Open-ended response One size fits all – action not upgrade The devil is in the details Appreciating failure
Skateboarding is in regards to golf a relatively modern and new sport. It started sometime back in the 1950s when surfers bored of having no waves put wheels on wooden boards and started skating empty pools. Skateboarding has a strong culture; some might even say it’s a lifestyle. The skateboard (as seen upside down in Figure 2) is typically a designed wooden or plastic board combined with two trucks connecting the four wheels to the board.
We argue that these can provide designers and researchers with new perspectives and be used to explore new design directions for whole-body and movement based interaction. We are not making an outright comparison between the three activities since golf and skateboarding involves participants in well-established practices, while the users of the BodyBug are beginners of a novel prototype. Instead, we have used the three settings to contrast and provide perspectives in thinking about qualities of movement-based interaction.
The third activity in our study involved a technical device developed for movement-engaging interaction – called the Bodybug [1]. The BodyBug, a tamagotchi-like gadget (seen in Figure 3 with its eyes looking left) is a physical interactive device that climbs on a string and feeds and responds to bodily movements. It interacts with the player by its eyes or screen, making sounds and by moving along the string. An accelerometer senses the user’s movements and a display on the back shows text and illustrations and
ANALYTICAL STARTING POINTS
We take our theoretical and analytical inspirations from phenomenology and pragmatist philosophy typically represented by Merleau-Ponty [15] and Dewey [4]. Merleau-Ponty laid out the foundations for a body-centred view on perception and experience, and how these are phenomena the gets constructed through peoples’ active engagement with the world around us, rather than through an outside stimulation of impressions on to our perceptual apparatus. In a related fashion, Dewey, emphasized the holistic character of human experiences as something that cannot meaningfully be broken down into discrete events in a separation of body from mind. Maxime Sheets-Johnstone [19] further builds on Merleau-Ponty’s phenomenology, emphasizing the non-separability of thinking from action by developing the notion of thinking in movement. Other similar work but with emphasis on the role of artefacts for
Figure 1. Golf club (a driver) positioned to hit a golf ball. Photo: kulicki http://www.flickr.com/photos/wkulicki/ 4010582747/
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and interviews. Apart from the theoretical starting points for our analysis, our interpretations of the participants’ activities and movements have also been grounded in our own bodily experiences, taking an empathic stance in developing our understanding [22]. Rather than presenting results from the three settings separately, we mix examples from one or more of the activities to in order to highlight similarities, differences and common themes. MOVING BODIES - MOVING ARTEFACTS
Figure 2. A skateboard. Foto by: ���� http://www.flickr.com/photos/dancingpapa 2007/3674686610/
The first topic that golfers and skateboarders brought up when talking about their activities was the sheer joy they experienced from performing their activities. Skaters expressed the importance of the physical surroundings, as well as the social aspects of skateboarding together with friends either outside or indoors. When asked why they liked skateboarding, because it’s such a great community spirit, such a great crowd. We cheer each other on and another echoed; fun, because one has so many friends, and all have the same interest. Similarly, golfers highlighted the role of nature and being out in the open when asked what was so great about golf, it’s a feeling of happiness, in a way. Being out in the often magnificent nature, to get to move and meet really nice people. Another golfer said, it’s partly the outdoor experience, to be outdoors, in nature.
has buttons for navigating games. The studies were performed in the settings where the activity ordinarily takes place - on the golfing grounds, in a skateboarding hall, and a dance hall - with an open-ended approach trying to capture the central aspects of bodyartefact-movement relationships. We observed and video filmed participants, trying not to interfere with the session’s natural course. Semi-structured interviews were conducted after the activity, focusing on the participants' experiences and own explanations about body and movement, including issues of balance, rhythm, and fluency as well as their relationship to the artefacts used for their activity. In both skateboarding and golf an educational setting was chosen, as this ensured similar structure of the respective sessions, and were ordinary golf or skating session. The golfers and skaters were differently skilled - from novice to very experienced.
There are of course many reasons to this but one of particular relevance regards how people in golf and skateboarding get to experience the world in a way that is very specific to those activities. The artifacts that they meet the world through, transform how they sense and experience the physical space around them. A handrail is not only a handrail for the skater; rather, in interaction with the skateboard the handrail becomes an object that structures the specific actions it takes to perform a trick. This led us to start exploring the particular ways that golf clubs and skateboards allow people to experience the world in new ways.
At the skateboarding hall high school students were having their twice-a-week skating classes. The students were practicing for four hours with a teacher present in the hall. About 15 skaters participated at each of the two occasions. Golf was studied at the practicing facilities of a golf club where we attended five different private lessons in which a teacher was working with one or two golfers during 30-60 min periods. For studying the BodyBug we invited six participants to a dance studio. We decided to have them join the hour long session led by the researchers in pairs, as this would allow us to keep focus on each participant while still giving them the possibility of interacting with each other while playing. An initial 5-10 min introduction was followed by 30 min of the participants interacting with the BodyBug through five of the games.
Connecting to and sensing physical space
So one important aspect of the experiences of skaters and golfers regards how their practices and artefacts allow them to become connected to the physical environment, and the importance of that connection for accomplishing the actions that make the activities joyful, such as challenging tricks with the board or advanced golf shots. One of the skaters talked about her view of the physical space through what she called surfaces such as slopes, ramps and rails and how skateboarding was largely about being able to feel these in successfully riding the board and carrying out tricks. She said, one has to feel where you go, how you go, how the bends are and so on [..] the surfaces [..] you feel it if you go in the bends. See Figure 4 for skaters typical examples of managing and sensing the different physical spaces of a skateboarding hall.
Our analysis has involved a detailed analysis of video clips
One of the ways that this feeling occurs is via the actual physical connection between the skater and physical space mediated by the skateboard. Sensing physical properties of the environment such as slopes, edges, and bumps is
Figure 3. The body bug.
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Counter-intuitive actions in physical space
Helena, a skater, said, for example, if you go in a bend. If you go upwards then you can’t lean upwards. Most people do that in the beginning but then the board goes away. You have to find this system of balance, how you should lean or how you should push. She here points to another aspect of what it means to do bodily performances in physical space. Riding the skateboard in a smooth fashion that works along with the shifting conditions of the physical space may often have to be conducted in way that initially feels counterintuitive.
Figure 4. Skating on various physical surfaces.
primarily achieved via the properties of the skateboard and how these allow the skaters to sense the behaviour of the skateboard and its reactions to properties of the surfaces. There are many facets to this interaction which is often expressed in the small nuances that the skaters bring up when talking about their experiences. For instance, one of the boys gave us a lengthy explanation of how new shoes had to be wore down before they allowed him to get the exact feel that he was searching for. When they are new they are hard, and down here (points to inside of sole) then it feels edgy and you feel away from the board.
To keep good balance and nice flow you need to lean away from the ramp towards the ground (as demonstrated in Figure 5 by Mike skating up a steep ramp) – which initially feels counterintuitive for most people since it counteracts your body’s sense of avoiding to fall. The ability to assess and experience the pull of gravity, and centripetal and centrifugal forces, in order to effectively adjust their bodily position is thus a necessary skill in skateboarding. Similarly to many of the counterintuitive actions of the skaters, golfers also spent time on trying to learn to perform physical actions that were not in line with what they felt were natural. They talked about having to learn to trust a movement to be correct even though it was experienced as awkward and counterintuitive to begin with. For instance, when they had brought the club all the way back in their swing, they were instructed to start their downswings not with their arms but with their hips, which is not what might be expected when trying to perform an action with an artefact that you hold in your hands. See Figure 6 where Sara’s hips are turned right in the first photo and in the second they are facing straight forward, while having still only completed ¼ of the swing.
But just as important as physically sensing the surfaces, is the skaters’ ability to ‘read’ the physical environment using their eyes and ears. This is not achieved only through the immediate contact with the board, but also through other means of experiencing the environment. Attentive looking and listening reveals properties of space that is not revealed through physically sensing the board. They pay attention to how the noises change when riding over different surfaces and how the differences between concrete, asphalt, wood and steel necessitates adjustments in body positions. Perceptual modalities such as hearing and vision make up a large part in achieving the delicate moment-to-moment configurations of their bodies with respect to skateboard, the surface, and the surrounding space, that is necessary for performing a particular trick or just riding down the street.
To develop a feel for and interpret how the physical circumstances affect their performances, the golfers spent time practicing, and were instructed on, how to carry out the actions required to hit the ball from up, down or side slopes and from different surfaces such as thick grass or packed sand. In Figure 7 the instructor is showing with her body the importance of being aware of the direction of the slope and to develop a way to adjust the position of the body accordingly by leaning with the slope.
Another aspect of how skaters orient to physical space was their close attention to the activity of peers in the surrounding activity. Even though there was little explicit communication on how to manage the activity, they constantly observed fellow riders and wordlessly interweaved with one another, skating between other riders’ paths in a graceful manner and never crashing into each other although many skaters were sharing the same surface. In a similar fashion, we could also see how the golfers paid attention to how to adjust their actions to the properties of the physical space, for instance, by being sensitive to the feeling in the hands from a bad shot, or the ‘non-feeling’ in the body of a good shot. Just like the skaters, it is through the interaction with the artefact and through the activity as a whole that the golfers were put in touch with the physical world. These gave them opportunities to feel and reflect on their movements, and interpret the outcomes of their shots.
Figure 5. Illustrating the role of being aware of and adjusting body position to the slope of the ground.
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Figure 6. Sara practicing on how to start her downswing by a drive from her hips.
Figure 7. Illustrating the role of being aware of and adjusting body position to the slope of the ground.
Thereby learning to feel through, and being sensitive to, how the movement of the artefact will be affected by the particular circumstance provided by the physical environment.
This sensitivity to nuances and tiny details in body position, body movement, and material circumstances in both skateboarding and golf illustrates how these aspects cannot be seen in isolation from one another. They must be understood as integrated facets of a constantly changing relationship between body, artefact and physical space in the making and unfolding of experience. Engaging in these activities is about attending to this as an integrated system, and not about specific manipulation of an artefact. The artefact itself provides a response that is given meaning by the user’s skilled moment-to-moment interpretation and bodily reconfigurations.
Fine-tuning of bodily action
Sabina, a 17-year old student, who had been skateboarding only three times as part of a school project, described to us what she was looking for when observing some of her much more experienced friends riding their boards, I am trying to see how they twist the board and how they place their feet. It’s like they switch position of the feet from having been standing like this. Then, when they make half the trick only one foot end up on the board. Considering the limited time she had been skateboarding it was impressing to hear how she attended the fine details in the footwork of her friends and the impact this had on the tricks they were performing. In further looking at our data, we decided to look closer at the role played by such small details for how the interactions unfolded.
Immersive interaction with the BodyBug
Among BodyBug users, interaction and movement was also often engaged, sustained and graceful with user, artefact, and physical surroundings working as complimentary aspects in the interaction. In such cases they engaged in a continuous interaction with a focus on movement and with response from the BodyBug integrated with those actions. For instance, in one of the games Melinda (harmoniously jumping with the Bug in Figure 9) was quite soon able to jump together with the BodyBug in a fashion that retained a particular rhythm, so that the feedback from the BodyBug guided her in the interaction. She was also able to repair and get back to the rhythm when the flow of interaction was lost. She pointed out, at first I was just jumping without knowing, but then it started to feel like there was a rhythm there, that one was supposed to hit the beats … and if you did that, you did better. [..] If you lost the rhythm you kind of had to catch up with it.
Similarly to Sabina, a 17 year-old boy who were commenting on one of his friends, emphasised the delicate nuances in the relationship between body and skateboard, and how very subtle bodily movements had a significant and often critical influence on the movement and control of the board: the tiniest things is about body movement, turning the shoulders with the board, how you stand, the placement of the feet, everything. He illustrated this by pointing out the importance of the four screws on top of the board and how he used these to orient and position his feet on the board (see the four screws visible on the board in front of the shoe in first photo of Figure 8). In a similar fashion the golfers paid a great deal of attention to different aspects of body posture and how hands, wrists and arms were used and positioned for different kinds of shots. For instance, during one of the classes we observed the instructor and student spent significant time and effort on adjusting the position of the right thumb on the grip of the club (see second photo in Figure 8 where the instructor is bending in close to adjust the grip by millimetres). Throughout this interaction the thumb was repositioned less than a centimetre in total. This seems like a minor detail but was experienced by the student as having significant consequences for the performance of the overall swing.
Figure 8. Fine tuning the positioning of the feet according to the screws on the board, and adjusting the position of the thumb when gripping the golf club.
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However, like all interaction, the flow might get interrupted and users need ways of gracefully repairing and reestablishing the interaction. What we repeatedly observed was that such processes of repair tended to be problematic in interaction with the BodyBug, as the participants’ focus ended up almost exclusively on the instructions on the screen of the BodyBug or on its eyes (see Figure 10 of Lars paying close attention to the screen of the BodyBug). This made it difficult for the participants to connect to, stay aware of, and attune themselves to the shifting conditions of the surrounding physical and social space. Johanna said, because I’m very guided by this [pointing at the BodyBug] it follows that one doesn’t really have an eye on the room in general. We observed how they were close to bumping into each other and thus not being aware of one another, nor of the physical space around them, as expressed, it feels a bit… inside. That one is in one’s own sphere.
Figure 9. Melinda finding the rhythm when jumping with the BodyBug.
Jenny talks about her repeated attempts in searching for responses that could guide her in interpreting her movements in relation to the BodyBug and her trying to find cues that she could use as a guide towards a correct movement. This figuring the bug out, as discussed later in the paper, was partly done at the cost of actually engaging in the movement itself with the responses as resources. Critical to successful use of the BodyBug for Jenny, was to be able to build a meaningful whole of the different responses, and to integrate that in the moment-to-moment process of moving around with the artefact.
While this immersed the player in their own sphere of focused and intimate interaction it also made interactions problematic. There was a lack of interactional resources for the users to take the necessary actions to connect to and continuously respond to the shifting conditions and properties of the surrounding space. In particular it seemed like the possibility of moving together with the BodyBug became difficult when users’ vision got preoccupied with information from the screen, since their vision was also required for attending to other aspects of the interaction.
In a similar fashion Paulina said, it was a little bit difficult to understand when I did right or wrong because I couldn’t look at the display when spinning around. Given the very small screen and the domination of the visual aspects of the interaction it became problematic to continue moving with the BodyBug. Even though other participants paid more attention to the audio cues, they also described how the visual form of communication drove attention away from the audio at several occasions. In performing a jumping game one woman admitted to sneaking a peak at the display even though she was also listening to the audio feedback for the rhythm to jump in. This was one source of the frustration they expressed over that the feedback did not match what they felt was actually a correct move.
Visual dominance in Bodybug interaction
The BodyBug has four modes of communicating: through audio by different noises and tunes, visually by text on the small display or direction cues from the eyes, and through moving on the string it is attached to. As discussed above most participants used the visual feedback as the primary way of attending to the responses of the Bug. The responses provided by the BodyBug are derived from a pre-defined ideal pattern such as a specific rhythm, a direction, or a pace of the movement. The feedback to the user thereby depend upon if their action match that pattern or not. Most of the users experienced difficulties in interpreting the feedback and adjusting their movement in order to converge towards the ideal movement. This was especially difficult for fast-paced moment-to-moment nonverbalized movements.
In contrast, in skateboarding, the importance of being able to use vision for several purposes was emphasized. For instance, one of the boys commented on when his friends were playing a game where the participant challenges each other to do different tricks. He told us, when you come towards a hurdle, like an edge, you have to look up and down, first between your feet, and then you go on feel and
Jenny, a dancer highly skilled in movement but without much experience with novel technologies, illustrates some of the issues she experienced when moving with the BodyBug. I stared myself blind at it because I didn’t realize how to push because I thought that it had something to do with how I treated the ball. [..]. It felt like I did what I thought and then I probably did too much movement and then it felt like I wasn’t in control. It felt like I had outsmarted it [..] but I don’t know, or if I did right or wrong [..].
Figure 10. Trying to interpret visual feedback from the BodyBug
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look where you go. Here, vision was used to coordinate the body with respect to the board and physical space. Feedback to the body
Apart from the specific feedback given by the artefact, there is another strong additional response in golf and skateboarding that deeply influences the users’ action: bodily feedback. After hitting the ball with the club there is nothing in the club itself that indicates the outcome of the shot. The golfer cannot look at the club to see if it indicates ‘correct shot’ or ‘wrong direction’. Neither does it audibly say ‘great” or ‘bad’. Rather, to arrive at their own subjective outcome of the shot, golfers combine a series of different feedbacks. The golfer of course watches where the ball goes, hopefully in the desired direction. Then there is also the sound from the club hitting the ball, as one golfer explained that by listening to the sound you can hear if it was a clean hit or a less good one (‘clink’ vs. ‘clonk’). The golfer also gets a bodily response from the club. When hitting a bad shot the golfer feels it in the hands, with vibrations travelling up the wrist, past the elbow, and felt all the way up in the shoulder. By hitting a good shot, there was what one golfer called ‘the non-feeling’, when you make a good shot, then it doesn’t feel anything at all. [..] It is free of strain.
Figure 11. Skilled skateboarder controlling the skateboard in a trick on the ramp (left) vs beginner trying to find the balance on a flat surface (right)
shape, kind of wheels, as well as in golf clubs that come with different shafts, materials, and club head design. However, the primary means for increasing the difficulty or the complexity of experiencing these artefacts comes from the ways people are able to use them in different situations and for different purposes, such as doing tricks on rails in skateboarding or hitting a shot with a particular trajectory and spin on the ball in golf. It does not come from a development of the artefact as such. Rather, increasing skill comes from the users engaged moment-to-moment finetuning of balance, posture and ability to perform physical movements in interplay with the artefact and the surrounding space. In this manner the artefacts can be seen as of the ‘one size fits all’-type where skilled action, rather than upgraded artefacts, make more complex usage possible The very same artefact is thus enjoyed by both novice and expert and the development of expertise involves discovering how the qualities of the artefacts can be used and appreciated for different kinds of movement.
Similarly a skater gets a strong bodily feedback when for example landing on the board after a jump. A skater might land with the board tilted or with only one foot on the board making it hard to stay in balance. Even when landing with two feet on the board, seemingly perfect for a spectator, the skater may feel that the balance was not perfect or that the feet were not correctly placed on the board. These are strong bodily responses, but responses that can only be interpreted by the skater.
Such skill development involves an appreciation of failure of their actions and a feeling of getting closer and closer to achieving one’s goal and becoming more skilled. In golf and skateboarding, there is a strong appreciation in ‘almost making it’. Skills of bodily awareness does not here come out only as a general skill but is closely tied to the specific practices of each particular activity.
In golf and skateboarding the response of movement with the artifact comes out of how the action is applied to the physical world and how the user interprets and experiences the response of the action. Right or wrong therefore depends on the aim and the circumstances. A key aspect of such process is that there is openness in the response that allows for wide range of possible interpretations, similar to Sengers’ & Gaver’s notion of staying open to interpretation in design [18].
Artefact-focused interaction
Like we discussed above, we often saw how users of the BodyBug got immersed in a focused interaction that they expressed as being joyful and stimulating, as seen in Figure 12 with Jenny moving gracefully with the BodyBug. One important source of this kind of interaction is in the character of the feedback of the BodyBug. It contributed to producing what we call an artefact-focused interaction. In such interaction, the users let go of what happened in the world around them in favour for a deep engagement with the artefact itself.
Response for skill development
In golf and skateboard, the very same artefact, provide possibilities for performing and appreciating both quite simple and highly advanced actions, no matter whether it is a first-time user of a skateboard or someone highly skilled in doing advanced tricks (see Figure 11 for both skilled and novice use of the same type of board). A complete beginner and a pro like Tony Hawk more or less skates on the same board, with the same basic properties, no additions are made such as extra wheels or similar. Similarly, in golf, both expert and novice use basically the same club, nothing new like an extra handle is introduced when you reach handicap 10. Of course there are many significant differences in the qualities of a skateboard, such as size,
This artefact-focused interaction yielded another specific interaction quality, which was not present in the interaction with the golf club or skateboard, namely the feeling that the Bug was alive. This notion of interacting with a living thing was expressed by Jenny, it feels like it’s a friend sort of, that gives love and sound and stuff, it’s like a small guy. The BodyBug became the Buddy-Bug as the participants
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ascribed some kind of aliveness to the BodyBug, to a larger extent than people commonly do to other technical devices, such as a PC or a mobile phone. It feels like it’s a buddy, sort of, that gives love and sound and stuff and there is this little figure there. They spoke about trying to please it, wondering whether it liked their movements or not and trying to figure out what it was thinking. It felt very unpredictable, it was very hard to anticipate what it would think of my movements - one participant said when asked if he were in control. The artefact was something the participants communicated with during their movements, often using a language that would suggest it as something alive: It said bravo on the display and it sounded happy. It said pling-e-ling and was feeling good.
Figure 12. Jenny gracefully dancing with the BodyBug.
the body weight with respect to the centre of the board. However, such aspects rarely came into focus when the users talked about their movements. Rather, movement was the focus of the activity, not the artefact itself. In the kind of interaction that golfers and skaters engaged in, they were movement- and body-focused, while still continuously being bodily engaged with and staying connected to the social, material and physical circumstances they interacted in. In such use the artefacts allow the participants to be continuously engaged in an activity and in an interaction that does not shield them from the material, physical, and social environment in which they act. The artefact supports them in making such aspects an integrated part of their experience. As we have shown here, a key aspect of such interaction regards the possibilities to physically manipulate and sense the artefact and how different perceptual modalities enable such a process.
The fact that the BodyBug was experienced as an object with some kind of agency, contributed to the considerable attention paid and time invested from the participants in trying to figure out its behaviour, as described earlier by Jenny, for me it required a lot of brain capacity to try to figure out and understand this little thing. However, trying to figure out the BodyBug reached beyond its mere functional properties and the Bug was seen as an object with capacity to act on its own, with some sort of selfagency, I tried to figure out how it thinks. This intellectual aspect of the Bug was also mentioned when asking one participant what made the Bug exciting, that it was a new thing, trying to understand how it works, therein making the BodyBug more intellectually engaging than a non-digital artefact, with exciting dimensions to the interaction with the artefact itself and not only the activity it mediated.
DESIGN INSPIRATIONS INTERACTION
FOR
MOVEMENT-BASED
We would now like to take a step back from our findings and discuss how they can be made relevant in the design of whole-body experiences and movement based interaction. We acknowledge the difficulties in taking these understandings of bodily practices such as golf and skateboarding, and transforming them into design relevant knowledge. We are instead using our findings to formulate a number of potentially inspiring design qualities that can expand the design space for bodily engaging and movement-based interaction. These may be used in practical design work as well as for looking at and analysing whole-body and movement-based interaction.
The notion of the BodyBug being alive seemed to be one essential factor in what motivated movement with the Bug. BodyBuggers talked about the purpose of their movements to please the BodyBug, in order to get points in the game, not for their own personal satisfaction of experiencing a flowing movement. As one player expressed her control over her movements, I exaggerated the movements, I did too much. Other participants expressed their beliefs that they had also done too much movement, I felt like I tried to make it happy, which again shows that participants’ often moved to please the BodyBug rather than themselves. In this immersion the participants moved to please the bug the bodily engagement, the artefact and the physical space were separated rather than integrated aspects of the interaction. It was experienced as an interaction in which the feedback evaluated whether a movement was right or wrong, without leaving room for the users’ personal and subjective interpretation. It became difficult for the user to continuously move together with the artefact in a fashion that could unfold in a moment-to-moment fashion.
In all three activities that we have looked at, the artefacts that they revolve around provide potentially exciting possibilities for people to engage with and experience the world in ways that would not be possible without the artefact. The skilled use of the artefacts is what makes the activity possible, and in a sense redefines what the environment in which they use these mean to them. In the kind of interaction that golfers and skaters engaged in, they were movement- and body-focused. They were continuously engaged with bodily movements while at the same time staying connected to the social, material and physical circumstances they were interacting in. In quite a contrary fashion, interaction with the BodyBug was artefact-focused. Such use of the artefacts engaged them in an immersive and personal interaction engagement with the artefact with a focus on their relationship with the device as such.
Movement focused interaction
In the movement-focused interaction of golf and skateboarding things were quite the opposite. Obviously, they perform their actions for a particular purpose and to get the artefact to behave in a certain manner, such as to get the club shaft to lean in specific direction or to reposition
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Since, we are particularly interested in movement-based interaction we would like to emphasise some fundamental aspects of our findings. The first aspect regards the possibility for users to get and stay connected to the physical environment and how artefacts can support them in sensing and interacting with aspects of the physical world, and thereby enable them to construct a new set of meaning of objects in their physical environment. The second regards the role played by complementary perceptual modalities for user’s to engage in a moment-to-moment fine-tuning of bodily action with respect to physical space by engaging different perceptual modalities in the process. The third regards the role of the open-ended character of the feedback that artefacts provide to movement, and how this allows users to by themselves interpret and reflect on the meaning of the response they are getting. This supports a movement-focused interaction with possibilities for a deep connectedness between our bodies and the physical world.
5.
Based on this we have outlined the following eight interactional qualities for whole-body movement-based interaction. 1.
2.
3.
4.
6.
Interaction that connects to physical space Allow users to experience engaged interaction with the physical environment. This regards how to support users to continuously connect to, and experience their physical surrounding in a moment-to-moment fashion. Such interaction involves possibilities for users to adapt their actions to the responses of the artefact, in interplay with the physical surrounding at each particular moment of the interaction. Artefacts that engage users in such a process need to provide resources that allow them to gracefully repair breakdowns for the dynamics of engaged movement to continuously unfold. Counterintuitive interaction: Explore counterintuitiveness as an interaction resource for bodily experience and movement. Counter-intuitive movement may be a compelling means for a rich, sustainable and evolving interaction, building a challenging complexity in the interaction for the user to learn to master. Bodily feedback: Explore the feedback provided by the body itself from different kinds of movements in space. Bodily feedback is fundamental to how we experience the world, and must thereby be viewed as essential for design of bodily interaction. It may work as an inspirational source of personal and subjective experiences as well as allowing for openness in the interpretation of the action performed. Harmonizing modalities in interaction: Explore how different perceptual modalities allow users to connect and integrate their bodies, artefacts and the physical environment in interaction. Designing for perceptual
7.
8.
modalities to be used in a complimentary fashion facilitates a continuous attention on the activity and fine-tuning of bodily action. Overly dominant use of one modality may block the user from the surrounding world. Instead, users must be given possibilities to use the same perceptual modality for different actions. Open-ended response: Explore user feedback to movement that open up for individual interpretation. Such feedback aims for experiences shaped by how artefacts are applied to the physical world and the possibilities for a rich array of interpretations. Openended responses to movement invite the users’ to a rich range of possible interpretations of their engagement with the artefact and the world. ‘Outcome’ of an activity is not to be determined by the output of the system, but by users’ subjective interpretation of their actions in the world. One size fits all: Explore how to design for the principle of one size fits all. This regards how skill in action and complexity in movement, rather than additional properties or upgrades of the artefact itself, is what makes increasingly advanced actions possible. Such skill development evolves from the complexity of the actions of the users, rather than differences in properties of the artefacts themselves. This allows users to grow together with their artefacts, and engage with movement-based artefacts in a way that can be increasingly developed and mastered over time. The devil is in the details. Explore minute aspects of interaction and how these can be included and have impact on in the overall performance of the activity. Allow for small changes in handling the artefact to significantly influence the result and the outcome of the action. Subtle interaction may produce a skill-based complexity that gives the user a pride in mastering. Appreciating failure: Explore how to allow interaction with the artefact to be appreciated also when a user does not fully succeed in their intended action. This involves an appreciation of failure of actions, a feeling of getting closer and closer to achieving one’s goal, becoming more skilled, and the strong enjoyment experienced in ‘almost making it’.
REFLECTIONS – DESIGNING WHOLE-BODY MOVEMENT-BASED INTERACTION WITH ARTEFACTS
The interdependency between user, artefact and physical environment was one of the primary driving forces behind the rich, sustained and graceful interaction that we saw in golf and skateboarding, and in successful uses of the BodyBug. Through the interaction qualities that we propose, we hope to contribute to a perspective on interaction that can inspire researchers and designers to
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explore technology that contribute to a deep connectedness between the whole human being and the physical world in which we live and act. The qualities obviously relate to ideas formulated in other contexts and for other purposes but here we specifically situate them in the context of whole-body interaction. We would also like to emphasise the importance played by our theoretical engagement with phenomenological perspectives in analysing our findings and formulating the design qualities. Through the perspectives of Ingold [11] and Sheets-Jonstone [19] we have been able to view interaction as a process that happens in and through movement in a dynamic, evolving, nondiscrete process. In such a process, there is no separation of thinking from action and expression. In such view on human action, sensing the world and acting in it, do not belong to two separate domains, but are part of the same experiential world.
potential in interaction design. OZCHI´08, (2008), 89-96. 10. Hummels, C., Overbeeke, K.C., & Klooster, S. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction. Personal Ubiquitous Comput. 11, 8 (2007), 677-690. 11. Ingold, T. Walking the plank: meditations on a process of skill. In J. R. Dakers (ed), Defining technological literacy: towards an epistemological framework. Palgrave Macmillan, NY, 2006, 65-80. 12. Isbister, K. & Höök, K. Supple interfaces: designing and evaluating for richer human connections and experiences. Ext Abs CHI'07, (2007), 2853-2856. 13. Larssen, A.T., Robertson, T., & Edwards, J. The feel dimension of technology interaction: exploring tangibles through movement and touch. TEI’07, (2007), 271-278.
CURRENT AND FUTURE WORK
Current work involves investigating how to apply the qualities presented in this paper in practical design for whole-body movement interaction. We have for example been looking at how to use these in different contexts such designing for rich and long-period lasting interactions, for interactions in fast pacing surrounding, and to design for interaction that brings together the digital realm and movement in the physical world in novel ways.
14. Loke, L. & Robertson, T. Inventing and devising movement in the design of movement-based interactive systems. OZCHI’08, (2008), 81-88. 15. Merleau-Ponty, M. Phenomenology of Perception. Taylor & Francis Ltd, 2002. 16. Moen, J. From hand-held to body-worn: embodied experiences of the design and use of a wearable movement-based interaction concept. TEI’07, (2007), 251-258.
ACKNOWLEDGMENTS
We would like to thank all participants in the studies and Kristina Höök for valuable feedback on earlier drafts.
17. Schiphorst, T. soft(n): toward a somaesthetics of touch. Ext. Abs. CHI’09, (2009), 2427-2438.
REFERENCES
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BodyBug by Movintofun, www.bodybug.se
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Borden, I. Skateboarding, space, and the city. Architecture and the body. Berg, Oxford Publ, 2001.
18. Sengers, P. & Gaver, B. Staying open to interpretation: engaging multiple meanings in design and evaluation. DIS’06, (2006), 99-108. 19. Sheets-Johnstone, M. The Corporeal Turn: An Interdisciplinary Reader. Imprint Academic, Exeter. UK., 2009.
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Djajadiningrat, T., Matthews, B. & Stienstra, M. Easy doesn't do it: skill and expression in tangible aesthetics. Personal Ubiquitous Comput. 11, 8 (2007), 657-676.
21. Tholander, J. and Johansson, C. Body, Boards, Clubs and Bugs: A study on bodily engaging artifacts. CHI ‘10. (2010), 4045-4050.
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England, D., Hornecker, E., Roast, C., Romero, P., Fergus, P., & Marshall, P. Whole body interaction. CHI '09 ACM (2009), 4815-4818.
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England, D., Sheridan, J.G. & Crane, B. Whole Body Interaction 2010. CHI’10 (2010), 4465-4468
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22. Wright, P. & McCarthy, J. Empathy and experience in HCI. CHI’08, (2008), 637-646. 23. Wright, P., Wallace, J., & McCarthy, J. Aesthetics and experience-centered design. ACM Trans. Comput.-Hum. Interact. 15, 4 (2008), 1-21. 24. Zigelbaum, J., Millner, A., Desai, B., & Ishii, H. BodyBeats: whole-body, musical interfaces for children. Ext. Abs. CHI '06, (2006), 1595-1600.
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A Case Study: The Impact of Using Location-Based Services with a Behaviour-Disordered Child Lisa Thomas Pam Briggs Linda Little PaCT Lab PaCT Lab PaCT Lab Department of Psychology p.briggs@northumbria.ac.uk l.little@northumbria.ac.uk Northumbria University lisa.thomas@northumbria.ac.uk
ABSTRACT
INTRODUCTION
In this paper we explore technologies that help parents locate their children. Parents regularly use mobile phones to stay in touch with their children, but recent developments in location-based tracking allow parents to assess the location of their child directly. Such location-based services offer new assurances, but also bring new privacy challenges. In order to explore these, we conducted a case study focussing on the way in which a family has used location-based technologies to keep track of a child with Aspergers Syndrome and Attention Deficit Hyperactivity Disorder. This novel research shows that Location-Based Services, although usually applied to lone-worker situations, can be effectively applied to other user groups. The parents of the child were interviewed at length, and the interview was analysed using qualitative methods. The findings are discussed and considered against a current predictive model of LBS use.
Parental Monitoring
An essential part of being a parent involves knowing where your child is, what they are doing and who they are with. The monitoring of children by their parents has been promoted as a way of reducing the probability of behaviours such as alcohol and drug use, risky sexual behaviour and delinquency [11]. Stattin and Kerr [11] propose children are monitored in three distinct ways: child disclosure (the child will volunteer information), parental solicitation (parents ask their children for information), and parental control (imposing rules and boundaries on the child). However, their research suggests that information gained by parents most often comes from child disclosure; what the child tells them, not from parental monitoring. With the advent of mobile phones, it has become easier for parents to be aware of their child’s location; they call them and ask where they are. Yet this instant communication tool is not always used as it was designed. In one study of mobile phone use in the Czech Republic, teenagers spoke of deception or ambiguity when receiving unwanted calls from their parents, saying their phone battery had run out, they had no signal, or had no credit [13]. Research has also shown that a greater frequency of parental calls leads to less adolescent truthfulness [14], suggesting that parents should establish norms of expected behaviour which could enhance the parent-adolescent relationship. This reiterates the findings of [11] who argue that more information will be gained when the child is allowed to initiate communication.
Author Keywords
Location-Based Services, Parental Monitoring, Assistive Technology. ACM Classification Keywords
H.1.2 [Models and Principles]: User/Machine Systems Human factors. H.5.2 [Information Interfaces and Presentation]: User Interfaces - User-Centred Design. J.4. [Social and Behavioural Sciences]: Psychology. K.4.2 [Computers and Society]: Social Issues- Assistive Technologies for Persons with Disabilities.
Monitoring and Technology
Technology is now used as a trusted tool to ensure child safety. For example, parents now use mobile phones more often to communicate with their children, although effective rules of engagement may not be firmly established. Technology has also been suggested for the monitoring of young children using Location Based Services [9]. Location Based Services (LBS) are defined as “services that take into account the geographic position of an entity” [6]. Marmasse
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and Schmandt [9] developed a prototype to create a ‘virtual leash’ for a young child. This use of a mobile phone, with a Global Positioning System built in, allows a parent to specify where their child is allowed to roam. If the child goes further than the prescribed ‘zone’, an alarm will alert both parent and child until a more appropriate distance is achieved.
Similarly, relatively few studies of LBS have considered social and family contexts, and those that exist are predominantly focused upon a parents need to understand where their child might be [5]. In this paper, we explore the potential use of LBS in a family setting, where pressures on the family arise because of a son’s psychological disorder (Aspergers Syndrome and Attention Deficit Hyperactivity Disorder).
Assistive Technology Aspergers and ADHD
The research discussed highlights how technology can help parents to monitor their children’s location. This type of technology would be especially useful for parents of children with varying cognitive or social deficits. Recently there has been an improved understanding of the ways in which technologies might bring some improvement into the lives of those with psychological disorders. For example, [2] emphasise the benefits of collaboration between HCI and medical professionals. Working collaboratively a 3D computer game was developed to aid communication between adolescents with mental health problems and their therapists.
ADHD is a disorder characterized by atypically high levels of hyperactive/ impulsive behaviour and inattention [4]. Individuals displaying six or more of these symptoms for six months or longer are identified as i) ADHD, combined type if both symptoms of hyperactivity/impulsivity and inattention are present ii) ADHD, predominantly inattentive if only symptoms of inattention are present, or iii) ADHD, hyperactive/impulsive if only high levels of hyperactivity/impulsivity are present. The different stages of ADHD and their disruptive potential are described in Figure 1.
Carmien, et al [1] have shown technologies can facilitate the execution of everyday activities for people with psychological disorders. Typically travel, transport and navigation can generate problems for behaviourally challenged individuals. Looking at ways to improve navigational skills on public transport systems, [1] suggested a navigational assistant to aid way finding. Their prototype GPS ‘Personal Travel Assistant’ was designed to be a synchronised prompting device, enabling the user to navigate and use transport without external aid. Work by [3] explicitly looked at the uses of technology for adolescents with a cognitive disability. Assistive technology is used to describe ‘a technological device or software that has been designed to assist people with disabilities’. However, [3] points out that not all assistive technology is successfully adopted. Speaking to families with a cognitively disabled child, issues raised were related to the suitability of the technology and whether it matched individual needs. Technology was desirable if it was portable, easy to use, and had ease of upgrade. Parents often struggled to understand the technology, whereas the children became expert users. In one example, the child worked out how to erase settings on their communication device, requiring their teacher to reconfigure it all over again. In particular, independence was found to develop for some children but not all. Using mobile phones to contact their parents when they went out alone reassured the children, and subsequently the frequency of contact decreased.
Figure 1: Impact of ADHD at different stages, adapted from Kewley [8]
The Diagnostic and Statistical Manual [4] criteria for Asperger syndrome, also called Asperger disorder, include: impairment in social interaction; restrictive, repetitive and stereotyped patterns of behaviour, interests and activities and significant impairment in social, occupational, or other important areas of functioning. Adolescents with Asperger Syndrome have been identified as a subgroup in particular need of support as these young adults frequently experience low self-esteem, and have to deal with a range of health concerns that include depression and anxiety [12]. Both ADHD and Aspergers have different symptoms, however the social and family impact on the individual with these psychological disorders are of most relevance in this case study. This study investigates the impact on the family these psychological disorders have, and how the use of LBS affects their daily lives.
These research findings [3] emphasize the independence that technology could provide. Despite many kinds of technologies being tested, LBS have not been specified as a tool to help people with a psychological disorder.
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A Research Model
We must recognise that those factors said to predict LBS uptake in general may not be relevant to the uptake of LBS under the somewhat unusual family circumstances that we describe – i.e. this model may have only limited relevance to the use of LBS to monitor a teenager with ADHD and Aspergers. However, there have been no other research frameworks that address the way that Location Based Services can help families in general, and such challenged families in particular. It is not the purpose of this research to test the model directly by predicting intentions to use LBS, but nonetheless, we will assess the extent to which this model is supported by the findings of this particular case study.
Although there are no existing research frameworks that might help us understand the key issues involved in using LBS in the context of a behaviourally disordered child, there is, nevertheless, a research model (Junglas & Spitzmüller [7]) that highlights factors predictive of intention to use LBS. This model is outlined in Figure 2.
METHOD Participants
Participants were two adult parents (1 male, 1 female) of a 16-year-old male with ADHD and Aspergers Syndrome. There was also a younger teenage son within the household, but he was not involved in the trial, and had no behavioural problems. Also present were two employees of the Digital Challenge Programme, a partnership of public, private and community sector organisations linked with Sunderland City Council, UK. These employees were present in order to gain a more in depth understanding of how their intervention had helped. The family had been using the LBS system, provided by local company TrackaPhone, for approximately 4 months.
Figure 2. Research model from Junglas & Spitzmüller [7]
This model aims to predict what factors will influence the uptake of LBS: •
Technology Characteristics are categorised into location-tracking and location-aware. Location-aware services can enable the user to benefit from their surroundings, as the LBS device has knowledge of its own location. Location-tracking services provide information to an entity other than the user. It is location-tracking which is assessed in this case study.
•
Task Characteristics at the time of LBS usage may affect the way individuals perceive a tracking system.
•
It is hypothesized that personality type will affect usagemore conscientious individuals will be likely to use LBS, individuals scoring highly on neuroticism may be more likely to distrust LBS systems, and individuals more open to experiences are likely to have fewer LBS concerns [7].
•
Four privacy items are identified relating to information exchange: collection of personal information, unauthorized secondary use of personal information, errors in personal information, and improper access to personal information [10].
•
Perceptions of Usefulness are said to increase after initial usage of LBS [6]. Usefulness is also influenced by beliefs about privacy.
•
Research into trust has divided the concept into three categories: Benevolence, Ability and Integrity. Benevolence reflects the service provider’s positive image as viewed from a consumer’s perspective. Ability refers to perceived competence. Integrity refers to an organizations adherence to rules.
•
Risk has been proposed as ‘inseparably intertwined’ with trust issues, and is therefore hypothesized to be a direct antecedent of intentions to use LBS [7].
Materials
The parents and child were each given a BlackBerry™ on which the TrackaPhone software was linked. The BlackBerry™ was theirs to keep and use during the trial. An example of the TrackaPhone location system on the BlackBerry 8800 can be seen in Figure 3. The Blackberry™ was enabled to allow the user to make and receive phone calls as normal. This equipment was offered to the family for as long as they wished to use it. At the time of interview, there were no plans to return it to the vendor. Software
The TrackaPhone ‘People Locator’ system was set up throughout the trial on the Blackberry™. This system enables a person to locate an individual instantly using cell ID. The system also included ‘Alert Client’ (see Figure 3). Alert Client enables panic buttons and escalation procedures to be used via the TrackaPhone platform. A red alert display indicates the person is in danger. This system allowed the parents to be alerted to these alarms if triggered by their child. This aspect of the TrackaPhone software differs greatly from commercially available services such as Google Latitude, which have no alarm system or inherent safety features.
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Theme
Codes relating to the themes
Navigation
Notion of zones, Way finding, Routine, Being Lost
Anxiety
Deception, Stress, Parental Concern, Money
Well-being
Reassurance, Trust, Safety, Privacy Vs. Safety
Personality
Distraction, Behaviour Without Medication, Getting In Trouble, Communication
Personal Development
Confidence, Encouraging Independence, Increased Boundaries, Helping Others
The parents were briefed and told this was an exploratory case-study to investigate attitudes and experiences of using location-based services within the family. An unstructured interview was carried out at a neutral location for all parties, and took two hours. Participants were allowed to talk at length, and prompted where necessary. The interview was tape-recorded with permission from the family. The interview was then transcribed verbatim.
Freedom
Child’s Freedom, Parent’s Freedom
Technology Adoption
Respect, Usability, Reciprocal Tracking
RESULTS
Navigation
The transcript was read, re-read and coded using theoretical thematic analysis. Coding was partly driven by the preconceived areas of interest based on the model, but was not restricted to them. Codes were then organised into themes. To aid the coding and theme organisation, NVivo qualitative software was used. Thematic analysis produced a number of key themes from initial coding. These are discussed below and summarised in Table 1. (‘M’ beside a quote refers to the mother, and ‘F’ for the father respectively). The pseudonym of ‘Steve’ has been used to refer to the teenage son.
Most overtly, the family emphasised problems with their son’s navigational skills, causing him to frequently get lost. They talked of driving round in the car looking for him, before they had the aid of LBS. The parents talked of the Blackberry enabling them to pinpoint where their son was, which saved time searching for him. Previously this frequent habit of getting lost impacted on the places the family allowed their son to go to, resulting in a restricted routine for him. Before using LBS, Steve’s routine mirrored that of his brother’s, who he used to copy to ensure he got home safely. The family discussed problems with their son not coming home when he should, but since the implementation of LBS they described how he was developing his own psychological as well as physical ‘safety zones’ in which he could travel without fear. The LBS system encouraged him to take notice of where he was, and knowingly plan where to go himself:
Figure 3. A BlackBerry 8800 displaying a typical location map (left), and an example of the Alert Client: ‘Red Alert, Amber Alert, Delay Amber, Cancel Alert’ (right). Procedure
Table 1. Main themes and individual codes.
F: “He’s starting to plan his routes, that’s what he’s doing. M: He’s planning ahead, whereas normally we have to plan ahead for him” Planning routes was previously extremely difficult for Steve. Therefore utilizing this technology, designed to provide exact location information both to the user and the ‘tracker’, helped Steve overcome some of his previous problems. He was said to be able to self-manage, in part by
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sticking to routines. The LBS system, in this case, provided both location-aware and location-tracking services that parents and child found useful. For Steve, LBS was used to pinpoint his own location. His parents used it to track him and navigate their route towards him if lost.
M: “I had to reassure him, but he felt safe knowing that I’d find him. He didn’t have to explain, he just said ‘I’m with...’ such and such, at Hollycarside” The use of the system also seemed to slowly build up a new kind of trust between parent and child. Steve’s parents discussed how they used to accuse him of things because they had no way of knowing where he had been. Steve also learned when he needed to take his BlackBerry out and when he could leave it at home:
Anxiety
Prior to the introduction of the LBS system, the parents experienced immense stress at times when their son went missing. They described this as a constant worry, with stress reactions in the mother including vomiting, weightloss, and a reluctance to leave the house:
M: “But he still has kick offs and major disruptions, that’s Steve, but with the Blackberry he’s like, I think it’s a trust. He’s learning to go that far and be trusted and he’s more relaxed when he comes back. He’s thinking well I’m able to do it. And it’s not a constant battle against each other”
M: “With me vomiting all the time and the stress and everything, I was losing the weight and I wouldn’t leave the house for him because I knew he’d come back either by the police, or I’d have to look for him”
This development of more independent thinking was prominent throughout the interview. Both parents said the technology made them feel safe. Further to the safety of their son, Steve’s parents talked about potential applications for the technology to ensure safety in wider society:
Any change in Steve’s routine was likely to trigger such stress reactions and the parents gave examples that included anxiety over a change in school and feelings of apprehension about their child going to college. These stressful reactions were not eased by Steve, himself, being deceptive. His parents said he often lied or withheld the truth about where he was going, although introduction of the tracking system meant that he was readily discovered: for example, Steve’s mother discovered he had avoided a swimming lesson when she observed he had taken his Blackberry out with him:
F: “If you were to offer this to people and say well listen you can have Trackaphone but it’s gonna cost you £1.50 a week, for a child, you’d have millions of people would take it” Safety was viewed as being of more value than privacy in the case of children. There was no mention of location information getting into the wrong hands, which is often cited as a concern in the literature. The parents explained that they were not worried where their son was at every minute of the day, but would use the system occasionally at their discretion to maintain a level of safety:
M: “I think that’s why I did have that instinct. I thought he’s taken his swimming trunks and a towel, and he never takes his tracker. I was sitting in the garden and thought ‘I’ll just check where he is”
F: “The thing about privacy really is, it’s not like we’re sitting at home in front of a computer and we track every move he makes. We look at it occasionally, it’s like ‘right, I wonder where he is’. That’s it”
Understanding Steve’s routines, his mother realised he was not where he was supposed to be. Use of the LBS system simply confirmed this suspicion.
Steve’s father believed that if PINs or passwords were put in place, the LBS system could benefit other families with at risk children. He also mentioned a number of high profile murder and abduction cases, which in his opinion, could have been avoided if parents were offered the opportunity to use this type of technology. Interestingly the family agreed however, that the usefulness of the system would eventually be outweighed by a need for privacy, and at the age of 18 their son would not be using the system. In relation to their other son, the family described how they had suggested he borrow his brother’s LBS system when he went out. Despite him being younger, he was said to be more streetwise and private:
As a by-product, the introduction of the LBS system caused Steve to be more truthful, or rather, convinced him that deception was pointless, i.e. he realised he couldn’t effectively deceive his parents about where he was going. This helped alleviate parental anxiety (although didn’t remove it completely). However we know that deceptive behaviours are commonly found in teenagers [13] and so it is worth noting here a set of complex issues about (i) the extent to which technologies can highlight deceptive behaviours and (ii) whether such deceptive behaviours should be suppressed or supported. Well-Being
M: “I said ‘you can take your brothers Trackaphone out with you if you’re going out’. He said ‘you’ve got no right tracking me, it’s up to me where I am’. And he’s got a point”
The LBS system provided reassurance, for both the parents but also for their son. They noted that Steve often worried they would not be able to find him. They were reassured knowing where Steve was, but they could also reassure him that they could find him wherever he was:
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This type of anxiety about privacy does not relate to the kind highlighted in the LBS model. In the model privacy is related to information disclosure and the potential for information loss. The concern of this family was the privacy violations their son may feel whilst being located by them.
M: “With this [Blackberry] I haven’t got to be there 24/7. He’s started doing everything his self. He’s starting to think for his self a little bit better instead of me reminding him constantly” The family talked of Steve pushing boundaries and expanding his social network. This change in behaviour still carried an amount of risk, and his parents hinted that they occasionally worried and would check his location. However in general the risks associated with giving Steve more freedom was outweighed by the benefits of his personal development. This development was linked with trust; his parents acknowledged that he needed to be trusted to go out and come back on his own. The LBS system also enabled Steve to adapt his behaviour. He was said to become more observant and aware of his own surroundings. He also learned how to deviate from pre-existing routines to suit his plans. An amount of this growing trust and independence was to prepare for Steve going to college. His parents wanted him to be self sufficient and able to cope travelling alone. Steve not only accomplished this with use of the LBS system, but also became an aid for other students travelling to school.
Personality
Becoming distracted emerged as a major problem for Steve, as he would get lost after following somebody or something. Going for a walk or getting on a bus was described as challenging. His disorder also caused problems with simple tasks such as brushing his teeth or putting shoes on. However, with the use of LBS Steve was said to think for himself more. This independent thinking and increase in responsibility affected his medication dosage. Steve’s parents felt the future was uncertain, but that the LBS system had certainly helped: F: “Yeah, the medication’s slowly going out the window as in he’s not on it as much, whereas before we would have to make sure he took it to concentrate” With the development of initiative and the realisation that his parents were giving him more freedom, the technology was said to help communication between parent and child. The ‘intercom’ feature on the BlackBerry enabled Steve’s parents’ instant verification of his whereabouts. This act of affirmation was also reciprocated by Steve:
Freedom
Despite constraining Steve’s use of deception (see above), the use of the LBS system brought new freedoms, both for Steve and his parents. They said Steve was getting more of a social life, he was allowed out more during school holidays, and spent more time with his friends and wider family. What became evident was the freedom that the technology also offered his parents. The reduction in worry meant that his parents could go out together. There was a sense of re-learning how to spend time together and also develop as individuals:
M: “He went ‘I’ve missed the number 3 bus, I’ll be back home in about 45 minutes’ but it wasn’t even past his time, I didn’t even expect him home. But he must have just panicked and thought ‘I’ll phone me mam’” The LBS system also had an Alert Client (see Figure 3.) that was used two or three times to signal that Steve was in trouble. Steve could use this if he felt intimidated or bullied, but the family also explained its potential for use in absolving Steve of blame: they noted that his disability meant that he could be falsely accused of misconduct. The LBS technology allowed them to keep a three month history of his movements.
M: “We’ve started to do things together, whereas before it used to have to be separate, one of us went out, one of us stayed in. And I’m going on courses now which I couldn’t before because I wouldn’t leave him [her husband] with all of it” Technology adoption
Personal Development
The technology was adopted well by the family, and only minor issues arose in relation to usability. In a pressured situation, Steve’s mother described how she reverted to old methods of communication before they had the LBS system:
During Steve’s use of the LBS system, his parents reported that he developed a noticeable growing confidence: M: “But I mean his confidence, he’s gone into a normal teenage lad that he should have been when he was 12 or 13. I’ve got two teenagers”
M: “There has been one time when he’s [Steve] pressed the alert button, and I’ve panicked and phoned his mobile. And that’s my quickest way. Because by the time I’ve remembered my pin and put the pin in (the blackberry) I panic, as a mother does, I just panic”
His parents also talked of Steve feeling empowered when he had the LBS system. This confidence naturally led him to become more independent. With this independence he was able to go out alone without fear, use public transport, and visit friends:
Steve was said to have taken to the technology well, and
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often guided his parents in how to use the BlackBerry. One result of his technological ability resulted in Steve tracking his parents when they went out. This gave peace of mind to both parent and child in order for them to leave him at home without worry. Such reciprocal use of tracking technologies is particularly interesting in the way it can alleviate power imbalance and helps to address some of the privacy concerns naturally thrown up by LBS technologies. Unsurprisingly, Steve’s parents expressed the view that privacy concerns were less important than safety concerns – but reciprocity in the use of LBS to track both parent and child meant that loss of privacy worked both ways.
offers little in understanding the ways in which an LBS system may be perceived as useful. We interpret ‘perceived usefulness’ in a very liberal sense – in the current study, not only did the LBS system prove useful in enabling Steve’s parents to locate him instantly (the initial aim of the system), but it also succeeded in a more fundamental goal: that of giving both parent and child more freedom. In this family context, then, the system proved useful to the parents, who were able to socialize with friends and go out more and to the child, who gained in confidence and who was able to spend more time away from home. In other words, the use of the LBS system led to a significant growth in personal development and improved well-being for all family members. Such significant added value is not something usually associated with an assessment of the ‘usefulness’ of an LBS system, yet, within the wider context of assistive technology, outcomes such as dignity, enhanced independence and wellbeing are often important development goals. In this sense, too, it is worth noting that one of the classic aims of those working within an ‘assistive technology’ paradigm is to use technology to overcome the limitations of the human mind and body [1] thereby releasing the individual from the constraints of impaired functioning. We have only just touched upon the capacity for LBS technologies to do this in the context of a behavioural disorder, while we acknowledge that such ‘freedom from limitation’ is absent in the bulk of the LBS literature and is certainly not one of the classic interpretations of ‘usefulness’.
Steve was said to have demonstrated a respect for the technology, understanding that it was the reason he was being trusted and given more freedom and showing sense in sharing it with others: M: “He doesn’t take it to show it off to his friends or anything, or text in front of them. He has taken it out when he’s needed it. Phoned his emergencies, then put it back in his pocket. Cos you’d get some kids ‘oh I’ve got a new phone’. He’s not like that with it. He knows it’s his independence” ANALYSIS AND DISCUSSION
This study raised some important insights into how LBS might be introduced into the lives of families where there are children with psychological disorders, but perhaps the first thing we should note is that, understandably, the themes that emerge in this study are rather different from those that dominate the existing LBS literature.
FUTURE WORK
The case study presented here raises interesting questions about the value of LBS services in different contexts. Away from the workplace, the introduction of LBS can prompt fundamental changes in respect of autonomy and freedom, personal responsibility and growth, peace of mind and psychological wellbeing. Following on from this study, our planned investigations of LBS in the wider context will include a study to assess the potential costs and benefits of LBS use in a group of older adults. We are currently in discussion with a group of people, mostly in their eighties, who are available to trial a similar LBS system. This work is part of an ongoing three year PhD project that has the aim of improving our understanding of successful and unsuccessful LBS use across a range of contexts.
Perhaps the key difference is the emphasis on privacy, which is generally considered one of the key factors in predicting uptake of LBS services and is certainly a major factor in Junglas and Spitzmüller’s model described earlier [7]. Our own findings say relatively little about privacy – but perhaps this is to be expected in a study that places the family at the centre of investigation. Within families in general, and this family in particular, children’s privacy needs can and do conflict with parents’ responsibilities. For our particular family, those parental responsibilities have essentially become burdens, tied to acute anxieties that have since been alleviated by the use of an LBS system. Our parents did recognise the need for a teenage boy to be able to have a private life of his own, but privacy violations were accepted as a reasonable price to pay for peace of mind. On reflection, then, while privacy management is probably one of the first things to get right in a workplace LBS system, it may not be of paramount concern in the design of a family based system, where the parent will assert their right to protect their own child as their prime concern.
CONCLUSION
We have presented a case-study that describes the introduction of LBS technology into the life of a family with a very challenging child. This case is not typical of other LBS contexts of use found in the research literature. Yet our study reveals a remarkable success story for LBS in terms of improving the quality of life, wellbeing and confidence for family members. We see this rather ‘extreme’ case study as instructive in three important ways:
Existing LBS work, and particularly the most complete current model [7] also places significant emphasis upon the ‘perceived usefulness’ of a system. However, the model
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firstly, it allows us to redraw the parameters for uptake of LBS, moving research away from workplace models; secondly, it allows us to question the conditions under which LBS might be successfully employed, particularly in terms of privacy requirements; and thirdly it allows us to redefine the goals of LBS, expressed not simply in terms of ‘useful’ or not, but in terms of more fundamental human values: freedom, wellbeing, independence and personal growth.
Behaviour: A Conceptual and Empirical Formulation. Clinical Child and Family Psychology Review. 1, 1, (1998), 61-75. 6. Junglas, I. On the usefulness and ease of use of locationbased services: insights into the information system innovator's dilemma. International Journal of Mobile Communications 5, 4, (2007), 389-408. 7. Junglas, I. and Spitzmüller, C. A research model for studying privacy concerns pertaining to location-based services. Proceedings of the Annual Hawaii International Conference on System Sciences (2005), 1530-1605.
ACKNOWLEDGMENTS
We thank TrackaPhone, Ray Sherrington from the Digital Challenge Programme, Sunderland City Council, and the family involved in this case study. This research was funded by an ESRC CASE award.
8. Kewley, G.D. Attention deficit hyperactivity disorder: Recognition, reality and resolution. David Fulton Publishers, UK, 1999. 9. Marmasse, N. and C. Schmandt. Safe & Sound: a Wireless Leash. Ext. Abstracts CHI 2003, ACM Press (2003), 726 – 727.
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1. Carmien, S., Dawe, M., Fischer, G., Gorman, A., Kintsch, A., and Sullivan, J. Socio-technical environments supporting people with cognitive disabilities using public transportation. ACM Transactions on Computer-Human Interaction. 12, 2 (2005), 233-262.
11. Stattin, H. and M. Kerr. Parental Monitoring: A Reinterpretation. Child Development 71, 4, (2000), 10721085.
2. Coyle, D., and Doherty, G. (2009). Clinical evaluations and collaborative design: developing new technologies for mental healthcare interventions. Proc. CHI 2009, ACM Press (2009), 2051-2060.
12. Stoddart, K. Adolescents with Asperger Syndrome: Three Case Studies of Individual and Family Therapy. Autism, 3, 3 (1999), 255-271.
3. Dawe, M. Desperately seeking simplicity: how young adults with cognitive disabilities and their families adopt assistive technologies. Proc. CHI 2006, ACM Press (2006), 1143 - 1152.
13. Vykoukalová, Z. Adolescent Mobile Communication: Transformation of Communication Patterns of Generation SMS? Journal of Psychosocial Research on Cyberspace, 1, 1, (2007), Article 4.
4. Diagnostic and statistical manual of mental disorders: DSM-IV. 4th Ed. Washington DC. American Psychiatric Association, 1994.
14. Weisskirch, R. Parenting by Cell Phone: Parental Monitoring of Adolescents and Family Relations. Journal of Youth and Adolescence 38, 8, (2009), 1123-1139.
5. Dishion, T. J. and R. J. McMahon. Parental Monitoring and the Prevention of Child and Adolescent Problem
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Eyes-free Text Entry with Error Correction on Touchscreen Mobile Devices Hussain Tinwala Dept. of Computer Science and Engineering York University 4700 Keele St. Toronto, Ontario, Canada M3J 1P3 hussain@cse.yorku.ca
I. Scott MacKenzie Dept. of Computer Science and Engineering York University 4700 Keele St. Toronto, Ontario, Canada M3J 1P3 mack@cse.yorku.ca social interaction in the physical world. One simple example is the coordination of face-to-face meetings using text messaging. Although initially designed for voice calls, mobile phones are now used for text messaging, multimedia sharing, email, web connectivity, media capture and playback, GPS mapping, and so on.
ABSTRACT We present an eyes-free text entry method for mobile touchscreen devices. Input progresses by inking Graffiti strokes using a finger on a touchscreen. The system includes a word-level error correction algorithm. Auditory and tactile feedback guide eyes-free entry using speech and non-speech sounds, and by vibrations. In a study with 12 participants, three different feedback modes were tested. Entry speed, accuracy, and algorithm performance were compared between the three feedback modes. An overall entry speed of 10.0 wpm was found with a maximum rate of 21.5 wpm using a feedback mode that required a recognized stroke at the beginning of each word. Text was entered with an overall accuracy of 95.7%. The error correction algorithm performed well: 14.9% of entered text was corrected on average, representing a 70.3% decrease in errors compared to no algorithm. Where multiple candidates appeared, the intended word was 1st or 2nd in the list 94.2% of the time.
Recently, there is an increased use of touch sensitive technologies on mobile phones. Consumer products employing such interactions were initially limited and unsuccessful, with early products requiring pixel-point accuracy and stylus input. Such accuracy is difficult in mobile contexts. The shift from stylus to finger input changed the landscape and increased user adoption – the Apple iPhone is a classic example. Following the iPhone’s release in June 2007, many competing products emerged such as Nokia’s 5230, HTC’s Touch HD, LG’s Prada, and RIM’s BlackBerry Storm. Text input on mobile devices varies considerably. Most devices employ either physical, button-based input or touch-based input using soft controls. Common buttonbased techniques include the 12-key keypad or a miniQWERTY keyboard. Because the keys are physical, users feel the location of buttons and eventually develop motor memory of the device. This facilitates eyes-free operation. Eyes-free use is important since mobile interaction often involves a secondary task, such as walking or shopping.
Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces – input devices and strategies (e.g., mouse, touchscreen) General Terms Performance, Design, Experimentation, Human Factors Keywords Eyes-free, text entry, touchscreen, finger input, gestural input, Graffiti, auditory display, error correction, mobile computing.
Text input on touch systems typically uses a soft keyboard or gesture recognition. Without physical buttons, tactile feedback is absent, however. This limits the user’s ability to engage the kinesthetic and proprioceptive senses during interaction, and imposes an increased need to visually attend to the device. The effect is particularly troublesome if the user is engaged in a secondary task. Consequently, the high visual demand of touch input compromises the “mobile” in “mobile phone”.
INTRODUCTION Mobile phones are an integral part of modern day communication, enhancing both information exchange and Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
In the following section, we briefly describe our original prototype. This is followed with a review of related work on automatic error correction. A redesign of the original prototype is then described followed by details of a user study to test the prototype.
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input accuracy, necessitating more corrective strokes.1 The results of the initial evaluation were promising; however, areas of improvement were apparent. One deficiency was the lack of system-assisted error correction. In this paper, we present an improved version of the system. One of the main features is an algorithm for automatic error correction.
OVERVIEW OF THE ORIGINAL PROTOTYPE In earlier work, we presented a gesture-based text entry interface using Graffiti (an example of Unistrokes [5]) for eyes-free input on a touchscreen device [16]. The system provided visual feedback but eyes-free entry was also possible using auditory and tactile stimuli. The system described here includes several improvements (described later).
ERROR CORRECTION Error correction methods use algorithms for approximate or exact text matching [e.g., 1, 7, 12, 13, 15, 17]. Three temporal points of error identification and correction in text entry are error prevention, automatic error correction, and user-initiated spell checking. The following sections review error correction techniques based on this categorization.
To enter text, users draw strokes on the display surface using a finger. Digitized ink follows the user’s finger until it is raised. At the end of a stroke, the application analyses the stroke shape to identify the intended character. A recognized character is complemented with speech feedback: the letter is spoken. Upon word completion, a SPACE is inserted and the word is appended to the message (see Figure 1). If a stroke is unrecognized, the user is alerted with a short pulse of vibration from the built-in actuator.
Error Prevention
At first, it seems paradoxical to consider correcting an error before it is committed. The idea is error prevention, rather than error correction. MacKenzie et al. proposed LetterWise, where a prefix determines the most likely character(s) to follow [10]. Some systems deal with errors in the prefix as well, but we discuss these in the next section. With fixed vocabularies, prefix-based methods provide an efficient means to prevent user errors before they occur. An example is the entry of street and city names on a GPS device. As the prefix length increases, the list of names narrows. Once the list is small enough, it is displayed to the user as options. In a similar vein, Hoffman et al. presented a hardwarebased solution called TypeRight [6]. Based on a prefix sequence, a dictionary, and grammar rules, the keyboard decreases errors by dynamically increasing the tactile resistance of less likely keys. Error correction rates were decreased by 46%. Automatic Error Correction
Automatic Whiteout++ corrects common errors during entry, such as hitting a neighboring key, character substitution, or transposition (“the” instead of “teh”) [3]. When tested on data from previous mini-QWERTY keyboard experiments, the system corrected 32% of the errors automatically. Instead of using a dictionary, the algorithm detects errors based on keypress timings and letter (di-graph) frequencies.
Figure 1. Text entry interface for eyes-free input. The stroke map is enhanced for clarity. The Graffiti alphabet is overlaid on the screen to promote learning. In related work, the strokes were displayed away from the interface [9, 18], thus demanding visual attention at a separate location from the interface. This could potentially affect throughput. The stroke alphabet was display-only; so, the entire display surface was available as the drawing surface.
Kristensson and Zhai proposed an error correction technique using geometric pattern matching [8]. For example, entering “the” on a QWERTY keyboard forms a spatial pattern. With their method, it is possible to enter “the” even if the user actually enters “rjw”, because the patterns are geometrically similar. Pattern recognition was performed at the word level, when SPACE was entered. Overall, their system had a success rate of 83%.
An evaluation with 12 participants comparing eyes-on and eyes-free modes found an overall entry speed of 7.3 wpm (7.0 wpm eyes-on and 7.6 wpm eyes-free). A higher KSPC (keystrokes per character) was observed in the eyes-free mode, suggesting that the lack of visual feedback decreases
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The “K” for keystrokes in KSPC applies to any primitive action, including stylus or finger strokes.
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Some input techniques make corrections when the prefix is erroneous or when a delimiter appears at the end of a word. The default error correction software on the Apple iPhone uses both these methods. The approach is to analyze the prefix in the input stream for each word. If the prefix is erroneous, while neighboring keys of the prefix yield a valid dictionary word, the valid word is presented as a suggestion. At the same time, the system learns and reorders the dictionary based on the user’s accept/reject selections, thus influencing future suggestions.
insufficient context, etc. These techniques enter a fallback mode where error correction is initiated by the user, and performed by the system in cooperation with the user on a word-by-word basis. For each erroneous word, the user selects from a list of options or provides one. THE REDESIGN PROCESS Issues Found
In the original prototype, the first shortcoming was the speech feedback. Although of good quality, informing the user of every letter via speech was tedious – even for the eyes-free mode. In addition, users invested time confirming each letter after each stroke. This added significantly to the overall text entry time, thus lowering throughput. Furthermore, there was no feedback at the end of a word, making it difficult to determine what word was entered in the eyes-free mode. This increases the potential for the user to forget her position in a phrase.
Other methods are more familiar such as the capitalization and de-capitalization of letters and the reordering of letters (“adn” to “and”). These methods are part of the autocorrect feature found on most word processors. If multiple matches are found for a sequence of characters, the word is marked with a dotted or squiggly red underline. At this point the user can correct a misspelled word, or run a “spell checker” to correct words one by one.
Second, the interaction provided vibrotactile feedback when a stroke was not recognized (unrecognized stroke). The device vibrated to alert the user and allowed for repeated attempts. Users acknowledged this as useful during training, but found it cumbersome and timeconsuming. Because novice users are unaware of the nuances of Graffiti, this led to multiple retries for certain strokes until they were learned. This generated many vibrations and frustrated users.
The Apple Macintosh supports error identification and correction at the operating system level, independent of the application. In addition to the basic techniques, the system uses context and grammar to determine if a correction is needed. For instance, entering “teh byo adn” identifies all three words as errors. Entering “teh byo adn girl” corrects the text to “the boy and girl”. This is an interesting behaviour, since correcting each word individually reveals multiple suggestions. This is a departure from the way many word processors handle spelling errors (i.e., at the word level).
Lastly, the lack of automatic error correction meant that the system did not assist users when entering text. Automatic error correction (“system help”) can potentially improve interaction quality, particularly in the eyes-free mode.
The idea of automatic correction described by Robinson et al. in a U.S. patent comes close to the solution we describe [14]. The patent does not present a concrete system or an evaluation, but articulates the following concept (some details omitted). Receive handwriting input determine a list of word candidates based on the input use frequency indicators to decide which words to present present one or more candidates for user selection.
Speech and Vibrotactile Feedback
From our observations, we decided on a different approach to system feedback. The first enhancement involved shifting the speech feedback from the character-level to the word-level. Users are alerted to the word entered, via speech, when a SPACE is entered (double-tap). Redesigning the interaction can produce new problems, however. For instance, providing word-level feedback suggests removing the character-level vibrotactile feedback for unrecognized strokes. Without the vibrotactile effect, users would be unaware of unrecognized strokes and without character-level speech, users would be unaware of misrecognized strokes.
User-Initiated Spell Checking
As interfaces are increasingly intelligent, the number of applications that identify and correct errors after text entry is decreasing. However, certain applications are still available for dynamic error identification and correction. Many online web applications, such as blogs and site builders, are examples. Usually, they rely on a spell checker run by the user after text entry is complete (postprocessing). However, this is rapidly changing. Web applications are improving in this regard (e.g., Google Wave2). Furthermore, some browsers provide spell checking at the application level.
In the redesigned system, users hear a short, non-speech “click” with each character/stroke received. The click is sounded even if the stroke is unrecognized. Once the word is complete, users double-tap to enter a SPACE. At this point, the system speaks the word entered (subject to the results of the error correction algorithm; see below). Chunking text at the word level allows for fewer interruptions during text entry and alerts users to the last entered word instead of the last entered character. It is anticipated that this will improve the flow of the interaction
Note that error correction techniques often fail. Failures are due to a variety of reasons such as high ambiguity,
2
http://wave.google.com/
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and increase throughput. However, this approach has the potential to produce more errors, since no feedback is provided at the character-level other than the click sound. To handle this, an error correction algorithm was employed.
If “hello” was entered as “he.lo” the algorithm searches for all words that match “he.lo” such that any matching character replaces the period. The result is a single match, “hello”. Any other word with unrecognized characters is dealt with similarly. If the spelling is correct and some of the characters are unrecognized, regular expression matching provides a resilient mechanism for identifying the correct word. However, if there are spelling errors or misrecognized characters, an alternative technique is employed.
Error Correction Algorithm
We designed an algorithm with several goals in mind. The algorithm handles errors that occur when a character is unrecognized, misrecognized, or wrong (i.e., a spelling error). As well, it assists users in finding the right word using a dictionary if multiple candidate words are found.
Minimum String Distance Searching
The minimum string distance (MSD) between two strings is the minimum number of primitives – insertions, deletions, or substitutions – to transform one string into the other. Using this metric, it is possible to detect misrecognized characters and find matching words. Consider the following example where “heggo” is transformed into “hello”:
Handling Stroke Errors
When an unrecognized stroke is encountered, a period is inserted in the text stream. As an example, consider “hello” where the first “l” is unrecognized. There is no interruption to the user. Instead the unrecognized letter is replaced with a period, forming “he.lo”. In essence, the period acts as a marker. The system knows there is a character at the marker position, but it is an unknown character. Auto correct mechanisms do not accommodate situations like this.
heggo <substitute g with l> helgo <substitute g with l> hello <matches ‘hello’ in dictionary>
The above transformation requires two substitute operations to transform “heggo” to “hello”. Hence, MSD is 2. Note that in this algorithm, the focus is on substitution primitives due to the assumption that the word length is correct. Hence, it is possible to narrow the search space drastically and find a viable match.
In the event of a misrecognized stroke (or spelling mistake), no changes are made. The application simply accepts the stroke because, at this point, it is not known if the stroke was misrecognized. For instance, consider again the word “hello”, where the second occurrence of “l” is misrecognized as “i”. In this case, the text is “helio”. Combining the two errors, the text is “he.io”.
However, a problem is determining the bounds of the MSD value, since it is not known how many misrecognized characters exist in the entered text. An MSD value of 1 may find nothing. On the other hand, searching for all words that fit into an MSD value of, say, 1-4 may result in too many inappropriate matches. To handle this, we used data from an earlier experiment to develop a heuristic. The resulting MSD mapping is a function of the word length, as follows:
Although bigram and trigram frequency lists can aid in detecting misrecognized strokes when they occur (i.e., during entry for a word), it is not convenient to use them in an eyes-free setting where there is no visual feedback. The next step is to handle these errors. Once the user finishes a word and double taps to enter a SPACE, the word is spoken provided the character sequence matches a word in the dictionary. If there is no match, the error correction algorithm is invoked. The algorithm works with a dictionary in attempting to correct the error. The dictionary in the prototype was obtained from the British National Corpus [2]. There are 9,000 unique words and frequencies, beginning as follows:
if wordLength is 1-4 use MSD = 1 else if wordLength is 5-6 use MSD <= 2 else if wordLength is 7-8 use MSD <= 3 else // wordLength is > 8 use MSD <= FLOOR(wordLength/2)
the 5776384 of 2789403 and 2421302 ...
For words up to length 4, the algorithm assumes 1 misrecognized or unrecognized character of text. For words that are either 5 or 6 characters long, the algorithm allows for 2 erroneous characters, and so on. For words with length >8, the number of allowable erroneous characters is the floor of half the word length. There is one caveat. In the event no matching words are found, the MSD limit is incremented by one and the search is repeated. This modifies the mapping for words with length less than 9 as follows: 1-4 characters MSD ≤ 2; 5-6 characters MSD ≤ 3; 7-8 characters MSD ≤ 4; 9 or more characters no change.
The error correction algorithm is discussed next. Regular Expression Matching
The first task involves narrowing the search space. It is assumed the user entered the correct length of the word. Based on this, the search is conducted on all words of the same length in the dictionary. So, for the example of “hello”, a search is conducted on all words of length 5. There are about 1200 such words in the test dictionary.
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Combining the Results
feedback modes. These feedback modes are described next, followed by the methodology and results of the experiment.
The final step is to merge the results of the two search operations. The merge operation is done as follows:
listB = words found using MSD matching
FEEDBACK MODES To test the enhancements and correction algorithm, three feedback modes were used.
listC = listA ∪ listB
Immediate
listA = words found using regular expression matching
For the Immediate mode, users receive speech feedback for each character entered. This behavior is the same as in the original prototype with the addition of word-level speech when SPACE is entered. The error correction algorithm is not used in this mode.
is sorted by frequency so that the word with the highest frequency is first. Also, duplicates are eliminated. Table 1 presents sample errors and the suggestions found by the correction algorithm, sorted by frequency.
listC
Search Key [word] hel.o [hello] compu..r [computer] begauze [because] ap.lg [apple] .uitas [guitar] siz..rs [sisters] poeans [oceans] chs..er [chapter]
Matches Found hello, helen, helps computer, composer Because Apply, apple guitar, quotas Sisters, singers poland, romans, oceans chapter, chamber, charter, cheaper, chester
OneLetter
For the OneLetter mode, users must enter a valid first stroke. If the first stroke is unrecognized, the system prevents the user from proceeding and outputs a pulse of vibration. For this mode, the first letter is spoken; the remaining letters produce “click”, irrespective of the outcome of recognition. When a SPACE is entered, the word is spoken if the character sequence is in the dictionary, or the algorithm is invoked if the character sequence is not in the dictionary. The motivation behind this mode is to narrow the search space to improve the probability of finding the correct word.
Table 1. Sample search words and results. The Auditory Display
The error correction algorithm is pivotal for word-level interaction; however, it must smoothly integrate with the interaction. If the word entered is correct (i.e., the character sequence is in the dictionary), the word is accepted. If the character sequence is not in the dictionary, the error correction algorithm is invoked. If the result is a single match (see 3rd example in table above), the word is accepted. In either of these cases, the user is informed of the word through speech feedback. From the user’s perspective, it is not known if an error occurred.
Delayed
For the Delayed mode, there are no restrictions on the user. Each stroke is accompanied with “click” and there is no requirement for a valid first stroke. When a SPACE is entered, the word is spoken if the character sequence is in the dictionary, or the algorithm is invoked otherwise. The search space is larger for this mode (in the event of an error); however, throughput may be higher since the user need not hesitate to confirm entry of the first character.
If the algorithm returns multiple words, the device sounds a two-tone bell and enters a “playback mode” – an auditory display. During this mode, the words in the set are spoken one after the other. Recognition of Graffiti strokes is suspended. Only three strokes are supported during playback: North stroke:
EVALUATING THE INTERACTION Given the above feedback modes, error correction algorithm, and auditory display, an evaluation testing these enhancements was carried out. Our goal is to investigate whether the prototype changes result in improved interaction. We expect that the Delayed mode will enhance text entry by increasing entry rates and decreasing error rates. The OneLetter mode may result in slightly less throughput but better accuracy due to the requirement of a valid first stroke. The Immediate mode was tested as a baseline for comparison against the original interaction method [16].
restart playback
Delete stroke (left swipe): clear word and re-enter Single tap:
accept last played word
Words spoken are separated with 600 ms silence to allow time to accept or reject the last spoken word. Playback is cyclical; the start of each cycle is signaled with the twotone bell. Users can restart playback by drawing a north stroke, discard the word with a delete stroke, or select the word with a single tap. Word selection is confirmed by pronouncing the selected word again.
Participants
Twelve paid volunteer participants (2 female) were recruited from the local university campus. Participants ranged from 18 to 40 years (mean = 26.6, SD = 6.8). All were daily users of computers, reporting 2 to 12 hours usage per day (mean = 6.7, SD = 2.7). Six used a touchscreen phone regularly (“several times a week” or “everyday”). Participants had no prior experience with the
Given the error correction algorithm and the interaction possibilities described above, an experiment was carried out to test eyes-free interaction with three different
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system. Eight participants had tried Graffiti before, but none was an experienced user.
initiated error correction (left swipe) was restricted to the most-recently entered character only. This restriction served as a means to reduce variability across participants.
Apparatus
Participants were asked to proceed “as quickly and accurately as possible” and were allowed to take breaks between phrases and blocks, if desired. Testing lasted 5060 minutes for all three conditions in the experiment. The interaction was two-handed requiring participants to hold the device in one hand while performing text entry with the index finger of the other hand. Participants held the device in their non-dominant hand and entered text with their dominant hand. During testing, the device was under the table and occluded from view to ensure eyes-free entry in all three conditions.
The hardware consisted of an Apple iPhone 3G (firmware: 3.1.2), an Apple MacBook host (2.4 GHz Intel Core 2 Duo with 2 GB of RAM), and a private wireless ad-hoc network (see Figure 2). The host system was used for data collection. The two devices communicated wirelessly, allowing users freedom of movement during the experiment.
Certain characters posed difficulty, such as the letter “G”. For this and other such characters, alternative entry methods were demonstrated. Figure 3 shows two ways of entering “G”. Preliminary tests revealed that entering G as on the left was harder than the alternative – drawing a six. Figure 2. Hardware for experimentation. The host application was developed using Cocoa and Objective C. The development environment was Apple's Xcode. The device application was developed using OpenGL ES and in the same environment as the host application (Xcode). The host application listened for incoming connections from the iPhone. Upon receiving a request and establishing a connection, a set of 500 test phrases [11] was read to prepare for the first trial. Figure 3. Ink trails for two ways of drawing “G”.
The software recorded time stamps for each stroke, word and phrase level data, ink trails of strokes, and other statistics for follow-up analyses. Timing for each phrase began when the display was touched for the first stroke and ended with the insertion of SPACE after the last word.
Design
The experiment was a 3 × 3 within-subjects design. There were two independent variables:
Procedure
Feedback Mode (Immediate, OneLetter, Delayed)
The experiment was performed in a quiet room. Participants adjusted their position on a height-adjustable chair to position the device and their hands under the table.
Block (1, 2, 3). The feedback mode conditions were counterbalanced using a Latin square. Aside from training, the amount of entry was 12 participants × 3 feedback modes × 3 blocks × 4 phrases/block = 432 phrases.
Prior to data collection, participants completed a pre-test questionnaire soliciting demographic data. The experiment began with a training session. This involved entering the alphabet A to Z three times, entering the phrase “the quick brown fox jumps over the lazy dog” twice, and entering one random phrase from the phrase set. The goal was to bring participants up to speed with Graffiti and minimize any learning effects or transfer of skill from prior experience. Training was followed by three blocks of entry for each feedback mode: Immediate, OneLetter, Delayed – all eyes-free. Four consecutive phrases formed one block of text entry. The experimenter explained the task and demonstrated each mode, including the method to enter a SPACE (double tap) and interacting with the auditory display for the OneLetter and Delayed modes. User
RESULTS AND DISCUSSION Several dependent variables were measured through the course of the experiment. Results for the basic metrics of speed and accuracy are presented first. These are followed by additional investigations on the performance of the error correction algorithm and a closer look at the quality of the word suggestions. Entry Speed
The results for entry speed are shown in Figure 4. The overall mean rate was 10.0 wpm. As expected, entry speed increased significantly across blocks (F2,18 = 6.2, p < .05).
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Figure 5. Final error rate (% ) by entry mode and block.
Figure 4. Entry speed (wpm) by entry mode and block.
was expected, none was found. This is partially due to participants not having a direct influence on the error correction algorithm. The algorithm is designed to cater to individual differences, which may have prevented a block effect from emerging.
There was also a significant difference by entry mode (F2,18 = 32.3, p < .0001). The average entry speed for the Immediate mode was 8.34 wpm. Entry speeds were 27% faster for the OneLetter mode, at 10.6 wpm, and 33% faster for the Delayed mode, at 11.1 wpm. A post hoc Scheffé test revealed significant differences between the Immediate-OneLetter and Immediate-Delayed pairings (p < .0001). Overall, these results are quite good. The entry speeds are faster than the 7.6 wpm observed in our earlier experiment [16] and faster than the novice entry rate of 7.0 wpm for Graffiti reported by Fleetwood et al. [4].
A post hoc Scheffé test revealed significant differences between the Immediate-Delayed and OneLetter-Delayed pairings (p < .0001). Variation in final error rate between the Immediate-OneLetter pairing was insignificant, suggesting that the error correction algorithm worked better when the first letter of a word was valid. This is best observed in the differences between OneLetter and Immediate in block 3 of the figure; they are marginal. Table 2 presents examples of the presented phrases and the entered and final text. The variation in the entered and final text gives a sense of the utility of the error correction algorithm.
The maximum entry speed for individual phrases sheds light on the potential of each mode. The OneLetter mode obtained the highest rate at 21.5 wpm, followed by the Delayed mode at 20.8 wpm and Immediate mode at 16.9 wpm. Again, these results are noteworthy, particularly considering there were only about 15 minutes of testing for each mode.
Presented Entered Corrected elephants are afraid of mice e.e.hancs are a.ratd .. m..e elephants are afraid of mice question that must be answered ....tion tha. must be answered question that must be answered the fax machine is broken th. fax machin. is brpken the fax machine is broken three two one zero blast off three .w. .ne zer. b.ast of. three two one zero blast off fall is my favorite season fal. is m. fau.ritg seas.. fall is my favorite season do not walk too quickly d. n.t wa.. too quic.lo do not walk too quickly stability of the nation stadilit. .. the nati.n stability of the nation
The graph also provides “adjusted” text entry rates for the OneLetter and Delayed modes. The adjusted rates remove the time spent in playback mode, pretending as though there was always a single word that matched the participant’s input and so no time was invested in dealing with errors or collisions. For both modes, the improvement is about 10%. Accuracy
The main accuracy measure is error rate computed using the minimum string distance (MSD) between the presented and final text. Since the final text was subject to correction using the error correction algorithm, this measure is called the “final error rate”. See Figure 5. Overall, the final error rates were low at 4.3% (accuracy > 95.0%). The effect of feedback mode on final error rate was significant (F2,18 = 8.2, p < .005). The Delayed mode had the highest rate at 7.0%. This was 2× higher than OneLetter at 3.5% and 2.8× higher than Immediate, at 2.5%. Although a block effect
Error Count 9
5
3
6
7
6
5
Table 2. Sample of presented, entered, and corrected text.
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KSPC Analysis
Similar to the previous experiment [16], KSPC was used to measure the overhead of user error correction on text entry. If entry was perfect, the number of strokes equals the number of characters and KSPC = 1. (Note: double-tap was counted as one stroke.) Results of this analysis are shown in Figure 6. Since the chart uses a baseline of 1 and perfect input has KSPC = 1, the entire magnitude of each bar represents the overhead for unrecognized strokes or for errors that users corrected. Overall, average KSPC was 1.27. KSPC for the Immediate mode was highest at 1.45. OneLetter was 16.6% lower at 1.21, while Delayed was 19.3% lower than Immediate, at 1.17. The trend was consistent and significant between entry modes (F2,18 = 51.8, p < .0001), but not within blocks. A post hoc Scheffé test revealed significant differences between the Immediate-OneLetter and Immediate-Delayed pairings (p < .0001), but not between the OneLetterDelayed pairing. This is expected as the latter two modes are similar and vary only in the requirement of one valid stroke per word. Also, KSPC was the same or decreased from one block to the next in the Immediate and OneLetter modes. For the Delayed mode, KSPC increased, albeit slightly, from the first block to the second. It remained constant from block two to block three. The OneLetter and Delayed modes were intended to decrease user effort. This is clearly reflected in the results.
Figure 7. System help (% ) by mode and block. (Note: The algorithm was not used with Immediate mode.) 4.5 characters, or one word. In the Delayed mode, 15.6% of entered text was corrected. The value was 14.2% for the OneLetter condition. A post hoc Scheffé test revealed no difference for system help between the OneLetter-Delayed pairing. The amount of errors is not small. This is expected as the lack of audio feedback at the character-level in the OneLetter and Delayed modes made it impossible for participants to verify input at the character level. Figure 8 presents one final illustration of how errors were handled. Raw error rate is for the entered text. Corrected error rate is for the final text. The Immediate mode had no automatic error correction so both rates are equal. However, the stark difference in magnitude between the raw and corrected error rates for the other two modes highlights the effect of the algorithm. Overall, error rates decreased by 70.3%. Error correction worked best in the OneLetter mode with a net improvement of 76.7%. The improvement in the Delayed mode was 64.0%. The OneLetter rates are lower overall due to the requirement of a valid first character. This improves the
Figure 6. Keystrokes per character (KSPC) by block and entry mode. System Help
The error correction algorithm aimed to enhance the text entry experience through a robust mechanism to handle text entry errors. Simply put, the burden of correcting errors shifted from the user to the system. “System help” is a metric identifying the percentage of entered text transcribed incorrectly but successfully corrected by the correction algorithm. The results are depicted in Figure 7. The error correction algorithm played an important role in text entry. Overall, the algorithm corrected 14.9% of entered text. For a 30-character phrase, this is equivalent to
Figure 8. Raw and corrected error rates.
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effect of the algorithm, since having the first character correct dramatically narrows the search space and increases the likelihood of finding the intended word. Playback Mode (Auditory Display)
If the error correction algorithm finds multiple matches for a word, the list is produced using the playback mode. Two points of interest here are the size of the lists and the position of the intended word. Candidate List Size
Figure 9 shows the average candidate list size per word by block and feedback mode. The average size overall was 2.43 words. List size for OneLetter averaged 1.89 words. Not requiring a valid stroke for the first character for the Delayed mode resulted in a 56.0% higher list size, at 2.96 words on average. The list size difference between the OneLetter and Delayed modes was significant (p < .05).
Figure 10. W ord position frequency by feedback mode. CONCLUSION We presented an enhanced version of an eyes-free text entry interface for touchscreen devices. Audio feedback was shifted from character-level to word-level, providing speech output at the end of each word. Vibrotactile feedback was used only for the OneLetter mode, which required a recognized stroke at the beginning of each word. The entered text (with the errors) is passed through a dictionary-based error correction algorithm. The algorithm uses regular expression matching and a heuristically determined minimum string distance search to generate a list of candidate words based on the entered word. The list is presented in an auditory display, in the form of a playback mode. In a user study, the overall text entry speed was 10.0 wpm with a maximum rate of 21.5 wpm using a feedback mode that required a recognized stroke at the beginning of each word. Text was entered with an overall accuracy of 95.7%. The error correction algorithm performed well: 14.9% of entered text was corrected on average, representing 70.3% decrease in errors compared to no algorithm. Where multiple candidates appeared, the intended word was 1st or 2nd in the list 94.2% of the time.
Figure 9. Mean list size per word by block . OneLetter fluctuated by small amounts, decreasing in value across blocks. The implication of a shorter list is that more characters in each word are entered correctly, so there is a slight learning effect visible, likely due to the audio feedback for the first character. This reinforced the alphabet and allowed users to learn the nuances when the stroke was unrecognized. The same trend is not visible in the Delayed mode. This is due to the lack of character-level feedback, thus inhibiting any meaningful learning to take place.
As touchscreen phones lack the tactile feel of a physical keyboard, the visual demand on the user is increased. Our research demonstrates that eyes-free text entry is possible on a touchscreen device and with performance that is both reasonably fast and accurate. In a wider context, the text entry method described here can be used in scenarios where users are multitasking and attention is limited. Finally, a contribution of this research is applications in accessible computing for visually impaired users. Although the participants of this research cannot be equated to visually impaired users, their success at entering text eyes-free suggests that the method may serve as an accessible alternative to users with impaired vision. However, determining the extents of this possibility requires further research.
Word Position
Figure 10 deconstructs the position of the desired word in the candidate lists. About 77.0% of the words in OneLetter mode were at position 1. The figure for the Delayed mode is 82.0%. Grouping positions 1 and 2 together, the number is 94.2% (95.3% OneLetter, 93.2% Delayed). This is a promising result and demonstrates that the regular expression matching and MSD searching characteristics of the correction algorithm work well and provide a resilient mechanism for handling unrecognized strokes, misrecognized strokes, and spelling errors.
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Fleetwood, M. D., Byrne, M. D., Centgraf, P., Dudziak, K. Q., Lin, B. and Mogilev, D. (2002). An evaluation of text-entry in Palm OS - Graffiti and the virtual keyboard. Proceedings of the 46th Annual Meeting of the Human Factors and Ergonomics Society – HFES 2002, 617-621. Santa Monica, CA: HFES.
13. Oflazer, K. (1996). Error-tolerant finite-state recognition with applications to morphological analysis and spelling correction. Computational Linguistics, 22, 73-89.
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14. Robinson, A., Bradford, E., Kay, D., Meurs, P. V. and Stephanick, J. (2008). Handwriting and voice input with automatic correction. U.S. Patent 7,319,957 B2, Jan. 15, 2008.
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15. Sinha, R. M. K. (1990). On partitioning a dictionary for visual text recognition. Pattern Recognition, 23, 497-500.
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11. MacKenzie, I. S. and Soukoreff, R. W. (2003). Phrase sets for evaluating text entry techniques. Extended Abstracts of the ACM Conference on Human Factors in Computing Systems – CHI 2003, 754-755. New York: ACM. 12. Navarro, G. and Raffinot, M. Flexible pattern matching in strings: Practical on-line search algorithms for texts and biological sequences. Cambridge University Press, 2002.
16. Tinwala, H., and MacKenzie, I. S. (2009). Eyes-free text entry on a touchscreen phone. Proceedings of the IEEE Toronto International Conference – Science and Technology for Humanity – TIC-STH 2009, 83-89. New York: IEEE.
Horst, B. (1993). A fast algorithm for finding the nearest neighbor of a word in a dictionary. Proceedings of the Second International Conference on Document Analysis and Recognition – ICDAR 1993, 632–637. Tsukuba, Japan: IEEE.
17. Wells, C. J., Evett, L. J., Whitby, P. E. and Whitrow, R. J. (1990). Fast dictionary look-up for contextual word recognition. Pattern Recognition, 23, 501-508.
Kristensson, P.-O. and Zhai, S. (2005). Relaxing stylus typing precision by geometric pattern matching. Proceedings of the ACM Conference on Intelligent User Interfaces – IUI 2005, 151-158. New York: ACM.
18. Wobbrock, J. O., Myers, B. A., Aung, H. H. and LoPresti, E. F. (2004). Text entry from power wheelchairs: EdgeWrite for joysticks and touchpads. Proceedings of the ACM Conference on Computers and Accessibility – ASSETS 2004, 110-117. New York: ACM.
MacKenzie, I. S., Chen, J. and Oniszczak, A. (2006). Unipad: Single-stroke text entry with language-based
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User Experience Evaluation Methods: Current State and Development Needs Arnold P.O.S. Vermeeren1, Effie Lai-Chong Law2, Virpi Roto3, Marianna Obrist4, Jettie Hoonhout5, Kaisa Väänänen-Vainio-Mattila6,3 1
2
Delft University of Technology 2628 CE Delft, the Netherlands a.p.o.s.vermeeren@tudelft.nl
4
ICT&S Center, Univ. of Salzburg 5020 Salzburg, Austria marianna.obrist@sbg.ac.at
5
Philips Research Laboratories 5656 AE Eindhoven, the Netherlands jettie.hoonhout@philips.com
ABSTRACT
Tampere University of technology 33101 Tampere, Finland kaisa.vaananen-vainio-mattila@tut.fi
According to ISO 9241-110:2010 (clause 2.15), user experience is defined as: a person’s perceptions and responses that result from the use and/or anticipated use of a product, system or service [9] (for brevity’s sake, hereafter the word “product” refers to products, systems, and services). This formal definition is supplemented by other interpretations: User experience explores how a person feels about using a product, i.e., the experiential, affective, meaningful and valuable aspects of product use 1. UX is generally understood as inherently dynamic, given the ever-changing internal and emotional state of a person and differences in the circumstances during and after an interaction with a product [6, 16]. Therefore, UX should not only be seen as something evaluable after interacting with an object, but also before and during the interaction. While it is relevant to evaluate short-term experiences, given dynamic changes of user goals and needs related to contextual factors, it is also important to know how (and why) experiences evolve over time. In addition, users’ values affect their experiences with products and services, and thus this relationship has to be considered in the design process right from the beginning [15]. These points already make it clear that it is essential to look beyond static aspects and to investigate the temporal aspects of UX – how UX changes over time [e.g., 13, 16]. A thorough understanding of users’ experiences, be they positive or negative, a product evokes [5], is at the core of UX evaluation.
User Experience, Evaluation method, Methodological development needs ACM Classification Keywords
H.1.2,
6
What is UX?
Author Keywords
(D.2.2,
Nokia Research Center 00045 Nokia Group, Finland firstname.lastname@nokia.com
methods for usability and to some extent, UX, exist. However, a clear understanding of the current state of UX evaluation methods is yet to be developed. We have identified a need to analyze what UX evaluation methods are currently available, which are missing, and to specify development needs for UX evaluation methods.
The recent shift of emphasis to user experience (UX) has rendered it a central focus of product design and evaluation. A multitude of methods for UX design and evaluation exist, but a clear overview of the current state of the available UX evaluation methods is missing. This is partly due to a lack of agreement on the essential characteristics of UX. In this paper, we present the results of our multi-year effort of collecting UX evaluation methods from academia and industry with different approaches such as literature review, workshops, Special Interest Groups sessions and an online survey. We have collected 96 methods and analyzed them, among other criteria, based on the product development phase and the studied period of experience. Our analysis reveals development needs for UX evaluation methods, such as early-stage methods, methods for social and collaborative UX evaluation, establishing practicability and scientific quality, and a deeper understanding of UX.
H5.2. User Interfaces Evaluation/methodology
3
University of Leicester LE1 7RH Leicester, U.K. elaw@mcs.le.ac.uk
I.3.6):
INTRODUCTION
Although the interest in user experience (UX) in industry and academia is high, there is still a lack of systematic research on how to evaluate and measure UX. Recent guidebooks on UX evaluation are still largely based on basic usability targets [e.g., 26]. A multitude of evaluation
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What Do We Mean by UX Evaluation Methods?
scientific conferences [22, 23, 27], with an online survey, and by looking up the literature.
Before discussing our collection of UX evaluation methods we clarify what we mean by UX evaluation methods, by comparing ‘UX’ methods to ‘usability’ methods and by distinguishing ‘design’ methods from ‘evaluation’ methods.
As the initial step, we searched the literature for overviews of UX evaluation methods. Collections and categorization of UX evaluation methods are rare. Those we found either include other tools and methods besides UX evaluation methods [1, 8, 12] or focus on certain types of evaluation such as assessing momentary emotions [11]. Furthermore, as the research area of UX is evolving rapidly, it is important for us to collect the most recently developed methods from both researchers and practitioners.
Distinguishing UX from Usability Evaluation Methods
The relationship between usability and UX is intertwined. Attempts have been undertaken to demarcate or even dismiss the boundary between them, conceptually and operationally. We take the stance that usability is subsumed by UX. The implication is that UX evaluation entails the augmentation of existing methods for usability evaluation.
Related Method Overviews
Usability tests tend to focus on task performance whereas UX focuses on lived experiences [14]. As UX is subjective [16], objective usability measures such as task execution time and the number of clicks or errors are not sufficient measures for UX: we need to know how the user feels about the system. Although the subjective component of usability (i.e., satisfaction) can be seen as part of UX evaluation, UX addresses a range of other subjective qualities. A user’s motivation and expectations play a stronger role in UX than in traditional usability [19].
Patrick Jordan [12] was among the first ones to list a wider set of methods for designing pleasurable products. His collection consisted of inspirational design methods, methods for evaluating pleasurable aspects of product designs, and examples of multiple-method approaches. Within the European Union (EU) ENGAGE project a set of UX design and evaluation methods were collected between 2004 and 2006 [1]. The collection can be accessed on the Web 3. The collected tools and methods were classified into Generative and Evaluative. The Evaluative methods were further categorized in three groups according to what kind of measures the methods focus on: Sensory characteristics, Expression or Meaning, and Emotional reactions.
Distinguishing Evaluation from Design Methods
A sharp distinction between design and evaluation methods is sometimes hard to make. Design methods are often called inspirational or generative methods and aim at bringing inspiration for developers when they create new products and designs [e.g., 3]. We are interested in finding the means to evaluate UX of existing concept ideas, design details, prototypes, or final products. The main focus of evaluation methods is to help in choosing the best design, to ensure that the development is on the right track, or to assess if the final product meets the original UX targets (see e.g., [25]).
Another EU activity, HUMAINE, has been collecting and developing design and evaluation methods for affective interactive systems [8]. The HUMAINE website 4 mainly shares information about tools, rather than user study methods for affective systems developers. Additionally, Isomursu et al. [10] classify some UX evaluation methods that focus on understanding users’ emotions aroused while interacting with a system.
MOTIVATION AND STARTING POINT
Whilst the notion of user experience is not entirely new, what can be considered new is the emphasis on its importance over traditional usability. There exist a number of usability evaluation methods (UEMs) and UX evaluation methods with the former being more mature, given years of research efforts in collecting, documenting and categorizing them systematically (e.g., [17] and various websites 2). In contrast, similar work is yet to be done for UX evaluation methods. Presumably, a clear overview can reveal where the gap lies and inform the future development of these methods. Hence, we are convinced of the need to identify the current state of UX evaluation methods, especially their characteristics and qualities, and are motivated to achieve this aim through various approaches. Specifically, in the last three years, we have collected data on such methods through workshops and Special Interest Group (SIG) sessions at
Our collection comprises 96 UX evaluation methods. This can well reflect the current state and provide us a solid basis to sustain this research effort in the future. Specifically, based on the descriptions of individual methods, we can derive what kind of methods are scarce or abound, and what their strengths and weaknesses are. COLLECTING METHODS
AND
ANALYSING
UX
EVALUATION
In collecting UX evaluation methods, we were rather liberal about what we mean by ‘method’. For example, in some cases UX evaluation formed part of a set of methods or techniques that also evaluated other aspects. In addition, we came across a number of novel UX evaluation methods that are still in their early phases of development. The validity of the findings from many of such methods has not yet been examined. However, since UX is an emerging area and
2
http://jthom.best.vwh.net/usability/, http://www.usabilityhome.com/, http://www.usabilityfirst.com/glossary/cat_66.txt
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ENGAGE: http://www.designandemotion.org/society/engage/ HUMAINE: http://emotion-research.net/
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innovative methods might lead to some interesting new developments, we decided to include the relatively novel UX evaluation methods that are still in their infancy.
mentioned in the method description). This led to 37 method descriptions. In the UXEM’09 workshop at INTERACT’09 participants were asked to write position papers describing their methods [23]. Moreover, they were asked to describe their method using a template similar to that of Table 1. This yielded 8 additional method descriptions.
In addition, we included composite methods dealing with UX evaluation, even though some components of the method do not focus on UX evaluation. For example, logging the interaction or monitoring a user’s heart rate does not tell how the user feels about the system, but together with the user’s authentic comments, e.g. by an interview, they can provide valuable information about a user’s feelings in relation to product use. Since several publications report that plain psycho-physiological data are not enough for UX evaluation [e.g., 2, 24], we decided to include in our collection only methods that use these data together with other types of data (such as user’s own comments). A multimethod approach allows collection of different types of data, thereby enabling the formation of a big picture of UX [20]. In our collection the class of psycho-physiological methods is listed as one method, instead of as separate methods.
Additional Sources
Fourteen methods came from the collection of methods that one of the authors had gathered from the toolsets used by herself and her colleagues in industry. To further complete our collection of methods we referred back to the existing method collections described earlier on. We identified 15 UX evaluation methods from Jordan’s set of methods [12] and included them in our collection. Additionally, 17 methods from the ENGAGE pool of methods [1] were added, as well as 8 methods from the HUMAINE set [8] and 5 methods from Isomursu et al’s collection [10]. We looked further up in the literature for possible additional methods. We identified 10 new methods from the UX literature found in the ACM Digital Library.
Sources of UX Evaluation Methods
The methods were collected from a variety of sources. The list of 96 methods with their characteristics can be found on the Web at http://uxems.shorturl.com. In our analysis, a predefined set of properties of all methods were entered into a template. The template contains data fields for various variables that may characterize a certain method (see Table 1). For methods from the literature, search templates were filled in by one of the six authors of this paper and crosschecked by the others. For the workshops, SIG and survey, templates were filled in by the participants. It should be noted that for some methods not enough information was available to fill in all data fields. The method descriptions thus collected were then analyzed by the authors collaboratively with divergent views being negotiated to reach consensus.
The final batch of additional 9 UX evaluation methods came from an online survey we conducted. This survey contained questions on the data to be entered into our template. It was publicized through ACM SIGCHI’s announcements list, the website of UXNet 5, and the mailing lists consisting of participants to the UXEM’08 workshop and the SIG at CHI’09. Altogether 123 UX evaluation methods had been collected, which were filtered to eliminate duplicates and irrelevant ones, resulting in the batch of 96 that we have analyzed. Duplicates and Non-UX Methods
In the process of reaching consensus on method descriptions or categorization of data, some methods that originally seemed to be different were found to be similar or variations of each other. Specifically, various types of Experience Sampling Methods (ESMs) were reported. These methods differed either in what triggered sending experience sampling questions to users (e.g., user actions, context, or time-based) or in the format used for indicating the experience (e.g., free text, scales, and images). The former were considered as distinct methods whereas the latter were seen as variants of the same method.
Workshops and SIG Session
In the UXEM’08 workshop participants were asked to write position papers describing UX evaluation methods they have used or developed [27]. Most of the presented methods focused on usability, and only three reported methods were judged to be UX evaluation methods by the organizers and their characteristics were entered into the method description template. In the SIG at CHI’09 [22] participants were asked to describe any choice of method they know or use in practice, using a template with data fields very similar to the ones shown in Table 1. However, it didn’t include data fields for the availability of the method and origin of the method, and for some other fields the answer categories were slightly different. Based on the feedback received after the SIG, some categories were improved to increase the clarity of each question (e.g., Period of Experience). The completed templates from the UXEM’08 and SIG sessions were then transposed into the final template form by some of the authors, filling in missing data where possible (e.g., by using references
Some methods on closer inspection were found to be pure usability methods, or not really UX evaluation methods (e.g., pure market research methods, or inspirational rather than evaluative methods). Data Set and Analysis
The data of the 96 collected methods were analyzed in several steps. First, the dataset was processed 5
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That the majority of methods is academia-based does not necessarily mean that academia would develop a wider selection of UX evaluation methods than industrial partners who rarely publish the methods they have developed. Although almost half of the participants in our method collection events were from industry, we believe that many industry-based methods remain unrevealed.
quantitatively, for identifying interesting patterns in what types of methods are scarce or abound. Then, in content analyses, strengths and weaknesses of the methods were analyzed, identifying needs that should be addressed in future UX evaluation method development. Here the attribute Period of Experience, reflecting the dynamic nature of UX, is used for further analysis. Methods deemed uniquely applicable to a specific period (e.g., before, during or after usage) apparently are sensitive to the characteristics of that period. Thus, we differentiated between methods, applying the attribute Period of Experience, which consists of five predefined values, viz. (i) Before Usage (prior to interacting with a product/service); (ii) Momentary (snapshot, e.g., emotion); (iii) Single episode in which a user explores design features to address a task goal; (iv) Typical test session (e.g., one hour in which a user performs some tasks; (v) Long-term usage (e.g., interacting with a product/service in everyday life).
Type of Collected Data
About one-third of the methods were reported to provide quantitative data, one-third qualitative data and one-third both (Table 1, Item 9). However, a pure distinction between quantitative and qualitative is sometimes difficult to make (e.g. questionnaires with scales often have a brief follow-up interview to explain findings; in qualitative studies instances are often counted to categorize findings). Type of Application
Roughly speaking, for each listed type of application an equal number of methods is available (61-88% of the methods per type of application, Table 1, Item 10). Only 22 methods are application-specific in the sense that they can only be used in one or two of the application types. More than two-third of the methods (69 out of 94) are relatively application-independent as they were reported to be suitable for three or more types of application.
A UX evaluation method can be applied to only one or to more of these conditions. It is intriguing to know which UX evaluation methods address only one specific type of Period of Experience and what requirements these methods entail. Such requirements can be derived by systematically analyzing strengths and weaknesses of UX evaluation methods (two attributes in free-text format) as described in the template (Table 1, Items 14 and 15).
Information Sources
The majority of the methods (79) can be used with single users as information sources (Table 1, Item 5). 28 (35%) of these methods can be used in at least one of the early development phases and 15 (19%) are more or less development-phase independent as these can be used in three or more phases (e.g., paired comparison, repertory grid technique, emofaces, exploration test, mindmap, private camera conversation).
Categorization of strengths and weaknesses was done in two steps. First, we broke down the text, if not yet in pointform, into independent points and filtered out irrelevant remarks, if any. Second, we iteratively developed a requirement type scheme (Table 2) based on our data, and classified each point for identifying main types of strengths and weaknesses in the application of specific categories of methods.
Only 13 methods are expert methods of which 6 require users or groups of users in addition to the expert. Seven methods (7%) are expert-based purely (e.g., playability heuristics, property checklists). Four expert methods are relatively development-phase independent and can be used in three or more development stages (i.e., heuristic matrix, perspective-based inspection, expert evaluation, playability heuristics).
RESULTS
Our collection of 96 6 methods varied on a number of attributes. First the collection will be discussed based on its attributes. Then, strengths and weaknesses will be analyzed in a content analysis. Characterizing the Collected Methods
Categories of methods are discussed based on the individual attributes described in the templates (Table 1), including: origin of the method, type of collected data, type of application, information sources, location, period of experience, development phases, and special requirements.
Of all methods, 16 (17%) have user groups as a possible source of information (e.g., AttrakWork questionnaire, outdoor play observation scheme, Living Lab, product personality assignment).
Origin of the Method
Location: Lab, Field or Online?
Most of the collected methods originate from academia (70%), roughly one-fifth from industry and some from a combined academic and industrial effort (Table 1, Item 13).
About half of all methods (46) can only be used in one location: in the lab (21; e.g., facial EMG, controlled observation, TRUE), in the field (24; e.g., immersion, various types of ESM, day reconstruction method, living lab, contextual inquiry) or online (2; AttrakWork, ServUX). Remarkably, amongst the lab-only methods no method can be used with groups of users as information source, and
6
Note: For some methods it was not possible to enter data about all characteristics. Therefore, depending on the characteristic being discussed, the totals may vary.
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CHARACTERISTICS OF UX EVALUATION METHODS 1. Name of UX evaluation method/tool 2. Main idea. Description of the main idea of the method/tool 3. General procedure. Description of the general procedure for applying the method/tool: 4. Availability of the method/tool (n=56) Available for free (e.g., published in a journal, on the 66% Not available (e.g., only internal use/self-developed) internet, etc); Not applicable (e.g., unstructured interview) Available under a license; 16% 5. Information source. Who provides the UX information that is collected by using the method/tool? (n=96) UX experts (no users involved); 80% Specific selection of users (1 at a time) Pairs of users; 33% Random choice of users (1 at a time) Other. 17% Groups (e.g., focus groups);
11% 5%
14% 4% 4%
6. Location in which the method/tool is used (n=96) Lab (researcher's premises); 67% Online on the Web (n=67) 40% Field (researcher's choice); 52% Other 4% Field (user's own context of use); 44% 7. Product development phase. Which product development phase fits best to use of the method/tool? (n=95) Fully functional products 81% Conceptual design ideas in very early phases of the 25% design process Functional prototypes 79% Non-functional prototypes 23% 8. Period of experience. What period of experience is studied? (n=95) Single behavioural episode with beginning and end 63% Long term (product or service in everyday life) 36% (e.g., task or period in which user explores some 22% Before usage (n=59) specific design feature); 1% Other (n=67) Typical test session (e.g., one hour of performing 59% tasks) (n=59) Momentary (snapshot, e.g., emotion); 45% 9. Type of collected data (n=95) Quantitative only 39% Both 30% Qualitative only 32% 10. Applications/designs. What kind of applications/designs can the method be applied to? (n=94) Web services 81% Hardware designs 66% Mobile software; 77% Other (e.g., games) 12% PC software 76% 11. Time requirements. If you would start to prepare an evaluation now, how many person days will it take to get the results out? Minimum (person days, median) (n=61) 1 Maximum (person days; median) (n=36) 7,5 12. Other requirements. Conducting the evaluation… (n=93) …does not require special equipment (n=92) 67% …requires a trained researcher 49% …can be done remotely 51% …does not require much training; 41% 13. Origin of the method. Where was the method/tool developed? (n=77) Academia 70% Both 12% Industry 18% Don’t know 0% 14. Strengths of the method. What are the main strengths of the method/tool? 15. Weaknesses of the method. What are the main weaknesses of the method/tool? 16. References describing the method. Please cite some literature or Web references describing the method/tool. 17. References discussing quality issues. Please cite some literature or Web references discussing validity, reliability or sensitivity (etc.) issues in relation to the method. 18. General comments.
Table 1. Data fields used in the template for describing UX evaluation methods. The percentages represent the number of methods that scored on each variable.
only two methods can be used for studying long-term usage (i.e., private camera conversation and mental mapping).
(Table 1, Item 6, location; e.g., emotion sampling device, SUMI, paired comparison, intrinsic motivation inventory).
For 40 of the methods collected, researchers and practitioners can choose between lab and field. Nineteen methods (20%) are even location independent as they can be used in the lab, in the field as well as for online studies
Only 27 methods can be used online. Fourteen of these methods (lab, field, online methods) have single users as their main information source, can only be used in the later two development phases, and can be used for the three
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periods of experience: momentary, single episode and test session.
comparison, product personality assignment, sentence completion, www.review.it, QSA-GQM-questionnaire.
Period of Experience
Early Methods for Groups of Users
The period of experience (Table 1, Item 8) that can be studied with a method varies. Almost half of all methods (43) can be used to study momentary UX (e.g., various types of ESM, facial EMG). One third of the methods (32) can be used for studying UX of single episodes and test sessions (e.g., group-based expert walkthrough, FaceReader, game experience questionnaire). Remarkably, many questionnaires were reported to be able to deal with all three of these periods (e.g., SAM, USQ, SUMI, presence questionnaire). Only about one-fifth of the methods (13 out of 59) were reported to be able to evaluate the period before usage (e.g., Kansei engineering, repertory grid technique, property checklist, fun toolkit), and about one-third (34 out of 95) of the methods can deal with long-term usage (e.g., longitudinal comparison, TUMCAT, www.review.it, evaluation probes).
Only 7 early methods use groups as information sources. In our collection, two types of ‘group’ methods exist: those that study UX in groups of users (as in case of collaborative work), and those that make use of groups as information sources but study individual UX. Only two group-based methods focus on products for use by groups: ‘Longitudinal evaluation’ and ‘Evaluating collaborative user experiences with focus on social interaction and social context’. The rare methods using pairs as information sources do not specifically focus on product use by pairs of users. Methods and Period of Experience (Content Analysis)
Another important characteristic of a method is, what period of user experience it studies, since methods for evaluating momentary emotions are very different from those evaluating UX over weeks, months, or years. We enumerated the number of UX evaluation methods that uniquely address one type of Period of Experience, and analyzed their strengths and weaknesses to derive requirements, which are categorized according to Table 2. For example, if “no user recruitment required” was reported as a method’s Strength, this relates to a requirement of category “Practicability” (see Table 2). With a simulation model based on Chi-square goodness of fit test, 40% was determined as the optimum threshold for a category to be significantly different from the others. Therefore, if a category occupies more than 40% of the total number of requirements, it is deemed as predominant. For instance, for Long-term Usage, there are 15 requirements derived from Strengths, 5 of them are categorized as Utility (33%) and 10 are somewhat evenly distributed over the other four categories. No predominant requirement type emerges. In contrast, out of the 15 requirements derived from Weaknesses, 12 fall into the category of Practicability (80%), one Scientific Quality and two Utility. Obviously, a predominant type can then be recognized (Table 2). For each period of experience such predominant categories were used to further analyze typical Strengths and Weaknesses of the category of methods.
Development Phases
Most of the methods (about 80%, Table 1, item 7) can be used in the two later development stages, when we can evaluate a functional prototype or product. Of those, 46 methods can only be used in those later stages and not in the early development phases where only concept ideas or nonfunctional prototypes are available. Roughly one third (39%) of all methods (37) can be used in at least one of the two early development stages. Other Requirements
Most methods were reported not to require any special equipment or software (Table 1, Item 12). Remote use of a method (e.g., via a website) is possible in about half of all cases (e.g., multiple sorting methods, ServUX, audio narrative, activity experience sampling, SUMI). Analysis of Methods for Early Development Phases
Only about one-third of all methods (37) can be used in the early development phases. Since early UX evaluation is important to avoid expensive failures, it is interesting to analyze these methods in more detail. Early methods: Lab, Field or Online
Of the early development phases, 24 can be used in the conceptual phase and 22 in the non-functional prototype phase. Fifteen early methods can be used in the lab as well as in the field (e.g., Emocards, evaluating UX jointly with usability, Emofaces, Kansei engineering software); 12 are lab-only methods (e.g., multiple sorting method, private camera, conversation, mental mapping), and 8 are fieldonly methods (e.g., ethnography, longitudinal evaluation, competitive evaluation of prototypes in the wild). Relatively few of the early development phase methods (7) can be applied online. Examples of online methods for early development phases are: prEmo, Emofaces, paired
Many of the UX evaluation methods were marked as applicable to Single Episode (e.g., tasks) and Test Session simultaneously, no method focused on Test Sessions only. Hence, we collapsed these UX evaluation methods into one cluster that we named Episode-Test. Besides, another interesting cluster is those UX evaluation methods (mostly questionnaires) that are marked as applicable simultaneously to three types of short-term usage (cf. their long-term counterpart), viz. momentary, single episode and test. Eventually, we came up with five exclusive clusters of UX evaluation methods that uniquely address specific types or combination of types of Periods of Experience. Subsequently we describe each cluster.
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Type Scientific quality Scoping Practicability
Utility Specificity
Explanation Psychometric properties: reliability and validity of the related tool and process Coverage of various facets of real-life UX (e.g., emotion types) Usability (e.g., ease of use), feasibility (e.g., equipment/expertise required) and motivation (e.g., fun) Usefulness of evaluative results to stakeholders (e.g., industry/academics) Target at certain domains or user groups
consuming video data analysis (OPOS, competitive evaluation of prototypes in the wild). No predominant category of strengths was identified. Short-term Usage: Interestingly, 10 out of the 18 UX evaluation methods in this cluster are questionnaires of some sort. Scientific Quality is seen as a predominant Strength as well as Weakness. On the one hand, reliability of these measuring scales can be established with statistical manipulation and questionnaires were reported to be validated in many cases (e.g., SUMI, technology acceptance model scale, hedonic/utility scale). On the other hand, validity is seen as a challenge in other cases (e.g., perceived control, PAD, SAM).
Table 2. Requirement type scheme for analyzing the methods.
Before Usage: Three of the five UX evaluation methods in this category are based on semantic differential technique, one on checklist and one on heuristics. Strengths that are mentioned relate to issues of Practicability mostly: e.g., being fast, cheap (free access, no user recruitment), and easy are mentioned for Playability Heuristics and Property Checklist; not having to rely on statistical analyses is mentioned as one of the positive issue for Product Semantic Analysis. Prominent weaknesses of methods are their scientific quality: low reliability (e.g., repertory grid technique and multiple sorting technique: evaluative criteria vary with users) and questionable validity (e.g., property checklists: experiences as reported or predicted by experts may not represent real user experiences).
Long-term Usage: This category comprises two major schemes: First, measurements take place only after interacting with a product for a relatively long period of time (though the threshold duration remains arbitrary). Second, measurements are undertaken on an ongoing basis for a while. Again, a mix of measuring techniques is employed. It is well anticipated that Practicability is the predominant concern, especially for the second type of long-term usage studies (e.g., longitudinal pilot study, Living Lab study, etc.), such as resourcefulness in terms of time and money. No predominant category of strengths was identified.
Momentary: The 10 UX evaluation methods represent a range of techniques, including questionnaire, self-report, think-aloud, psycho-physiological measures, and heuristics. No strong pattern can be discerned in the Strength and Weaknesses within this cluster. However, many Strengths of UX evaluation methods (36%) in this cluster are seen as having strong scientific quality mainly for reasons relating to validity or validation, e.g., the objective method facial EMG can be used in combination with users’ subjective appraisals, the This-or-That method mitigates social desirability with the use of binary scales for young children, measuring physiological responses was reported as being non-disruptive and PrEmo as being well-validated across cultural contexts. While there is no predominant category of weaknesses for this cluster, many weaknesses relate to issues of Practicability (33%) such as specific expertise/equipment/software required (facial EMG, activity experience sampling, PrEmo) and difficult data analysis (sensual evaluation instrument).
DISCUSSION
This section comprises two parts. First, we revisit the five attributes of the requirement scheme, viz. scientific quality, scoping, predictability, utility, and specificity (Table 2), to identify gaps to be bridged for future development of UX evaluation methods. Second, reflecting on the intensive data collection and analysis processes for this study, we address some generic issues pertinent to evaluation methodologies. Revisiting Requirements Attributes
Specificity: Development needs for group methods A relatively small category of methods are those with groups of users as their informants. Group-based methods for use in early development phases are even scarcer. Moreover, for most group-based methods, the informants are groups of users, but the evaluation focuses on single users. Only two methods were identified as being capable of explicitly studying experiences of groups of individuals, and for these methods their time-consuming nature was found to be a major concern. Given the ever increasing popularity of virtual communities, social software and collaborative software, there may be a need for practicable group methods.
Episode-Test: The 21 methods in this cluster also cover a variety of techniques, and their combined uses are more often found (e.g., in situ observations plus retrospective video analysis with users; automatic log with survey). There is a sub-cluster evaluating different types of emotion with simple as well as sophisticated approaches such as providing visual feedback based on integrated physiological data. Unsurprisingly, Practicability issues are of major concern: functional prototype required (e.g., TRUE and the emotion measurement methods 2DES, FaceReader and ESD), domain-specific expertise required (retrospective interview, group-based expert walkthrough) and time
Scoping: Development need for early-stage methods Our collection also shows that some types of methods are scarce. Only a few methods are able to evaluate UX in the period before actual use. As ISO states that UX not only applies to actual use, but also to anticipated use [9], it could be worthwhile to develop more methods for that. Those methods that study the period before usage are generally
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seen as very practicable, but their scientific quality is seen as one of the concerns for using such methods.
such as expert reviews. The cost-effectiveness of these types of method needs to be further investigated.
In the early phases, there is no functional system that participants could interact with, but they need to use imagination to be able to evaluate the concept or nonfunctional prototype. Immersion is the only method in the collected method set, which specifically asks the evaluator to imagine how the experience would be like. In this method, the expert evaluator is supposed to keep the concept in mind in her daily life and make notes on the applicability of the concept in different situations. More methods that help imagining and evaluating future experiences would be needed.
Scientific Quality: Establishing validity We found that many of the methods that focus on the period of experience short term usage are questionnaires. As expected, problems with these are not in their practicability, but a number of them have questionable scientific quality because of a lack of validation studies. Some of these questionnaires have been empirically validated and thus have a high scientific quality. For the same reason, scientific quality is also reported as being high for a number of methods that do snapshot (or momentary) evaluations. However, for some of such methods practicability is a concern in the sense that they require specific equipment, expertise and or software.
Practicability: Streamlining data analysis for online methods Results of our data analysis show that the use of most methods is not restrained by the type of application being evaluated. Whereas about one-third of the methods can be used in the early phases of a development process, most methods can be used in a later phase. We expected that lab studies would mostly be used in the early phases, but in our method set almost half of all early methods can be used both in the lab as well as in the field. Moreover, there are almost as many early methods that can be used in the field (23 out of 37) as early methods that can be used in the lab (27 out of 37). Furthermore, most methods do not require the availability of special equipment or software. While these findings suggest the flexibility of these methods, practicability is a major concern for many of them. Online UX evaluation methods could have the potential of studying users without having to go into the field. However, especially for the early phases of the development process, online methods are scarce. Whilst some of these online methods are practical because of their being lightweight, cheap and fast, some are problematic because the collected data are unstructured and data analysis would be tediously time-consuming. There is a need to streamline this process.
Generic Issues for Evaluation Methodologies
We raise the following questions, but may not be able to answer them satisfactorily. Nonetheless, we aim to invite discussions on them with the wider HCI community. Predefined Measures or Open Evaluation? Although we did not specifically collect data on UX measures, we assume that one possible way to categorize the UX evaluation methods is to see if they rely on predefined measures for UX or let participants express their experiences in their own words. During our method collection activities, we have noticed that many UX researchers are passionate about having open, qualitative evaluation methods, as predefined metrics may reveal just small parts of the whole UX. Around half (55) of the methods in our pool do not count on predefined measures but, for instance, let participants describe their experience freely. However, the practicability of methods without predefined measures is lower, since data analysis is harder with qualitative data. Often, specialist know-how is required to draw out findings from qualitative data on some difficult UX aspects such as identification with the product. Companies cannot always afford this during the product development process, but they would benefit from having quick-to-use, validated measures for the different constructs of UX.
Utility: Addressing cost-effectiveness of expert reviews In our method set 13 out of the 96 methods are expert-based methods. However, for 6 of those, users need to be recruited in addition to experts. Seven methods were pure expertbased methods. Expert-based methods were created originally for reasons of practicability, because they are reported to be cheap, fast, and one does not have to recruit users (immersion, property checklist, playability heuristics, expert evaluation). But practicability was also reported as a weakness because of the need to find enough experts with the required expertise, to build a heuristics matrix, and to identify user roles for use in the evaluation (heuristics matrix, perspective-based interaction, expert evaluation). Indeed, for the methods in the period of experience episodetest, the need to gather the right domain expertise is mentioned as one of the major concerns (e.g., retrospective interview, group-based expert walkthrough). This issue seems inherited from traditional usability where there are persistent debates about the utility of “discount methods”
A total of 42 of our UX evaluation methods seem to collect UX data via questionnaires, which typically rely on predefined measures. Questionnaires and scales are one of the most versatile but also the most often misused research tools, not only for HCI but also for other domains [4]. It is not quite clear for many of the collected tools to what extent these have been formally tested for validity and reliability. There is a need for researchers to run open evaluations to develop comprehensive and validated UX measures for industry use. Lab or Field Evaluation? Since UX is highly dependent on the user’s internal state (e.g. motivation) in the current context [5], it is important to
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collect UX data in the real contexts of use. The main advantages of field methods are seen in the collection of rich data sets, and in the fact that usage tasks emerge from the users [20]. Evaluation studies conducted in a field setting provide a much more realistic context to obtain reliable UX data, compared to a laboratory environment. However, field methods are often considered to be too timeconsuming and resource-demanding, especially for the industrial product development time cycles. Interestingly, the number of lab and field methods in our collection is almost equal (64 vs. 66). The high number of field methods may be due to the high number of methods coming from academia. Different facets of UX can be evaluated more thoroughly in the field in a real life environment, particularly in the later phases. There is a need to further explore appropriate UX evaluation methods, which are engaging for participants and well-integrated in their daily life. These methods should take people’s routines and activities into account (enabling an unobtrusive UX evaluation). Multi-Method Approaches – When and How? The benefits in terms of a rich picture of UX and higher scientific quality by collecting data with a combination of UX evaluation methods are well recognized. A common understanding seems to be: the more data is collected, the better. On the other hand, the more data is collected, the more time, resources, and skills are needed in the planning, execution, and analysis phases of the study. Collecting data in various ways often means more work also for the participants, who may become exhausted, potentially compromising the reliability of the data. In the end, there may be too much data from different sources and it would become challenging to consolidate such data and draw solid conclusions. System developers may not, in the end, have the time to utilize more than a fraction of the findings to improve the system. Instead of collecting as much data as possible, we need more guidance on which methods work together well, how to effectively analyze the data from different sources, and what kinds of UX data have been especially useful.
Validated measures for UX constructs: Improve the validity of measure-based methods by providing validated measures for different experience focuses and domains, and even for cross-cultural studies.
3.
Methods for social and collaborative UX evaluation: There is a need for methods to address experiences of groups of individuals. How to evaluate user experience of a group employing online social software in a distributed environment?
4.
Attention for practicability of methods: For methods to be usefully employed in product development, issues such as resources and skills required, ease of use, ease of data analysis, applicability of results for the development, should be considered.
5.
Effective multi-method approaches: Which methods work well together? How to effectively collect and analyze the data from different sources?
6.
Deeper understanding of UX: Development of methods and measures quite often takes place even if the domain itself and theories in the domain are still immature. However, it is important to realize that methods and measure development can substantially be supported by some sound models: as Kurt Lewin already realized: “Nothing is as practical as a good theory”[18].
There is a wide variety of UX evaluation methods deployed in industry and academia. Our mission is to make these methods better known and more accessible to a wider UX community, thereby helping HCI practitioners and researchers to identify the best UX evaluation method for their specific needs (e.g., development phase, kind of experience addressed, and location of UX evaluation). This paper serves to characterize the different types of method available for researchers and practitioners at this point in time. We hope that it will foster the development of UX evaluation methods and prepare the ground for commonly agreed approaches to evaluating users’ experiences. ACKNOWLEDGMENTS
We thank all participants and respondents who have helped us to collect UX evaluation methods over the years. This work was partly funded by a grant from the Academy of Finland.
CONCLUSION
In this paper, we report the results of our multi-year effort of collecting user experience evaluation methods both from academia and industry. We now have as many as 96 UX evaluation methods in our collection, with comprehensive information about the type of the method, reported in the Results section. Based on our analysis, we have identified the following needs for methodological developments and further research questions on UX evaluation methods: 1.
2.
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Family Storytelling for Grandparents and Grandchildren living apart René Vutborg1, Jesper Kjeldskov1, Sonja Pedell2 and Frank Vetere2 1 Aalborg University, Department of Computer Science, Denmark, rene@vutborg.dk, jesper@cs.aau.dk 2 The University of Melbourne, Australia, pedells@unimelb.edu.au, f.vetere@unimelb.edu.au ABSTRACT Grandparents may feel revitalized when a grandchild joins the family, but the physical separation that often exists between grandparents and grandchildren can make it difficult to develop a close relationship. Current communication technologies, such as the phone, are inadequate for developing close relationships with children. This paper presents the design, implementation and evaluation of a technology probe exploring how technology can be designed to alleviate this problem. Based on the evaluation, four important themes for designing technology for distributed intergenerational bonding are elicited and discussed. The four themes are Conversational Context (to have something to talk about), Facilitation (to be given the opportunity to talk), Diversified Interaction Forms (to maintain attention of the child) and Supporting Grandparent caring for grandchild (to adapt activity to the mood of the child).
(telephone, webcam) pose a threat to the development of this relationship. Grandparents, or other distant relatives, find it hard to get the child engaged in a conversation over the phone [2]. This is the case for most children until they reach 7 or 8 years of age [2]. The child is often bored when talking on the phone and would much rather roam the house or play with friends [1]. Collocated talk between grandparents and grandchildren is often submerged in ongoing activities [5]. By mediating the normally collocated activity of storytelling, we provided geographically separated grandparents and grandchildren with shared activities during sessions of synchronous contact. The goal was to explore if children, under the age of 8 years, can be made interested in engaging with their grandparents if such activities are provided. First, we present related work concerning the importance of a good grandparent/grandchildren relationship. This is followed by an overview of previous research on using technology to facilitate contact between distributed grandparents and grandchildren. The process of designing, implementing and deploying the technology probe is then presented. Finally, findings from the analysis are presented and discussed by eliciting themes for designing technology to support distributed intergenerational bonding.
Author Keywords
Conversational context, grandchildren, grandparents, bonding, distributed interaction, field study, technology probe ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION The majority of urban households comprise of no more than two generations [18]; one or two adults, who might be parent(s) for one or more children. The older generation, the grandparents, typically lives in their own house. This physical separation between grandparents and their grandchildren almost inevitably makes it harder to develop and maintain a close relationship between the two. Social circumstances such as parents getting divorced can further exacerbate these opportunities. Studies show that a close relationship is important for the well being of both grandparents and grandchildren [8, 9]. The geographical separation and the inadequacy of current communication technologies
RELATED WORK Kornhaber [8, 9] conducted a 3-year sociological study involving 300 sets of grandparents and grandchildren and found the grandparent-grandchild relationship to be important for both. They found the grandparent-grandchild bond to be of second most emotional importance to the very close parent-child bond [9] and that “Grandparenting provided many elders with meaning and joy in their lives” [8]. For the grandchildren, a good relationship with their grandparents makes them feel emotionally secure, having them as a “backup” if their parents fall away and provides them almost unconditional love [8]. Kornhaber also found that shared grandparent/grandchild activities build up the child’s self-esteem [8]. One potential way such relationship can arise is through shared collocated activities. Kennedy [7] asked 391 young adult grandchildren to write down which shared activities they had with their grandparents. Based on more than 1000 nominations for types of activities, Kennedy generated 29 categories for different types of grandparent-grandchild shared activity. Examples of such catego-
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ries are “attending church together” and “spending the night at grandparent’s house”.
ment and evaluation of an investigative prototype deployed as a “technology probe” [6] in four households: two with grandparents and two with grandchildren.
Current synchronous mainstream technologies that provide contact opportunities for geographically distributed persons use an audio channel or a combined audio and video channel, but these technologies all pose challenges for successful bonding when a child is involved. Ballagas et al. found that “young children […] have difficulties articulating clearly with words alone” and that “children up to 9 years old had difficulties staying engaged in the phone conversation” [2]. Ames et al. found that when children were participating in video chat sessions with remote family members, all children had a hard time sitting still in front of the camera. They would much rather roam around the house, thus making the family members at the other end of the video chat unable to see and hear the child [1].
RESEARCH DESIGN Previous research has explored how to facilitate synchronous contact between family members living apart by introducing custom-made technology into homes and by interviewing their inhabitants [11, 19, 17]. This paper is the outcome of a similar approach, where a technology probe [6] with data logging capabilities was deployed to families and where the family members were interviewed before and after they had used the system provided. The pre-use interview focussed on challenges of maintaining contact with grandchildren living apart. The deployed system explored ways of supporting distributed intergenerational contact by mediating an otherwise typically collocated shared activity. The post-use interview focused on how the system facilitated distributed contact.
Several projects have, in various ways, tried to stimulate children’s interest in synchronously communicating with remote relatives using technology. Yarosh et al. [19] built the ShareTable system, aimed at parent-child contact, where a combination of a camera, a projector and special projection surface allowed the child and parent to share viewing of physical artefacts. Evaluation showed that the ShareTable system was well received by both parents and children and preferred over regular videoconferencing, although some children had a hard time understanding how the system worked. Vetere et al. [17] made the Collage system for exploring intergenerational distributed play. The grandparents and grandchildren could send photos and text messages from a mobile phone to the system, and both could then manipulate these objects on each their touch screen monitor. Manipulation would be synchronously replicated to the other household. Evaluation showed that both grandchildren and grandparents enjoyed the new types of playful activities the system offered. Modlitba [11] developed the GlobeToddler system making the child able to synchronously communicate with a travelling parent. The parent can record audio comments and take pictures and send them to the child (asynchronously), who is supplied with an interactive doll based on a Nintendo Wii remote controller. Whenever the child uses the doll, the parent is notified of this, and can choose to engage in a synchronous activity with the child, for example, by making an avatar jump. Evaluation showed that both parent and child really enjoyed the system, but it also showed that the child sometimes found the doll confusing to use and not consistent enough. Raffle et al. [12] created a custom-made device to be used by grandparents and grandchildren for shared reading of physical storybooks. It included an audio channel and page sensing technology to determine if the child was on the same physical page. Evaluation showed that it made children more engaged in long-distance communication than when they used Skype and that the quality of the intergenerational interactions improved as well.
Case
Grandparents and grandchildren participate in various types of activities when together [7]. The shared activity storytelling was selected because it seemed feasible to mediate over distance compared to, for example Kennedy’s category of “eating out with grandparent” [7]. Storytelling is in the context of this paper defined as the oral activity of telling, that is, conveying a story from one to another. In the context of this paper a story is defined as either real, for example about daily life, corresponding to Kennedy’s category of “Talking together about recent events in each other’s lives” or fictional and read out loud, corresponding to Kennedy’s category of “Reading books and telling stories together”. The goal is to mediate both telling of real and fictional stories. THE STORYTELLING SYSTEM The goal of the storytelling system is to explore if grandparents and grandchildren find it fun, meaningful and possible to share activity over distance and, if this is the case, how they choose to do it. The system had to require no intervention from researchers during use, as this would potentially be annoying for the participating families. The age of the participating family members also had to be considered. It was important that children and grandparents did not find the system boring and that they were not intimidated by it. Even though the technology probe presented in this section can be seen as a prototype, the goal is to explore how technology can be used to facilitate contact between distributed grandparents and grandchildren than exploring technical or usability related matters. Conceptual Design
The conceptual design of the storytelling system was inspired by Yarosh, who built the ShareTable for shared viewing of physical objects [19].
This paper reports research exploring intergenerational interactions over distance. We present the design, develop-
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Figure 1: The basic design concept for the distributed storytelling system.
Adapting this to a less physical context, but with the same objective – shared viewing - the technology probe was designed to allow sharing of virtual objects, through a shared display. Thus the system was made to consist of two LCD monitors and two computers, one set for each household. The shared display was implemented by replicating one household’s interaction with the probe on the monitor in the other household and vice versa, thus following the WYSIWIS (What You See Is What I See)-concept [14]. The technology probe was furthermore equipped with an audio channel through which grandparents and grandchildren could talk to each other as on a normal phone. An important part of bonding is developing trust in each other and research shows that ”speech plays a significant role in that development” [5]. Research also shows that trust indeed can develop in a non face-to-face situation [3]. Thus, as the motivation behind the research grounding this paper is to facilitate bonding between grandparents and grandchildren living apart, an audio channel was deemed necessary. Supplying the system with an audio channel also conveniently solves the potential issue of asking children in the early stages of learning how to read and write to communicate using a text-only medium. Figure 1 illustrates the basic design concept.
tive storytelling sessions. One household can at any time choose to invite the other to participate in a storytelling session, and the other household then have the option to either accept or decline the invitation. Whenever one household invites the other, a single telephone sound is played in both households to draw attention to the system. Upon acceptance of the invitation, the interface for active storytelling sessions is shown. Both households can close the session at any time by clicking on the red x in the top right corner. To keep the system simple, and to allow grandparents and grandchildren to interact around something shared, the visual interface is identical in the two households. This interface is illustrated in Figure 2. Supplying both households with the same interface to make it easier for them to help each other is previously shown to be effective. Kraut et al. found that sharing the visual space helps establish common ground between two distributed persons when the objective is for one to help the other [10].
Making it a technology probe: “an instrument that is deployed to find out about the unknown” [6] the storytelling system was equipped with recording capabilities for making all audio communication and visual interaction available for subsequent analysis by the researchers. Furthermore, the system was built of generally available hardware and software technologies, combined in a novel way. Each household was equipped with a table-based microphone and a set of loudspeakers to allow an audiochannel to be opened. This approach was preferred over providing headsets as it would allow multiple people to talk at once in both households, and as children would not have to put on headsets before audio contact could be made.
Figure 2: The interface design of an active storytelling session, where the first page from the fictional book “Peter Rabbit” is chosen. The large white area in the middle is the shared space. The bottom row is the photo toolbar. The top row toolbar contains the books and the coloured pencils.
The interface for active storytelling sessions contains two conceptually different parts. One part is a shared visual space [10] where everything shown, and all actions done, is replicated to the other household, hence in effect making it a shared space. Having such a shared space is shown to
Interface and Interaction Design
The visual interface made available to the households comprises two parts: initiation of storytelling sessions and ac-
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improve communication between distributed people [10]. The other part is toolbars, where the different mediated storytelling activities can be initiated. This distinction can be seen on Figure 2. The shared visual space was designed with an unlimited amount of empty slides (as in, for example, PowerPoint), which both households can navigate between freely using the left and right arrows. The following describes the different types of visual elements available in the system for inserting onto the slides.
prompting conversation. An unlimited amount of photos can be inserted on the same slide, photos can be moved around and photos can be resized with or without maintaining proportions. Supplying the grandparents and grandchildren with the possibility to share photos and read children’s books is well in line with previous research concluding that interfaces for children “should […] elicit sharing or storytelling” [2]. A series of coloured pencils and an eraser were also added to the toolbar section. These pencils can be used to draw on top of storybooks, photos and blank slides and the eraser can be used to erase it again. As every parent knows, children love to paint. It was hoped that children would use these pencils to perhaps make paintings for the grandparent or that grandparents would use these pencils to tease the grandchild, a trend Ballagas et al. found grandparents would use to “engage the children in the conversation” [2]. Ballagas et al. also found that children are in general more inclined to express their ideas through action than through words [2], a finding the pencils hopefully support well. Finally, touch-enabled LCD monitors were used. This allowed children to paint with the pencils on the monitor with their fingers. It also allowed more than one person to interact with the system simultaneously without having to fight over control of the mouse. However, the mouse was still available too, if needed.
Figure 3: Using the arrows different storybooks can be read.
The first type of mediated activity available facilitates fictional stories. When a fictional book is read aloud in a collocated setting, both the grandparent and grandchild can touch the book, see the book and influence the choice of what book to read. This was mediated in the system by making 10 different children’s books available in the toolbar section, as seen in Figure 3. Both grandparents and grandchildren are given the opportunity to select what book to read and to navigate the pages of the book by pressing the left- and right-pointing arrows. When a book from the toolbar is selected in one household, the same book is shown on the display in the other household. The same is the case when navigating pages. The hope was that these shared books would make grandparents and grandchildren interested in reading aloud stories to each other.
Technical Design
The system and probe software was implemented in 1½month time by a single researcher. The audio channel between the two households was implemented using an existing piece of audio communication software [16]. The interface displayed on Figure 2 was implemented in a C# based Windows Forms client. It communicates with a Microsoft SQL Server database in real-time to ensure that actions from both households are replicated in the other household. Finally, photos are taken with a Nokia 7610 camera phone, and via MMS sent to an e-mail address. A C# based console application then extracts these photos from the e-mail address at regular intervals, saves them in the SQL Server database and adds the photos to the photo toolbar in both households. The technical design is illustrated on Figure 5.
The second type of mediated activity available facilitates exchange of real stories in relation to questions like “what have you been doing today?”. With the purpose of making conversation around those types of questions easier, the system was designed with the possibility to easily share photos. This was done by supplying a designated camera phone for each household to use at their own discretion, whether in the house or on the move, and then share these photos through the system. It was hoped that these photos would make it easier for especially children to remember and prompt stories about their day. Figure 4 illustrates how these photos are made available in the bottom toolbar section. Both households have the possibility to drag a photo from this toolbar into the shared visual space. When a photo is uploaded from one household’s mobile phone, it is automatically placed in the photo toolbar in both households. The idea behind this decision was to make a scenario possible where the grandparent would drag a photo taken by the grandchild into the shared visual space and then ask questions along the line of “what are you doing here?” thus
DEPLOYMENT The technology probe was deployed in a field study with two participating families. The objective was to evaluate how the grandparents and grandchildren used the system to facilitate and augment their interpersonal contact and communication. The families received no remuneration but had the costs of their involvement covered.
Figure 4: The photo toolbar. Using the left and right arrows all photos can be seen and inserted.
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Figure 5: Technical structure of the system. Participants
such as on a kitchen table. The computer and the keyboard were hidden away as much as possible. The mouse was kept visible and usable as a supplement to the touch screen. The computer was wirelessly connected to the household’s existing ADSL-based Internet connection (all households had that already). The family was then informed that they could use the system in whatever way they found suitable or exciting. After having briefly demonstrating the available toolbars and functionality, ensured that the audio channel worked, and instructed the household’s residents on how to send photos from the camera phone, the two researchers left. While the probe was deployed at the families it was monitored remotely and technical problems were solved as quickly as possible. Every time the family used the system, a screen capture program [4] recorded both what was shown on the screen and their voice talk. This happened automatically in the background without interfering with the use of the system. This was supplemented by a log file with time stamped entries of every time a household tried to initiate a session, what the response was from the other household (“accept” or “decline”) and how long sessions lasted. When the probe was collected from the households again, a second semi-structured interview was conducted investigating how they used the system, what they liked and disliked and which tools they used the most. During both the pre- and post-use interview, the most valuable comments came from the grandparents and parents , as the grandchildren generally had a hard time maintaining focus on the interview.
The participating families were recruited through academic staff at the University of Melbourne, Australia. Each family had to meet a basic set of requirements to be selected for participation. Both households in the family had to be located in the greater Melbourne area. The parents had to have at least one child aged between 4 and 8, and the grandparents had to live in their own household and require no external care. These requirements were put in place to ensure that the family would, and could, invest the time required to generate useful data. The participating families had complete freedom regarding frequency, content and time of use. Several families volunteered to participate in the study among which the following two families were chosen. Family 1 consisted of two children aged 5 and 6 and two grandparents. They normally kept in contact using the phone and lived around 30 km. from each other. Recent shared activities between the grandparents and grandchildren included the children having sleepovers at the grandparent household, baking, and going to science museums. Family 2 consisted of three children aged 2, 6 and 8 and two grandparents. They also normally used the phone to keep in touch, and lived around 20 km. from each other. Recent shared activities include looking at books together, reading stories and painting. Method and Data Collection
When a family had agreed to participate in the study, identical set up dates were scheduled with both households to minimize the amount of time one household would have a non-working probe. At the scheduled date, two researchers drove to the two households. The following procedure was then followed for both households in both families.
The probe had to be deployed sequentially to the two families for technical reasons. To gather enough data and ensure that system usage routines developed, the intended duration of deployment in a family was four weeks. However, family 1 had the probe for only 14 days as they chose to opt out. This was caused by lack of time to use the system in the grandchildren household. They used it for only 30 minutes in total. To compensate this the probe was deployed for an extended period of 45 days at family 2. This family used the system for a total of 5 hours and 3 minutes.
First, a semi-structured interview was conducted. The intention of this interview was both to “break the ice” between the household residents and the researchers, but more importantly to achieve a basic understanding of how that household communicated with the other household. Among the questions asked were how they currently stay in contact with the other household and which problems they have experienced with this. Secondly, the probe computer and the 19-inch touch screen display were installed in the household. To facilitate access and use, the touch screen was placed in a central and high traffic area of the house,
Data Analysis
Even though the storytelling activity was what the system was mainly designed to facilitate, it would limit the analysis if storytelling activities were the only area of focus because
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the nature of a technology probe is to explore the unknown, and because the participants can “use them [the probed systems] in unexpected ways” [6]. Vetere et al. observed grandchildren and grandparents together in collocated playgroups and derived categories for shared collocated play [17]. Among these categories are instruction (e.g. how to use an object), performance (e.g. singing a song), game (e.g. playing with a ball) and joking (e.g. telling an obvious lie). Besides the storytelling activity, these four categories further worked as inspiration for types of shared activities to look for in the analysis. Using a Grounded Theory approach [15], inductive knowledge was created in the following systematic way. The video recordings of the storytelling sessions, approximately 5½ hours in total, were transcribed and structured into columns. The first column contained a direct transcription of the speech. The second column contained a description of what they did in the shared space (e.g. “Grandparent inserted a photo”). During this process, whenever an interesting event occurred, this was noted in a third column, representing the properties in Open Coding. A total of 238 properties were identified, which were subsequently categorized as 47 different phenomena. Using Axial Coding, connections were made between these phenomena, resulting in 12 categories. Using Selective Coding, these categories were divided among three themes, each of which is central to the use of the probe and each of which is treated in the next section. This process took 31 hours to complete.
minutes. The grandchildren household were most eager to initiate sessions (59%), however an indeterminable amount of these attempts were, in fact, sessions initiated by the mother rather than the grandchildren. Reading stories
Reading the fictional stories aloud was a popular activity among grandparents and grandchildren. Most often, the grandchild chose the story, which the grandparent then read to the grandchild, adapting his or her voice to the story character. Sometimes the grandchild got really into the story, and did nothing else than turning the page of the book when instructed to by the grandparent. The longest session with a grandchild 100% immersed into the story lasted close to 17 minutes. This is very similar to the way one of the grandparents reported s/he told stories with collocated grandchildren by sitting down with them and reading a book. Beside these sessions, where the grandchild said nothing for a long period of time, the storybooks often prompted conversation. The grandparents often explained the meaning of words and asked questions about the story to the grandchild, who eagerly answered. The grandparents also related the story to the real world, e.g. by elaborating on a story item (e.g. explaining where Eucalyptus trees grow because a Eucalyptus tree was present in a story). This is very similar to other activities that the grandparents reported doing with their grandchildren when physically together. Other times, the grandchildren were really active during the grandparent’s reading out loud. A common behaviour by the grandchildren was to paint on top of story characters, which amused both parties. In one episode, a grandchild painted red spots on top of a story character, which prompted the grandmother to say “Ohh, he’s got measles”, which made the child laugh. Some stories also made the grandparent and grandchild act out specific lines from the story by yelling the line into the microphone, which also amused both parties. The grandparents also often suggested that the child read a book out loud. The child agreed to do this only a few times, and the child’s reading aloud lasted only a few pages before the child lost concentration or asked the grandparent to read instead. During these attempts of the child to read aloud, the grandparent helped with the reading by pronouncing difficult words to the child, who then repeated the word.
FINDINGS The analysis revealed a few issues with the basic design setup, several instances of successful mediation of collocated shared activity and even instances where existing types of activity were mediated in a novel way. A common observed issue was that the system lacked information supplying the grandparent with information about what the grandchild was doing. The grandparent would ask, as an example, “Which photo are you talking about”, and the grandchild would then point on the particular photo and say “this one!”. As the system did not indicate to the grandparent where the grandchild was pointing, the grandparent had no way of knowing what photo the grandchildren were referring to. This happened several times and suggests that the child did not understand what actions grandparent can and cannot see. This issue could be addressed by, for example, displaying the current position of the grandchild cursor on the grandparent monitor. However, this could also reduce playfulness without really adding functionality that wasn’t already there, as another observation revealed where a child figured out how to use one of the coloured pencils as a pointer by painting on top of the photo in question.
Sharing photos
The photos taken with the camera phone turned out to provide opportunities for talk as well. During the time where the probe was deployed in the families, family 1 and family 2 took and sent 17 and 77 photos, respectively. In one episode, a photo of a papier mâché crocodile made by the grandchild was shared, and the grandchild eagerly answered all the grandparent’s questions about their creation. Other photos induced similar patterns of talk. The ability to change the proportion of photos also proved to trigger laughter. In one example, the granddaughter inserted a photo of her older brother, and said “Then I make it [the photo] biiig [taller] and then I squash him [minimize width
Despite these issues, the video recordings from both families showed that both grandparents and grandchildren had a really good time together via the system. Observed activities
A total of 17 sessions were conducted. The average length of a session was 14 minutes with a maximum length of 33
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dramatically]”. This caused the grandparent to reply “What does that feel like, squashing your brother? Does that feel good?” which the grandchild answered with loud laughter and a “yes”. The coloured pencils were also often used combined with the photos. This is exemplified on Figure 6, which is a screenshot from the video recordings, showing a grandparent and grandchild drawing on top of a photo of the grandparent. The coloured pencils were also used without photos and story books in various ways. They were used for playing games, specifically tic-tac-toe, where the grandparent had one colour, the grandchild another, and the tic-tac-toe board was drawn with a third colour. They were used to write messages, such as “Hello”, to the other part. The grandchildren also used them to make drawings for their grandparents (e.g. a rainbow). Playing games together and drawing pictures, either together or for each other, were activities that both participating families reported also being typical of collocated, non-mediated, interaction between the grandparents and their grandchildren.
However, the grandparent chose just to read aloud whatever was shown in front of him, which made the grandchild laugh a lot. This episode of rapidly changing storybooks went on for several minutes. Bonding
When the grandparents from family 2 were interviewed after they had used the system, they interestingly reported that the system provided them with opportunities for bonding that would not be possible in a collocated setting. The grandparents agreed that one of their grandchildren were pretty shy when s/he visited them, but that the same grandchild was "much more free" when s/he used the storytelling system over distance, and that the grandchild probably saw especially the grandfather as more relaxed. This example can be related to previous research, which found that shy individuals fell less inhibited in an online (distributed in space) setting than in an offline (collocated) setting [13]. Interacting with Multiple Grandchildren
The most common ways the families used the system was one grandparent interacting with one grandchild. However, the video recordings also reveal episodes where one grandchild joined another grandchild in an existing session and episodes where multiple grandchildren participated simultaneously for the entire duration of a session. The episodes where more than one grandchild interacted simultaneously varied a lot with respect to both the grandchildren’s mood and the types of activities conducted. In one session, a grandparent was reading a fictional story to two grandchildren simultaneously, who both answered his questions about the story but otherwise stayed passive and immersed in the reading aloud. In another session, where the grandparent was reading aloud a story, both grandchildren were having a really good time together with the grandparent. They used the pencils to draw on top of story characters, for example, to make the character cry, which made both the grandchildren and the grandparent laugh out loud. At one time it was even observed that one grandchild helped the other grandchild use the system, i.e. selecting a tool. However, just as often, the two grandchildren got annoyed at each other. When one grandchild was being read a story by the grandparent, the other grandchild entered the scene, starting to touch the touch screen. This caused great irritation for the first grandchild, exemplified by loud yelling of “stoooop” or “you’re keeping it all to yourself”, signalling that one grandchild preferred the other was not touching the touch screen. During the setup in the first family, when the children were given control over the touch screen, not two minutes passed by before one of the children started crying, fighting over control. Interestingly, it only took a few seconds for grandchildren to change their mood during sessions with two simultaneous. One second, the two grandchildren really enjoyed each other’s interactions, and the next they were really annoyed at each other. One session had participation of all three grandchildren in the second family, the mother and a grandparent. Two of the grandchildren painted with the pencils, helped by the
Figure 6: A screenshot from the video recordings, showing a grandfather and granddaughter having a good time together, painting on top of a picture of the grandfather. Teasing
Several episodes of mutual teasing were observed in family 2. At one point, the grandparent said: “This is the tale of Peter Rabbit”, although the grandchild just moments before had selected another story, which caused the child to answer: “no, it’s not” and the grandparent to laugh. Later, the grandparent drew a story character blue, and claimed he was unaware who did it, even though the child suspected the grandparent. The latter is a good example of the grandparent teasing the grandchild in a way that would not be possible in a collocated, non-mediated setting. The grandchildren were just as teasing. Over time a pattern emerged where the grandchild used the white pencil to overwrite, and effectively erasing, the text while the grandparent was reading the story out loud. While erasing, the grandchild often laughed a lot, and it only got funnier when the grandparent started to tease back by erasing the white areas, hence making the text visible again. Another example of mutual teasing involved switching books mid story. While the grandparent was reading out loud, the grandchild suddenly selected another storybook to tease the grandparent.
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mother, while the third grandchild played the flute for the grandparent. This illustrates the diversity of the system.
Daily life in the grandchildren’s household clearly affected the use of the system. The second family got into a routine where they often conducted storytelling sessions in the evening having the two oldest grandchildren swapping between using the system and having a bath. During sessions, it was also common for the grandchild interacting with the system to be disturbed by other matters in the household. This caused the grandparent to feel insecure if s/he still had the attention of the grandchild. However, conversely, the use of the system also affected the daily life of the household. As examples, grandchildren would sometimes delay bedtime to have a session with a grandparent, and grandchildren would sometimes disobey the call to dinner because they were interacting with a grandparent.
Parental Involvement
The mother in the two families also proved to play an important role for successful use of the probe by the grandchildren. The mother often intervened during active storytelling sessions, and by talking with the grandparents scheduled when the next storytelling session was going to take place. The mother also initiated storytelling sessions and fetched the child or the children only when she had made sure the grandparents were available and had time for a storytelling session. Similarly, she replied to invitations from the grandparent if neither of the children heard the ringing sound and then gathered the children. During sessions, the mother helped the children both to use the system, for example explaining how to enlarge pictures, and suggested activities as “why don’t you [the grandparent] read a story to [the grandchild]?”. Several times the mother also supplied visual clues to the grandparent about current grandchildren activity. Once, the child did not immediately answer a question from the grandparent and the mother said “she has a cookie in her mouth”, thus providing the grandparent with contextual clues from the grandchildren household. Finally, the mother educated her children during sessions, warning one grandchild not to yell into the ear of the other while both were using the system.
DISCUSSION Based on the findings we derived four themes important for facilitating grandparents and grandchildren communicating synchronously over distance through technology design. Even though these themes are elicited based on empirical data from grandparent-grandchild contact, we hypnotise that the themes are also relevant to consider when designing technology for facilitating contact between distributed parents and children, for example, in cases where one parent travels a lot, or where the parents are divorced. Conversational Context
Ballagas et al. found that children have a hard time staying engaged in a phone conversation [2]. Based on a focus group study, Evjemo et al. concluded that parents appreciate communication technologies that provide conversational context [5]. This paper presents an attempt to provide distributed grandparents and grandchildren with conversational context in a real setting. The telling of fictional stories, the ability to share personal photos and the creativity shown with the pencils indicates that both grandchildren and grandparents really enjoyed the storytelling sessions and bonded during so, by sharing the same conversational context. Our study thus supports the need of a conversational context found by Evjemo et al. [5]. Despite the presented technical issues with the system it also appears that it provided better opportunities for bonding than when using just telephones.
Integrating the system into daily life
The degree at which the two families managed to integrate the system into their daily life was almost as opposite as possible. The first family never managed to integrate it, mostly because the mother did not have the energy to facilitate use. The second family however successfully integrated the system into their daily life to a degree where the children were sad when the probe was recollected from their household. On a side note, this observation in itself presents an interesting ethical concern in relation to longitudinal deployment of technology for research purposes. Figure 7 shows what time of the day the storytelling sessions took place. It shows a clear preference for evening sessions with a secondary preference for early afternoons.
Facilitation
The way the storytelling system was used in the families suggests that it is important to consider the role parents play in facilitating contact between distributed grandparents and grandchildren. Our study shows that parents can greatly increase the amount of bonding contact between the grandparents and the grandchildren. The parents are probably more aware of the routines in the grandparent household than the grandchildren are. This makes them important for prompting the grandchildren to initiate contact at a time of day where there is a higher chance of the grandparents being available. The case of family 1 shows what can happen if neither parent has the time to facilitate use, as both parents were either not home or very busy at home during
Figure 7: Number and distribution of sessions over time. The darker the colour, the more popular that hour was for storytelling. No sessions were initiated between midnight and noon.
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the two weeks this family had the system, resulting in very little use by the grandchildren. During sessions of contact, the parents also play an important role, by supporting the children both technically and conversationally and making sure two concurrently interacting children are not fighting (too much) over control. Thus when designing technology for supporting bonding between distributed grandparents and grandchildren, it is important that the role of the parents is considered as well and that parents are given an opportunity to play a role, as they both can help the children with the technology and have to permit the children to use it.
by asking questions as "do you want me to read you a story?" on the audio channel or dragging personal photos into the shared display, with which the child then played. The video and audio recordings of their interactions also showed that the grandparent adapted his/her activities to the mood of the grandchild. If the grandchild at one point e.g. was not interested in hearing a story, the grandparent immediately suggested other activities. The audio channel alone played an important role in facilitating this, as the grandparent through this got immediate knowledge of the mood of the grandchild, by his/her laughter, voice pitch etc. The grandparent knew s/he had been successful when the child burst out in laughter. These examples show that the grandparent role of caring is important to take into account when designing technologies for improving contact between distributed grandparents and grandchildren. It is also clear that having an audio channel and a shared display provides the grandparent with the possibility to care for the grandchild, thus ensuring the child is having a good time.
Diversified interaction forms
The use of the system in the two families also revealed the importance of diversified interaction forms when designing for children. Children have, similarly to adults, some form of a daily routine. During the day, they’re full of energy, running around, playing and are generally just really active. When using the system, similar behaviour was observed with the child interacted wildly, painting fast, and browsing pages fast, thus being active. This is exemplified by one child saying “I’m gonna make you a rainbow” (with the coloured pencils), whereupon the child started painting wildly with all the colours. This is contrasted by behaviour later on the day. The interviews conducted in the two families before the probe was deployed revealed that it was common for the parents to read aloud to the children before they went to bed, or when they were in bed, before they fell asleep. Again, when using the system, similar behaviour could be observed when a child said “Tell me a story” to the grandparents, and then did nothing for almost 20 minutes but turning the pages when instructed to. This suggests that the various ways the children interacted with the system is influenced by the daily routine of the child, who probably expects to be told a story at bedtime whether by the collocated parent or by the remote grandparent. It is also possible that the general mood of the child affects what the child in the moment finds exciting. If the child has had a very energetic day, the child may be interested in a more passive interaction form in the afternoon. No matter if the child was very active or very passive, both the child and the grandparents appreciated the interaction. This suggests that to optimize the possibility for bonding between distributed grandparents and grandchildren to occur, the technology should encompass a diversity of interaction forms to suit the current activity level of the child.
Encouraging 'individual play'
The system also proved to be an instrument of individual play for the grandchildren. This can be illustrated with two types of observed examples. A grandfather was in the process of telling a story to the grandchild, when the grandchild started to interact wildly with the system, switching the pages fast. While the grandfather often just laughed when the child did this, the observed reaction in this episode was different. The grandfather got so annoyed by the grandchild’s constant interruptions of his reading that he denied reading anything more that day. A more common observed phenomenon was the grandchild being so immersed in painting with the coloured pencils that questions from the grandparent stayed unanswered despite several attempts by the grandparent to initiate conversation. This suggests that sometimes the grandchild saw the probe more as an instrument of individual play than an instrument of shared activity, which does not work towards more contact between distributed grandparents and grandchildren. This could be addressed by giving the grandparents more control over which tools the grandchildren can use at any time, at the risk, however, of losing the child’s interest in the interaction with the grandparent. Technical issues
The decision to use loudspeakers and table microphones in both households unfortunately proved to be troublesome as this introduced severe acoustic echo. Speech from one household was played back on the loudspeakers in the other household, and therefore re-recorded and transmitted back again. Especially the grandparents in both families expressed serious irritation over this. The loudspeakers had an important role by playing the telephone sound upon receiving an invitation to participate in a storytelling session to get the attention of the household residents. The table microphones also played an important role as they allowed multiple grandchildren and even multiple parents to chat with the grandparents simultaneously. The microphones
Supporting grandparent caring for grandchild
When grandparents and grandchildren play together in a collocated setting, the grandparent acts as a carer for play, e.g. by selecting playful artefacts, thus ensuring the child is having fun playing [17]. The grandparent can conduct this behaviour just by watching the child and the environment. Thus, when the grandparents and grandchildren are given the opportunity to be in contact with each other over distance, this role must be attended to, if shared collocated activity is to be mediated successfully. This study showed that the grandparents did indeed conduct the role of caring
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also captured the general activities in the households, which often functioned as an important primer for conversation. In a future version of the system, acoustic echo cancellation should be applied. Using headsets instead of speakers and table microphones would limit the current walk-up-and-use quality of the system and also limit the peripheral awareness of the remote household created it observably creates.
2. Ballagas, R., Kaye, J., Ames, M., Go, J. and Raffle, H. (2009). Family communication: phone conversations with children. Proc. IDC'09. ACM, 321-324. 3. Bos, N., Olson, J., Gergle, D., Olson, G., and Wright, Z. (2002). Effects of four computer-mediated communications channels on trust development. Proc. CHI’02. ACM, 135-140. 4. CamStudio. http://www.camstudio.org 5. Evjemo, B., Svendsen, G. B., Rinde, E., and Johnsen, J. K. (2004). Supporting the distributed family: the need for a conversational context. Proc. NordiCHI'04, ACM, 309-312. 6. Hutchinson, H., Mackay, W., et al. (2003). Technology probes: inspiring design for and with families. Proc. CHI’03. ACM, NY, 17-24. 7. Kennedy, G. E. (1992). Shared activities of grandparents and grandchildren. In Psychol Rep. 1992, Feb; 70(1): 211-27. 8. Kornhaber, A. (1996). Contemporary Grandparenting. Thousand Oaks, CA: Sage Publications, Inc. 9. Kornhaber, A., Woodward, K. L. (1981). The grandparents/grandchildren. The vital connection. Garden City, NY: Anchor Press/Doubleday. 10. Kraut, R. E., Gergle, D., and Fussell, S. R. (2002). The use of visual information in shared visual spaces: informing the development of virtual co-presence. Proc. CSCW’02. ACM, 31-40. 11. Modlitba, P. L. (2008). GlobeToddler: enhancing the experience of remote interaction for preschool children and their travelling parents. Master’s Thesis. MIT Media Laboratory. Http://web.media.mit.edu/~paulina/ portfolio/PaulinaModlitbaMSThesis.pdf. 12. Raffle, H., Ballagas, R., Revelle, G., Horii et al. (2010). Family story play: reading with young children (and elmo) over a distance. Proc. CHI '10. ACM, 1583-1592. 13. Roberts et al. (2000). "U r a lot bolder on the net": Shyness and internet use. In: Crozier, W.R. (Ed.) Shyness: Development, consolidation and change, Routledge, New York, 121-138. 14. Stefik, M., Bobrow, D. G., Foster, G., Lanning, S., and Tatar, D. (1987). WYSIWIS revised: early experiences with multiuser interfaces. ACM Trans. Inf. Syst. 58(2): 147-167. 15. Strauss, A and Corbin, J. (1990). Basics of Qualitative Research, Newbury Park: Sage. 16. Ventrilo. http://www.ventrilo.com. 17. Vetere, F., Davis, H., Gibbs, M. et al. (2009). The Magic Box and Collage: Responding to the challenge of distributed intergenerational play. Int. J. Hum.-Comput. Stud. 67(2): 165-178. 18. Williams, B. K., Sawyer, S. C. and Wahlstrom, C. M. (2005). Marriages, Families & Intimate Relationships. Boston, MA: Pearson. 19. Yarosh, S., Cuzzort, S., Müller, H. and Abowd, G. D. (2009). Developing a media space for remote synchronous parent-child interaction. Proc. IDC'09, ACM, 97105.
CONCLUSIONS This paper has explored how to design technology to improve contact between grandparents and grandchildren living apart. The design, implementation and deployment of a system in the form of a technology probe have been described, and four important themes have been elicited. The results indicate that grandparents and grandchildren are keen to stay in contact and that this can be facilitated through “conversational context” in the form of joint storytelling involving fictional stories and personal photos. It is also shown that parents play an important role as facilitators of contact between grandchildren and grandparents. The daily rhythms, and how this affects the activity level of the child, must also be given thought when designing technology to be used partly by children. The study also shows the importance of taking the grandparent’s role of carer for play into consideration to allow meaningful and fun interactions to arise. It is hoped these themes will help fellow researchers when designing technology for improving contact between grandparents and grandchildren living apart. LIMITATIONS During analysis, it was impossible to be absolutely sure of who was interacting with the system when a storytelling session was in progress. This is because several members of the same household often used the system concurrently and because the probe did not record visual information about what was happening in front of the display. The current user interacting with the system was therefore often determined by an educated guess based on the audio channel. Furthermore, the generalisability of the presented findings and themes needs to be examined through further studies. Use patterns might be different in other families, potentially leading to discovery of more themes. FUTURE WORK As the study revealed a preference to use the system in the evenings, it is expected that grandparents and grandchildren face further challenges for creating and maintaining a relationship if living in different time zones. This scenario is currently being studied through a deployment of the Storytelling system at two families with grandparents and grandchildren distributed between Denmark and Australia. Findings from this study will be reported in a future paper. REFERENCES 1. Ames, M. G., Go, J., Kaye, J. ' and Spasojevic, M. (2010). Making love in the network closet: the benefits and work of family videochat. Proc. CSCW'10, ACM, 145-154.
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Supporting Cooperative Design through “Living” Artefacts Dhaval Vyas1, Anton Nijholt1 and Gerrit van der Veer1,2 2 Human Media Interaction School of Computer Science University of Twente, the Netherlands Open University, the Netherlands d.m.vyas | anijholt @ utwente.nl gerrit@acm.org 1
into design practices. Lawson [12] suggests that designers use ‘synthesis’ when it comes to problem-solving, whereas traditional scientists use ‘analysis’. Designers’ way of thinking focuses on quickly developing a set of satisfactory solutions, rather than, producing prolonged analysis of a problem [4]. As a result, designers frequently use and produce a relatively high number of representations such as, design sketches, drawings, story-boards, and collages. The studio organization is also important for supporting and inviting design critiques [24] as is the strongly embedded designerly practice of showing work and eliciting feedback early and often [4]. Such practices also encourage discourse and reflection during the design process [21].
ABSTRACT
We present findings from a field trial of CAM (Cooperative Artefact Memory) – a mobile-tagging based messaging system – in a design studio environment. CAM allows individuals to collaboratively store relevant information onto their physical design artefacts, such as sketches, collages, story-boards, and physical mock-ups in the form of messages, annotations and external web links. We studied the use of CAM in three student design projects. We observed that CAM facilitated new ways of collaborating in joint design projects. The serendipitous and asynchronous nature of CAM facilitated expressions of design aesthetics, allowed designers to have playful interactions, supported exploration of new design ideas, and supported designers’ reflective practices. In general, our results show how CAM transformed mundane design artefacts into “living” artefacts that made the creative and playful side of cooperative design visible.
Bringing a ubicomp technology into design studio environments would require a much deeper understanding of design practices that are undertaken in these settings. Using ethnographic methods, we studied academic and professional design studios over the period of eight months and developed a set of design implication (discussed briefly in the next section). Using these design implications, we developed a low-tech, mobile-tagging based messaging system called CAM (Cooperative Artefact Memory). CAM allows designers to collaboratively store relevant information onto their physical design artefacts, such as sketches, collages, story-boards, and physical mock-ups in the form of messages, annotations and external web links. In a sense, CAM allows design artefacts to have an individual digital profile on the Internet where relevant information can be added, updated or changed collaboratively by designers. Our current prototype of CAM integrates WiFi enabled camera phones with Microsoft TagReader clients; a set of 2D barcodes generated using Microsoft Tag’s online services; and a JAVA web server application that uses Twitter API.
Author Keywords
CAM (Cooperative Artefact Memory), Design Studio, Living Artefacts, Product Design, Twitter ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
The design studio culture has been central to the education and practice of design disciplines such as architecture and industrial design for several decades. Typically, design studios have a high visual and material character, where studio walls and other less permanent vertical surfaces are full of design artefacts such as sketches, posters, collages, storyboards and magazine clips for sharing ideas and inspirations. This ecological richness of design studios stimulates creativity in a manner that is useful and relevant to the ongoing design tasks [3]. This kind of organization of design studios is not coincidental. In fact, it is deeply rooted
In this paper, we describe the results of a field trial of CAM in an educational Product Design studio in three different design projects. We invited three design teams to use CAM for their one week long design projects. Our intention was to use CAM as a probe to gain insight into the kinds of communication practices supported by CAM. We observed that CAM facilitated new ways of collaborating in design projects. The serendipitous and asynchronous nature of CAM facilitated expressions of design aesthetics, allowed designers to have playful interactions, supported exploration of new design ideas, and supported designers’ reflective practices.
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RELATED WORK
Our results show that the life of a design artefact includes narrative, aesthetic, playful, coordinative, explorative and reflective characteristics. The result in general suggests a new perspective on looking at design artefacts as no longer being static objects but active participants in the design process. We can enrich design environments with this kind of analogy where design artefacts can expand their basic nature from being static to more dynamic and experiential. Our results do not suggest better results in design, but a different perspective on design. In the following we briefly describe the four implications used in the design of CAM.
In the literature, there are several examples of applications that link physical objects to digital contents. In these applications, RFID, barcodes, or other sensing technologies are used to augment physical objects so that digital information can be linked to these physical objects. One of the earliest technologies was the eTag system by Want et al. [28] that used electronic tags on items such as books and posters linked to online information and actions. These authors demonstrated the utility of linking the electronic services and actions that are naturally associated with their form. In the WebStickers system [13], barcode stickers were attached to physical objects – making them act as bookmarks to the WWW. WebStickers enabled users to take advantage of their physical environment (e.g. by sticking these stickers at different places such as office doors) when organizing and sharing bookmarks. AURA [2] was a PDA and barcode based system for linking digital content to physical objects. It integrated a wireless Pocket PC with a barcode reader so that users can scan books, CDs, DVDs, packaged grocery products and other barcoded objects and then view, store and share related metadata and annotations. The term ‘physical mobile interaction’ describes interaction styles in which a user interacts with a mobile device and the mobile device communicates with objects in the real world [16]. These objects generally have some sort of tags (e.g. NFC, RFID, visual barcodes) that have communication abilities [8, 16, 18]. They enable the ubiquitous use of mobile services that are connected with smart objects. The usage of physical mobile interactions simplifies the discovery and use of mobile services, enables new kinds of object, person or location-based applications and overcomes several limitations of mobile devices. O’Hara et al. [14] studied the use of a location-based mobile-tagging application in the London zoo and found that their subjects used the system for supporting noninstrumental aspects such as identity creation and play.
Design Implications used for CAM
We carried out longitudinal ethnographic fieldwork [25, 26] in academic and professional design studios over a period of eight months. We aimed at understanding everyday collaborative practices of designers and design students in their natural settings. We used methods such as contextual interviews, naturalistic observations and video recorded live design sessions. From the results of our fieldwork, we developed the following implications to inform the design of CAM: • Artefact-mediated Interaction. Designers develop a multitude of design artefacts in the form of paper sketches, drawings, physical models and so on over the course of their design projects [19]. The materiality, stigmergy, public availability and knowledge landmarks left on design artefacts help to establish and support communication between designers. We believe that a system should be able to incorporate these artefacts (at least partially) into its design space so that its natural and experiential qualities can still be exploited by designers. • Utilize Spatial Resources. The way designers keep these artefacts and organize them in their workspace affects their work organization, communication and coordination practices. It is this spatial flexibility of, for example, sticking sketches and drawings on a shared office wall, that allows designers to discuss, criticize and explore new possibilities of their design work. In order to provide technological support for spatial flexibility, we need to think beyond desktop computers and involve the spatial and dynamic aspects of design studios, as shown in [19]. • Creative Explorations. We observed that designers spend a considerable amount of time in exploring new ideas and concepts by utilizing different techniques and design representations (also shown in [11]). Our fieldwork suggests that for creative explorations there is a need for a technological infrastructure that allows designers to collaboratively generate innovative ideas. • Social Flexibility. We observed that the use of design artefacts and physical space allowed a level of flexibility in designers’ everyday social interactions. This helped designers to discuss and talk about things anywhere and anytime. We believe that a Ubicomp system should not impose social order onto the designer, on the contrary it should allow designers to bring about and establish new practices for design.
In the design studio context, Grønbæk et al. [7] developed a set of Physical Hypermedia applications that extended the well-known web navigation paradigm. Within the domain of Architecture, they used RFID tags and readers where users can tag important physical material and could track these materials by antennas within their work environment. Blevis et al. [3] and Jacucci and Wagner [10] developed ubicomp technologies that could support and enhance inspirations and creativity, by utilizing spatial aspects of the design studio environment. In all these examples, we observed that supporting joint activities through a technology was missing. COOPERATIVE ARTEFACT MEMORY (CAM)
CAM is a mobile-tagging based application, with which designers can send and store messages, annotations and other relevant information onto their physical design artefacts using mobile phones [27]. The messages and annotations pertaining to a design artefact can be accessed by all members of a design team. CAM is meant for
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created several temporary Twitter IDs and the same number of 2D barcodes generated using Microsoft Tag. The participants were first given a demonstration about how CAM works and how they could send and receive messages. During the period of their projects, they were asked to use CAM as a tool to support their design projects. At the end of their projects, students were given twenty Euros each as a token of appreciation.
(a)
As we mentioned earlier, our intention was to use CAM as a “probe” to learn how it influences, and possibly supports, the design process in design studio environments and not to test CAM as a fully functional technology. We left it completely to the design teams to use CAM in their preferred ways. They were encouraged to use CAM as much as possible. We also encouraged them to use the Internet from the mobile phones. Throughout the course of the three design projects, we videotaped their design sessions and interviewed team members at the end of the sessions. We collected the logs of the 2D barcodes and used Tweet logs in our analysis.
(b)
Figure 1: (a) CAM running on an iPhone; (b) Reading a design sketch using Microsoft’s TagReader client.
supporting communication and collaboration amongst team members in co-located design studio settings. The current prototype of CAM uses low-tech, off-the-shelf tools such as Microsoft’s mobile-tagging application TagReader, 2D high capacity color barcodes and a JAVA web server that uses Twitter API. In a typical scenario, when a designer scans a 2D barcode with his mobile phone camera, a web browser running CAM application starts. Using the user interface of CAM (Figure 1a), the designer can read messages pertaining to that particular design artefact or can choose to write a new message onto the artefact. CAM has a very simple user interface and has two functionalities: reading messages and sending messages. The “Check Updates” link allows viewing of all the messages written and stored onto a design artefact. The “Post Message” text-box allows one to write and send a new message to a design artefact.
OBSERVATIONS
The three design teams were able to easily integrate CAM into their everyday design practices. Participants attached 2D barcodes to their design sketches, physical mock-ups, collages and Post-it notes and using CAM they added annotations, messages and other relevant information to these artefacts. Since all the team members had access to the Internet via the mobile phones, they also added web contents in their messages. Figure 2 shows one of the design teams that utilized a whiteboard to display their design sketches and discuss ideas during their face-to-face meetings – a theme seen in all three design projects.
Using CAM, a design artefact can have an individual digital profile on the Internet where relevant information can be added, updated or changed by all designers. The central idea in CAM is that it associates each 2D barcode to a Twitter account. Hence, when one reads a 2D barcode attached to a design sketch (Figure 1b), for example, one can read a set of messages about the object in the Twitter interface. FIELD TRIALS
In a Product Design studio, we studied the use of CAM in three different design projects. We asked three student design teams to use CAM for their one week long design projects. All teams had four members. Table 1 shows the details of our design participants and their design projects. We gave them each a WiFi enabled camera phone. We Design Team #
Educational Year
Design Subject
Number of Participants
1
1st Year
2 3
Remote Control
4
rd
Alarm Clock
4
th
Intelligent Lamp
4
3 Year 5 Year
Figure 2: In the Product Design studio, a whiteboard full of design artefacts with 2D barcodes.
In the following, we provide the results of our qualitative data analysis, describing 1) how CAM was used by our participants and 2) how CAM supported their design activities. RESULTS I: HOW CAM WAS USED…
We first start by providing an example of a tagged design artefact and show how it was used by our participants. Figure 3a shows a design sketch that describes the concept
Table 1: Details of participants
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of an intelligent lamp. The sketch shows the form and shape of the lamp and an annotated description of the lamp. The creator has attached a barcode to it and added a further description onto the digital profile of this artefact. Over the course of the design project, other members have read these messages and added their own comments and suggestions about this particular design sketch. When one reads the 2D barcode on a mobile phone, one is be able to see a complete log of comments as shown in Figure 3b. This log shows the dialog and negotiations that took place between coparticipants. In Figure 3b, one could read the description about the size of the lamp and its functionality. Importantly, the log also shows questions and issues raised by coworkers such as: “where the lamp should be placed”, “what material should be used” and “what should its size be”.
(a)
like sending an SMS to somebody, but the messages are stored on the object.” This digital extension also seemed to provide organization cues to our participants’ everyday work. CAM was described as a tool for setting reminders, triggers, notices, exhibits and resource sharing. Additionally, the use of CAM was also seen as storing “minutes” of a particular design session, as relevant information can be read easily. A team member suggested: “These 2D barcodes provide immediate access to the information to what you want without a need to switch on the computer.” Design narratives
We observed that the narration and description of design activities during the course of design projects can be traced through the Tweets that were sent using CAM. Although the technological limitations (140 character limit on message length) would influence the narrative structures, these narratives did provide a clear indication of how design was carried out. One of the important aspects of these design narratives was their ‘cooperative’ nature. The design narratives in the form of Tweet logs represented different views expressed by participants in a particular design project. This form of interaction provided an opportunity for collaborative concept creation. The design narrations depicted in the form of Tweets provided information about the design process that was used by the design teams. When asked about what they thought of these design narrations, a designer had the following comment: “In my opinion, this is like making a design story. Maybe not a complete story. But it has a great deal of information about the conversation that we had while we were working”.
(b)
Figure 3: Tagged sketch of an Intelligent Lamp concept (a), and Tweets sent by the co-participants to provide a design description, written in German (b).
Design archive
In the three design projects, we observed that not all the design artefacts were tagged with a 2D barcode. Participants tagged their artefacts only when they wanted to show or to communicate their ideas to the others. Remarkably, once the participants tagged an artefact they never made any changes in the original artefact. Hence, tagging gave a design artefact its own identity.
CAM was also seen as a tool to archive design related information, as a design artefact, with a barcode, could store information about different design activities that took place earlier. Several of our design participants thought that after the current project, they could use their old sketches as design archives. One participant said: “If I have to design a new alarm clock again, I can go back and retrieve all the information that is stored in this sketch and see how I can continue with that.” This showed the value of CAM for design students.
Digital Extension of Physical Objects
As shown in the above example, one of the advantages of CAM for our participants was to be able to extend a static physical design artefact to a digital space where dialogues between participants can take place. Clearly, a paper-based design sketch has a limited physical space, so in order to provide comments or to make changes in the artefact; a designer would have to create an additional design artefact. What CAM does is that it adds a digital layer of communication on the physical design artefact, where information pertaining to the artefact can be collaboratively stored and negotiated. Several participants commented that they saw Tweet messages as an extension of their physical design objects. One of the participants commented: “For me, it is an extension to the usual way we work. It is just
Types of tagged artefacts
In each of the 3 groups, we identified four distinct types of design artefacts that were tagged to support different design activities, differing in the amount of physicality: 1) 3D Physical objects, 2) 2D Sketches, 3) Textual descriptions, and 4) “Abstract” references. See Figure 4. 1. The physical objects are three-dimensional objects or models made from wood, foam or cardboard that product designers create once their design ideas become concrete. Figure 4a shows a foam model of an intelligent lamp (team 3), tagged with a barcode.
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300
Objects Tagged 250
(a)
(b)
(c)
Activities
200
(d)
Figure 4: Different types of design artefacts tagged during design sessions. (a) a physical model of a lamp, (b) a sketch of a remote control, (c) a written note, and (c) a reference object for planning.
Objects Read Messages Sent
150
100
50
0 1
2. The paper-based sketches are representations of design, mainly used for exploring and communicating design ideas amongst co-designers. Figure 4b shows a tagged design sketch of a remote control. 3. The textual descriptions varied from specifications of an early design solution to a collection of brainstorming ideas, see Figure 4c. 4. The abstract references do not contain much information as such, but they point to ideas and discussions on the digital profile. Figure 4d shows an artefact that was created by designers to refer to all planning and coordinating activities. Its actual meaning during the process (i.e., the history of messages sent to it) could only be accessed using mobile phones.
2
3
De sign Te ams
Figure 5: Team-wise usage of CAM.
reading old messages before commenting or making suggestion about an artefact (i.e. “Messages Sent”). In our field trial, we invited participants from different educational levels; which might be the reason why Group 1 (first year students) tagged only 11 design artefacts whereas Group 2 and 3 (senior students) tagged 19 and 23 artefacts, respectively. RESULTS II: HOW CAM SUPPORTED DESIGN… Communication and Coordination
Communication is central to any design process. While observing the use of CAM, we discovered several interesting coordination and communication patterns. Supporting interaction though artefacts was a central logic behind CAM (design implication 1). CAM sustained the sanctity of physical design artefacts, and hence supported a kind of interaction that was mediated through these artefacts. Several ethnographic studies have shown that material artefacts play an important role in supporting communication between co-workers [1, 9, 15, 17, 19 & 22]. However, with the use of CAM, design artefacts such as a sketch developed an added channel for communication between participants. Participants could access messages attached to different design artefacts, make comments about each other’s work and could negotiate specific design ideas using CAM. One of the participants commented: “CAM makes the sketch interactive not only because of the details of the sketch but the communicational support it provides us, because all the team members can read what others have written about a particular design object.”
Comparing the four types of artefacts in this order reveals a transition from physical, information rich artefacts to artefacts that do not contain information themselves but refer to a set of content available only through CAM. These design artefacts are by their very nature boundary objects [23] in themselves. If we take the example of the physical model of the lamp (Figure 4a), one can get information about its form, texture, and size, and one can physically experience and interact with the lamp. Hence, at one level, the physical object itself can provide important information to co-participants. On the second level, when one reads the tag, one can collect information about the product as described by participants and the dialog and information exchange that subsequently took place between them. If we move to sketches (Figure 4b), notes (Figure 4c), and abstract references (Figure 4d), increasingly information needs to be inferred, which, however, is supported by the messages stored to the artefacts. In the case of abstract references, the actual information is in the digital form and can only be accessed though CAM.
Secondly, the use of CAM allowed participants to get a quick overview of the ongoing design activities. This helped them to coordinate their ongoing design activities. As we showed in Figure 1, all three design teams used large vertical surfaces such as a whiteboard to display their design artefacts so that all team members could see and comment about each other’s work. The spatial flexibility (design implication 2) and ease of access supported by CAM allowed participants to quickly scan individual design artefacts and understand the narratives of ongoing design activities. Here is a comment that we received during the group interview sessions: “If you stand in front of these things and scan everything, it helps to think about and
Statistics of use
Inspection of Tweet messages and Microsoft Tag’s usage log reveal that between the three design teams a total of 53 design artefacts were tagged with barcodes, 197 Tweet messages were sent to these artefacts and these were read 488 times in total. The team-wise distribution is presented in Figure 5. The high number of “Objects Read” in all three design teams was because reading a design artefact was always the first step to understand the ongoing and new activities. Hence, participants frequently read updates from design artefacts. Additionally, participants preferred
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understand what’s going on in the project.” The issue of public availability [17] played an important role in supporting coordination.
In this example, one can read how different activities were assigned to participants and important decisions were made public to support coordination.
Figure 6 shows a “Planning” object that design team 1 developed in order to make a specialized access point for organizing and planning their ongoing project. Table 2 shows the Tweets that were sent to this object over the course of the project (latest message at the top). We have translated the Tweet log into English for better understanding. The purpose of this design artefact was to divide work responsibility, create a work schedule and for sharing important decisions between themselves. We observed during the course of their project that the design team iteratively added contents to this object. This kind of practice led to participants frequently checking the “Planning” object in order to 1) review their previous activities, 2) coordinate their ongoing activities and 3) create milestones for future activities. This showed how participants appropriated CAM to support their local needs.
One participant suggested that CAM could also be suitable for large groups of people collaborating over a long period. In large corporations, where teams from different disciplines work together on a project, CAM can provide additional and relevant information of a multidisciplinary nature. He commented: “In a scenario, where we have to hand over our work to product developers and engineers, these 2D barcodes can help these professionals who have not been closely informed about the kind of design process that we have applied to these design objects. So, I think CAM could also be helpful for inter-team collaborations.” Expression and Aesthetics
By making connections between a physical design artefact and relevant messages – as its digital extension, CAM provided an interesting opportunity for the participants to express aesthetic qualities, something that they would not express during their everyday cooperative design sessions. Figure 7 shows a sketch and concept developed by one of the groups. In this case, a designer wrote a poetic message to express the aesthetic quality and functionality of the lamp. See Table 3, where we describe the original poetic messages in German and then the English translation.
Figure 6: A “Planning” object
Tweet log of “Planning” object >> Thursday: Grigorios - presentation Sketch >> Thursday: Eric - technical drawing >> Thursday: Tarek & Julia – finishing the design model >> Make technical drawing >> Wednesday: planning, task distribution. Grigorios >> Wednesday: Braille design with Eric >> Proposals on the buttons: Payment Volume Channels Program Selection >> Joey's? >> What else should we add for supporting touch-based facilities? >> I would very much like to order pizza for tomorrow. Better designs with full stomach >> Touch screen OUT. Agreed on the use of Braille writing system. Any proposals on the form? >> How many keys does a blind remote control require? >> I propose that we combine both the concepts, your form and our concept of designing for “blind people”
Figure 7: The final sketch of a conceptual Intelligent Lamp. German
English
strahlemann, der strahlt uns an. ob tag und ob nacht, wäre hätts gedacht the Shiny-man, who shines on us. whether day or night, no matter what.
German
die sonne am morgen, die sterne am abend, die langsam begleitend in den schlaf uns tragen
English
the sun in the morning, the stars at night, slowly accompany us into sleeping tight.
Table 3: A set of poetic messages adding aesthetic qualities to the Intelligent Lamp concept shown in Figure 7. (with added English translation)
Table 2: Tweet log for Planning of a project for the design project 1. (translated from German)
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This example shows how the need to express aesthetic and poetic design ideas was supported by CAM. During the final group interview session with the design team, we asked about these poetic exchanges. The following was their response:
aspects of the playfulness of using CAM was its inherently ‘open’ setting. The participants enjoyed the freedom of tagging any kind of physical design artefact and writing messages onto it. At the same time, CAM introduced limitation on dealing with mainly textual messages of 140 characters, since it utilized Twitter. As a result, the messages were written in a way that could communicate ideas in quick-and-dirty ways. This kind of interaction often led to surprising and intriguing reactions amongst the team members. Since all the design students were given individual mobile phones, we observed that on many occasions messages represented different perspectives on design. The ‘open’ setting on CAM facilitated participants to balance the information storage on the physical design artefact and its digital extension. This allowed participants a choice to represent their design ideas in two different ways.
D1: “The poem shows the poetry of the product. It is something about having a good night sleep and a nice way for waking up.” D2: “I think it makes the concept of our lamp more romantic and magical, if you like.” D3: “Somebody wrote a poem about the lamp. It’s just funny. It describes the lamp in an artistic way. And the cool thing is that you are totally anonymous. This is something that makes this sketch beautiful.” D4: “I didn’t know who wrote it. And when I first discovered it, I thought look somebody wrote a poem. It was really amusing. It could be something to tell the customers who might buy this lamp. This could be something that separates this product from others.”
The asynchronous and serendipitous nature of CAM also added to the playful effect. CAM had a level of asynchrony, in a sense that messages and updates were only accessible when a participant went to a design artefact and read its barcode. This actually added an element of surprise and curiosity during the interaction with CAM. In some cases, participants intentionally kept information in the digital from by writing messages. One of our participants expressed this playfulness in this following comment: “To me it’s a fascinating experience to read the details about the lamp that we designed in a mobile phone. It is like seeing the same thing in a different way.”
The way designers used CAM and wrote messages onto their design artefacts had expressive and aesthetic qualities. Some of the Tweets that were written on the design artefacts showed enthusiasm and affection. A participant commented: “Sometimes you do see an enthusiasm of the designers in their messages. In some cases, I have seen detailed descriptions of a design sketch in the messages and sometimes its not detailed enough.” The following is a comment of one of the participants who intentionally wrote messages to get co-workers attention. “I would like to know if others like my sketches and design ideas. What do they think about my work? When they don’t have a chance to speak to me, they can write something on these sketches using CAM.” We observed that on certain occasions team members preferred being anonymous and on other occasions wanted to be identified. This characteristic of CAM allowed participants to express their views in different ways. In particular, the anonymity supported by CAM was seen as a useful phenomenon, as one of the participants said: “I think that sometimes this anonymity turns out to be better. I think it is less emotional and less personal when somebody tells you something through these design objects. You don’t take this so personally. So, when I was asked if my design idea for an alarm clock was for children, I found it funny. So, this feels less confronted or attacked”. This example shows how CAM supported flexibility in expressing ideas to other participants, without being too personal.
Figure 8: An empty paper with barcode used as a “Voting” mechanism for different versions of design ideas.
Figure 8 is another example of a playful act of carrying out an important design activity. In this instance, participants in group 2 individually developed conceptual sketches for an interactive alarm clock. After their discussion and constructive criticism of each other’s work, they decided to tag an empty sheet of paper and asked each other to vote for their choice of design idea. See Figure 8 where CAM was used as a “voting” device to select the best design idea. Central to this activity was the importance of anonymity and asynchrony supported by CAM. Here, we see an intertwined relationship between design team members’ pragmatic activity of completing a design task and utilizing CAM as a tool to support expressive and playful interactions.
Playfulness
The expressive nature of CAM seemed to provoke a degree of playfulness and creativity. By playfulness, we do not suggest unproductive or non-work activities, but carrying out the design process using creative and non-conventional approaches. We observed playful ways of using CAM while working on the design projects. One of the important
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Creative Exploration
Here is another example (Figure 10), where a team member developed a design sketch, where a lamp can detect activities of people and adapt its light projection in a room. When somebody is reading in the room then it changes its focus to the reader’s book.
CAM supported and to an extent encouraged design explorations. Previous research has indicated that designers do not work in a pre-determined, mechanical fashion [4, 11]. In fact they apply different approaches in different situations, involving different media (ranging from paper, foam, and wood to digital tools) to understand and explore their design problems. Being able to explore and try out new design ideas is central to their design work. We observed that the social and collaborative nature of CAM triggered all members of a design team to actively participate in the exploration process (design implication 3). In one instance, a team member developed several concept sketches for the Intelligent Lamp project (Figure 9). Sketching is clearly one of the quicker ways to express and communicate design ideas to co-workers. However, in this particular case, the team member’s intention was to gather co-workers’ comments about different exploration ideas that she developed. Figure 9a was meant to explore different shapes of lamp; 9b and 9c show the ways to apply intelligence into the lamp; and 9d explores different projection styles for the lamp. The intention here was to have a discussion via sending views and ideas onto the design artefacts and discuss these during the face-to-face meetings. Here is a comment from that design member: “CAM does help in creative thinking. Sometimes when I am drawing, I wouldn’t know all the technical details. So after reading these comments about my sketches, I did find some tips about changing my original ideas.”
Figure 10: A design sketch representing an Intelligent Lamp.
Here is the Tweet log of the design sketch (Table 4) which shows how the concept was discussed and negotiated by the co-participants. These Tweets suggest how collaborative exploration took place, ideas were exchanged and in particular how participants built on each others suggestion to make the explorative process work. Tweet log of the sketch in Figure 10 >> are both concepts for the same lights? GP >> Light Modes: Reading-mode, Sleeping-mode, Waking up-mode. Dimensions: no larger than 40cm in diameter! >> good question, as we see in the Submarines: Blue for normal and Red for danger >> what are the exact dimensions in the various positions? >> which light color for what mood? >> lights recognizes the mood in room. >> So, more work to follow on Monday... would be more comfortable... please ... >> looks like a reading lamp >> extensible, recognizes in the mood in the room and projects light accordingly (color, intensity).
Table 4: Tweet log for sketch shown in Figure10. (translated from German) Reflection & Critique
Reflection is described as a tacit phenomenon that professionals exhibit in the form of knowing-in-practice [21]. Reflection as a mechanism for learning from experience is an important aspect of professional design practice. In the field trial, we observed that the use of CAM facilitated participants to critically look at their own work and the work of others. As CAM encouraged participants to write down their activities in the form of messages, this provided a reflective platform to evaluate ongoing activities. The Tweet log provided information about past activities of all the co-workers, which inherently helped participants to constantly review, plan and refine future activities in a global sense. This also helped participants to organize their ongoing design projects and to be accountable. One of the team members said: “I think it might be a good thing if we can write down what we are
Figure 9: Design sketches to explore ideas for an Intelligent Lamp.
By receiving comments from each other, members of design teams collaboratively learned and improvised their ongoing design projects. A participant commented: “The useful thing about CAM is the new ideas that we get from others. I found this very stimulating for my creativity. For example, Max had this function of pushing in the alarm clock and I had a separate switch. From Max’s design and my design we merged the interesting ideas and came up with a combination in the final design idea.”
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The use of CAM showed that tagging design artefacts can expand their static nature to create more dynamic and active objects. As we explored during our field trial, the design artefacts became a “living object”. These objects received a special status at the moment of tagging, where they were no longer a person’s private artefact, hence, they were no longer changed. They now had their own “identity”. From this moment on they were communicated to, which resulted in the tagged artefact developing its own history of communications. The history could, and in fact was, frequently read by the team members and was added to. The history of these artefacts showed that they were considered “living” identities reflecting the team’s growing understanding, discussions, and expressions. Design participants continuously scanned the barcodes to gather updates from these “living” artefacts.
thinking about during the process of making sketches. This would be a good practice as well.” Additionally, the movement from the physical design artefacts to their digital profile and back again successfully scaffolded creative and reflective thinking. This facilitated our participants to look at their designs from two different points of view: what it is and what is said about it. Criticism is a highly important aspect of studio based design [4, 24]. CAM not only provides a dialogue for constructive design criticism but its spatial flexibility supported and encouraged designerly criticism. Since it was quite easy for our participants to display their design artefacts such as sketches on whiteboards, this deliberate act invited and made it easy for other participants to provide design criticism. Critical and reflective dialogues were also triggered by the Tweets sent by the co-workers about some previous design activities, which contained comments and suggestions that led participants to critically look at their design artefacts. Sometimes, these reflections seemed to prompt decisionmaking and sometimes leading to face-to-face discussions between team members. The asynchrony and serendipity of messages and comments helped design teams to reflect on their own work as well as to learn from, and constructively criticize, each other’s work. One of our participants commented: “The system does help you to reflect on what you designed and what you wrote about it. At the same time what others have said about your work.”
CAM supported design teams to establish a creative working culture. Reading the design artefacts triggered building on and learning from each other’s work. The collaborative and social nature of CAM fostered creativity amongst the group of designers. The anonymity of Tweets played a role in establishing curiosity and playfulness. Designers were triggered to reflect on their own as well as each other’s work in a critical manner. One of the important aspects of the logs generated by CAM was its communicative and coordinative abilities. Using their mobile phones, participants were able to read updates of different design artefacts and were able to get a sense of what was going on in the project. The “Planning object”, described in Figure 6 was an example of a design team’s organizing activities.
DISCUSSION – “LIVING” ARTEFACTS
CAM incorporates all the four design implications generated from our ethnographic fieldwork. First, it sustains the sanctity of material design artefacts and at the same time provides a channel to support communication between participants. Second, it offers a kind of setting that is not dependant on the physical space and instead allows participants to utilize space to support their work. Third, it offers a level of flexibility by which designers can support exploration and playful interactions to bring quality to their work. And fourth, it does not impose any social order to the design participants and fits into the everyday practices of designers.
In the following we provide two approaches through which the notion of “living” artefacts can be further developed. Internet-of-Things
Although not implemented in the current version of CAM, we propose a mechanism by which individual design artefacts can be linked to each other with some semantic relationships. These kind of connected objects are sometimes referred to as the “Internet of Things”. Internet of Things [6] can be seen as a sub-vision of Ubiquitous Computing [29], where objects are connected to each other and are aware of each other’s status and activities. In design studios such a vision could mean that design artefacts that are scattered around a design studio can be connected to each other. The connections can be established based on chronology or version control, across different multimodal and spatio-temporal aspects.
Our main intention for carrying out the field trial of CAM was to apply it as a probe and to be able to understand the possibilities and consequences of tagging physical design artefacts to allow communicating to, and through, these. The main question here was: Can this type of technology enrich the design process? As our results showed, tagging design artefacts provided 1) communicative and coordinative resources, 2) expression of the aesthetic qualities of the design artefacts, 3) support for playful interaction between designers, 4) exploration support, and 5) allowed designers to reflect on and critique each other’s work.
Object Memory
In the current version of CAM, we have used Twitter as a storage tool. Although Twitter has a limitation on the length of messages one can write (140 characters), its use allowed us to quickly find out whether CAM has a potential in the design studio culture. There certainly is a need for more
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9. Hutchins, E. Cognition in the wild. MIT Press, Cambridge, USA. 1995. 10. Jacucci, G. and Wagner, I. Supporting Collaboration Ubiquitously: An Augmented Learning Environment for Design Students. In Proc. of ECSCW ’03, Kluwer Academic Publishers, (2003), 139-158. 11. Jacucci, G. and Wagner, I. Performative roles of materiality for collective creativity. In Proc. of International conference on Cognition & Creativity (C&C '07). ACM, New York, NY, (2007). 73-82. 12. Lawson, B. Cognitive Strategies in Architectural Design. Ergonomics, 22(1), 1979, 59–68. 13. Ljungstrand, P., et al. WebStickers: using physical tokens to access, manage and share bookmarks to the Web. In Proc. of Designing Augmented Reality Environments. (DARE '00). ACM, New York, NY, (2000), 23-31. 14. O'Hara, K., et al. Social practices in location-based collecting. In Proc. CHI '07. ACM, New York, NY, 1225-1234. 15. Randall, D., Harper, H. and Rouncefield, M. Fieldwork for Design – Theory and Practice. CSCW series, Springer-Verlag, London. 2007. 16. Rekimoto, J. and Ayatsuka, Y. CyberCode: designing augmented reality environments with visual tags. In Proc. of Designing Augmented Reality Environments. (DARE '00). ACM, New York, NY, (2000), 1-10. 17. Robertson, T. The Public Availability of Actions and Artefacts. Computer Supported Cooperative Work, 11(3-4): Springer-Verlag, Berlin, 2002, 299-316. 18. Tomitsch, M., et al. Accessible real-world tagging through audio-tactile location markers. In Proc. of NordiCHI '08, ICPS, vol. 358. ACM, New York, NY, (2008) 551-554. 19. Schmidt, K. and Wagner, I. ‘Coordinative artefacts in architectural practice’. In Proc. of COOP’02, IOS Press, Amsterdam, (2002) 257-274. 20. Schneider, M. and Kröner, A. The Smart Pizza Packing: An Application of Object Memories, In Proc. of 4th Int’l Conf. Intelligent Environments (IE 08), Inst. Eng. and Tech., 2008. 21. Schön, D. The reflective practitioner: How professionals think in action. NY: Basic Books, 1983. 22. Sellen, A. and Harper, R. The Myth of the Paperless Offices. MIT Press, MA. 2002. 23. Star, S.L. and Griesemer, J. Institutional Ecology, Translations’ and Boundary Objects. Social Studies of Science, 1989, 19(3), 387–420. 24. Uluoglu, B. Design Knowledge Communicated in Studio Critique, Design Studies, 21(1), 2000, 33-58. 25. Vyas, D., Heylen, D., Nijholt, A. and van der Veer, G. Experiential Role of Artefacts in Cooperative Design. In Proc. of C&T ‘09. ACM Press: NY. 105-114. 26. Vyas, D., Heylen, D., Nijholt, A. and van der Veer, G. Collaborative Practices that Support Creativity in Design. In Proc. of ECSCW ‘09. Springer Verlag, 151-170. 27. Vyas, D., Heylen, D., Nijholt, A., Kröner, A. and van der Veer, G. Remarkable Objects: Supporting Collaboration in a Creative Environment. In Proc. of UbiComp’10, Copenhagen, Denmark. 28. Want, R., et al. Bridging Physical and Virtual Worlds with Electronic Tags. In Proc. of CHI ‘99, ACM Press (1999), 370377. 29. Weiser, M. The computer for the 21st century. Scientific American. 265 (3), 1991, 66–7.
robust and reliable ways of storing and retrieving object related information. In the domain of logistics and supply chain, researchers have been working on approaches to develop appropriate information storage structures for smart environments [5]. This kind of data structures are often referred to as Object Memory or Product Memory. One such approach is used in object memory infrastructure [20]. In the current version of CAM, information is not automatically collected and stored. However, using the product memory approach this can be easily achieved. CONCLUSION
Our current study is a proof of concept. We used a simple technology that is currently available, specifically to probe and find out how CAM would affect design teams when physical artefacts are an important part of the design studio ecology. We did not intend to improve the end result of design but to find out how this new approach could enrich the context and support new forms of collaboration. We are fully aware of the ad hoc nature of our technical implementation. More sophisticated approaches need to be developed (one such mentioned in [20]). In the future we will investigate whether the enrichment as observed here could also lead to “better” team collaboration and “better” design results. ACKNOWLEDGMENTS
This work is supported by an EU project AMIDA (FP60033812). We thank Alexander Kröner, Michael Schmitz, Tim Swartz, Roger Ngeufang and Lynn Packwood. REFERENCES 1. Bardram, J. E. and Bossen, C. A web of coordinative artifacts: collaborative work at a hospital ward. In Proc. GROUP '05. ACM, New York, NY, (2005), 168-176. 2. Bernheim Brush, A. J., Combs Turner, T., Smith, M. A. and Gupta, N. Scanning objects in the wild: Assessing an object triggered information system. In Proc. UbiComp ’05, Springer-Verlag (2005), 305--322. 3. Blevis, E., Lim, Y., Ozakca, M., and Aneja, S. Designing interactivity for the specific context of designerly collaborations. In CHI '05 Ext. Abst. (CHI '05). ACM, New York, NY, 1216-1219. 4. Cross, N. Designerly Ways of Knowing. Springer. 2006 5. Decker, C. et al. Collaborative Business Items. In Proc. of the 3rd IET International Conference on Intelligent Environments (IE’ 07), Ulm, Germany (2007) 40–47. 6. Floerkemeier, C. et al. Proc. of 1st International Conference on Internet of Things (IOT ’08). Zurich, Switzerland, March 2628, Springer-Verlag, 2008. 7. Grønbæk, K. Kristensen, J. F., Ørbæk, P., and Eriksen, M. A. Physical Hypermedia: Organizing Collections of Mixed Physical and Digital Material. In Proc. of 14th Hypertext´03, (2003), ACM: NY, 10-19. 8. Häikiö, J., et al. Touch-based user interface for elderly users. In Proc. of MobileHCI '07, ICPS, vol. 309. ACM, New York, NY, (2007) 289-296.
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Crowdsourcing Human-Based Computation Doug Wightman Human Media Lab Queen’s University Kingston, ON K7L 3N6, Canada wightman@cs.queensu.ca ABSTRACT
Crowdsourcing is the practice of outsourcing tasks to a group of humans [31]. In some cases, computers may be used to administer crowdsourced tasks, creating humanbased computation systems. Many online systems (websites and other online applications) feature this form of humanbased computation. In this paper, examples of crowdsourced human-based computation (CHC) are grouped into four distinct classes using two factors: the users’ motivation for completing the task (direct or indirect) and whether task completion is competitive.
Thousands of websites have been created to crowdsource tasks. In this paper, systems that crowdsource human-based computations are organized into four distinct classes using two factors: the users’ motivation for completing the task (direct or indirect) and whether task completion is competitive. These classes are described and compared. Considerations and selection criteria for systems designers are presented. This investigation also identified several opportunities for further research. For example, existing systems might benefit from the integration of methods for transforming complex tasks into many simple tasks.
This paper is a preliminary inquiry into the differences between classes of CHC systems. This inquiry was conducted to support the development of future systems by informing designers’ CHC class selection decisions. Image labeling games, news aggregation websites, and Wikipedia [32] are non-competitive CHC examples in which the users’ primary motivation for participation is to perform the task itself (direct motivation). reCAPTCHA [21], online surveys, and websites for volunteers can be noncompetitive CHC systems in which the users’ primary motivation for participation is not the task itself (indirect motivation). Mechanical Turk [17] and InnoCentive [9] are competitive examples with users who are indirectly motivated to participate. Google search ranking and Yahoo! Answers [37] are competitive CHC examples with users who are directly motivated to participate. Each of these examples are described and compared in the following sections. This paper concludes with an analysis of advantages and disadvantages that may be associated with different classes of CHC systems.
Author Keywords
Crowdsourcing, Human-based computation, Distributed knowledge acquisition ACM Classification Keywords
I.2.6 [Learning]: Knowledge acquisition. H5.3 [HCI]: Web-based interaction. INTRODUCTION
Human-based computation is the technique of outsourcing steps within a computational process to humans [11]. Alex Kosorukoff, who coined the term, designed a genetic algorithm that allows humans to suggest solutions that might improve evolutionary processes [11]. His description of human-based computation includes a division of labor between humans and computers. Labor is divided into two roles: selection and innovation. Selection refers to the selection of tasks and innovation to the performance of a task. A human or a computer can act as a selection agent or an innovation agent. For example, electronic systems that administer GRE tests could be considered selection agents and the human users innovation agents. Human-based computation can also involve multiple humans.
NON-COMPETITIVE DIRECT MOTIVATION TASKS Image Labeling Games
Most of the images that are publicly available on the Internet are not associated with keywords describing their depictions. If image keywords were available, they might be used to improve algorithms for image search and the filtering of inappropriate content. The ESP game [29] is an online game that was designed to label images with keywords. Humans, who play the game for enjoyment, enter the image keywords.
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The ESP Game groups players into pairs, shows them both the same image, and awards points when the players type the same word on their keyboards. Every 2.5 minutes, points are awarded and a new image is displayed. The
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players are not able to communicate directly with one another, hence the game of the name. The game may indicate that certain words are taboo, meaning that points cannot be earned by entering these words.
[7]. The traffic generated from a link that appears on the main page of Digg or Slashdot is often sufficient to overload the web server that is linked. The Slashdot moderation system consists of users, moderators, and meta-moderation. Users submit stories. Moderators assign descriptors to stories. Descriptors include: normal, offtopic, flamebait, troll, redundant, insightful, interesting, informative, funny, overrated, and underrated. Each descriptor is associated with numeric values. A score for the story is determined by calculating the sum of the scores associated with the assigned descriptors. This same information is also used to generate a characterization of the story, such as “20% insightful, 80% funny”. The user who submitted the story has their karma value (a measure of their reputation on the site) updated based upon score for the story. Moderators are assigned semi-randomly. The algorithm selects a subset of the users who view comments associated with a new story the opportunity to act as a moderator for that story. Metamoderation is a process whereby users are selected to review the correctness of eight to ten moderation decisions. Meta-moderation assigns scores to moderators, affecting their karma values.
Once a certain number of pairs of players have entered the same word for an image, the ESP game will notify future players that encounter the image that this word is not to be used to describe it. This feature forces players to enter different keywords, providing different labels for images. The accuracy of the labels generated by participants playing the ESP game was evaluated. The results indicated that 85% of the keywords associated with images “would be useful in describing” them [29]. The ESP game uses a number of techniques to encourage players to label images accurately. Players are allowed to skip images. This feature is also used to determine when an image is finished being labeled. The rationale is that players will skip an image if all of the keywords are taboo. Players’ IP addresses are required to be different. The authors suggest that cheating might be further curtailed by requiring players to use different words to describe each image during a particular session playing the game. This might further reduce opportunities for player collusion.
Digg allows users to vote for stories. Votes are called diggs. Users can also vote to “bury” a story. Stories with a large number of diggs (typically over one hundred) appear on the main page of the website. Stories with a very large number of diggs (typically over one thousand) appear in a special section of the main page that is updated less frequently. This provides increase exposure for stories with a large number of diggs. uSocial advertises the opportunity to pay a fee to have a story appear on the main page for Digg [24].
In their 2004 paper, the creators of the ESP Game estimated that 5,000 individuals playing continuously could label each of the 425 million images indexed by Google in 31 days [29]. The authors note that popular online games websites, such as Yahoo! Games, feature many games that appear to have more than 5,000 individuals playing at the same time. The 31-day estimate is for labeling each of the images with a single keyword. In six months, the authors anticipate that each image could be labeled with six keywords. Phetch is a game that produces natural language descriptions for images [30]. Natural language descriptions can be more useful than keyword lists, particularly for describing complex images. Natural language descriptions may be used to describe images to individuals who are blind. In each round, one player, called as the Describer, is shown an image. The Describer provides a textual description for the image to help the other players, who are called Seekers, select the image from among many different images using a search engine. Points are awarded to the Seeker who finds the image. The authors estimated that 5,000 individuals playing the game continuously could create captions for all of the images indexed by Google in ten months.
Wikipedia
News Aggregation Websites
Editors can place notices on articles to advertise that they do not appear to follow policies and guidelines. Editors can also indicate which articles they are planning to work on next, to avoid overlap. By creating a watchlist, an editor can quickly survey recent changes to articles that are of interest. Editors receive commendation in a number of different forms. Some editors have user pages on Wikipedia to which other editors can post messages or award them virtual
Wikipedia is an online, user-moderated encyclopedia [32]. Any individual with Internet access can act as an editor, modifying encyclopedia articles even if they have not created a user account. The accuracy of the encyclopedia is maintained by a set of policies and guidelines that are enforced by volunteer editors who act as moderators. Wikipedia’s policies and guidelines include written rules for resolving disputes and for working with other editors. Articles are expected to be written from a neutral point of view, contain only verifiable information, and not include original research. Each Wikipedia article has an associated discussion page that acts as a forum for editors to organize and debate revisions.
Slashdot [23] and Digg [7] are two examples of news aggregation websites. These websites maintain lists of usersubmitted stories. Stories typically consist of a web link and a short text description. Moderation systems filter the usersubmitted stories, removing duplicate entries and ranking them. Slashdot inspired the Digg moderation system. Digg now receives more than forty million unique monthly visits
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badges. An internal peer-review process is also used to label some exemplary articles as “Featured Articles”.
enticed to edit articles when they find a mistake and then notice the “Edit this page” link. The accessibility of the task is sufficient to engage participation.
Some editors are provided with access to restricted technical tools. These editors are also called administrators. Administrators are able to reverse edits to articles and remove editors. Administrators are also called upon to mediate disputes between editors. Editors can request a comment from an administrator, or request arbitration, depending upon the severity of the dispute.
The Wikipedia and Slashdot user communities demonstrate that users can moderate themselves. Moderation can require a higher level of engagement than performing a task that is more directly applicable to an individual. Experienced users have a higher level of engagement with these websites. This is a reason to nurture experienced users.
Wikipedia has many policies in place to address vandalism. Individuals who have not created an account are not able to edit certain flagged articles, due to high rates of vandalism. IP addresses that have been used by vandals are also regularly banned. Some high profile articles require an editor to have a certain “edit count” (a numerical measure of their editing experience) before they are permitted to make modifications. Edit count refers to the number of revisions that an editor has made that have not been reversed.
Rewards and performance tracking may be effective methods to foster a sense of identity in a community of users. By helping users identify with the community, they may be encouraged to continue to participate, increasing the number of experienced users. It can also be important to design systems to filter out intentionally inaccurate user submitted information. The ESP game verifies the accuracy of keywords by comparing the keywords created by different pairs of users who viewed the same image. Digg compares stories to other stories that have previously been submitted. If the match is exact, the story is not accepted. If there is a partial match, the submitted is prompted to review similar stories and verify that there is a difference. The submitter’s privileges may be restricted if the story is later flagged as a duplicate by other users. The Wikipedia system’s moderation tools allow both users’ accounts and IP addresses to have restricted access privileges.
A history flow visualization of Wikipedia edits has been developed to help researchers identify editing trends [27]. This visualization has been used to identify four patterns of cooperation and conflict: vandalism and repair, anonymity versus authorship, negotiation, and content stability. Vandalisms are categorized mass deletion, offensive copy, or phony copy. The authors indicate that “there is no clear connection between anonymity and vandalism” [27]. As of May 2003, anonymous editors had conducted approximately 31% of the edits to Wikipedia. The negotiation pattern refers to sequences of conflicting edits in which two or more editors effectively revert each other’s revisions. Finally, the authors also note that most edits consist of insertions or deletions, rather than moving text within articles.
The benefit to the user can be different than the benefit to the owner of the system. The ESP game is an example of such a system. This approach requires designers to address potentially divergent interests between the users and the system owner. It is also expected that this approach would be more difficult to scale to more complex tasks. More complex tasks might be more difficult to translate into fun games. However, designers may also find that there is a happy medium for many tasks, in which users may be willing to perform useful tasks that they also find moderately enjoyable to complete.
Novice Wikipedia editors primarily locate information and fix mistakes [4]. They often begin editing in order to fix a perceived shortcoming in an article. Experienced Wikipedia editors, often referred to as Wikipedians, typically view themselves as members of a community. Experienced editors who are not administrators often still perform administrative roles. For example, answering novice editors’ questions at the help and reference sections within Wikipedia.
Designers who are evaluating whether to create a noncompetitive direct motivation task might want to consider: •
The difficulty of the task
•
The accessibility of the task for the humans who might be willing to complete it
•
Methods to information
•
Rewards that might be offered to encourage usermoderation
Analysis
These examples demonstrate that computer systems can be used to coordinate many humans, each performing a small task. Further, the humans who perform these computermediated tasks are primarily motivated by the task itself. They are not provided with compensation, beyond acknowledgement of the work they have performed.
filter
inaccurate
user-submitted
NON-COMPETITIVE INDIRECT MOTIVATION TASKS
The task does not need to be of great importance to a human for it to be performed. It seems likely that the easier the task is to perform, the less important the task can be and still be performed. Novice Wikipedia users are often
reCAPTCHA
A CAPTCHA is a Completely Automated Public Turing test to tell Computers and Humans Apart [13]. CAPTCHAs
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Online Surveys with Participation Incentives
are used to verify that a user is human. Google, Yahoo, and many other providers of free email accounts require individuals to complete a CAPTCHA as part of their sign up processes. This step provides some confidence that a human, rather than a machine, is completing the sign up process. It also makes it difficult to create a large number of email addresses at once, which increases the cost of sending spam email messages. Most CAPTCHAs are images of words or phrases that have been distorted so that computer vision algorithms will be unlikely to be able to correctly identify the text.
Online surveys are a standard method to gain insights from prospective customers and other target audiences. Many online surveys provide individuals with participation incentives. These surveys are examples of non-competitive indirect motivation tasks. Search engine listings, banner advertisements, and newsgroups are common methods to attract survey participants. One study found that search engine listings were significantly more successful than banner ads and newsgroups at attracting individuals to complete a survey for a chance to win a mobile phone [20]. The authors found that their newsgroup postings were sometimes considered unwelcome even if they were not off-topic. Less intrusive approaches that are only likely to be noticed by interested parties are recommended. Of course, these approaches may also amplify effects from non-random sampling.
reCAPTCHA is a web service that harnesses the human mental effort that is required to decipher a CAPTCHA [21]. Each reCAPTCHA image consists of two images that have been distorted so that they are difficult to read. One of the images is a word that is known to the system. The other image contains a word that is not known to the system. The word that is known to the system acts as the control. If a user does not enter this word correctly, they are considered to have failed the CAPTCHA. The word that is not known to the system is a word that is being transcribed. The reCAPTCHA system compares the text that different users entered. If a number of users have entered the same text for an unknown image, this text is considered to be the transcription for that image. In an evaluation, reCAPTCHA was found to be more than 99% accurate. A standard Optical Character Recognition algorithm was found to be 83.5% accurate on the same data set.
Advertisements that mentioned the incentive were three times more likely to attract a participant. However, even when the incentive was mentioned, the highest response rate was less than one in five thousand. This study also found that females were significantly more likely to respond than males. Another study, which tracked participants’ email addresses, found that 4% of the responses were included the duplicate email addresses [5]. Researchers have also found evidence that individuals completing mailed print questionnaires may be more motivated but will not necessarily do a more thorough job 19.
The images are presented in random order. This prevents users from being able to determine which word is the control. Users are also able to indicate that they would like to try a different set of images. This allows users to opt-out, rather than entering arbitrary text if they are unable to identify a word. It also provided an indicator that an image may be unreadable. These features may reduce inaccurate transcriptions.
Volunteers
Many websites facilitate the exchange of information between users. Some websites facilitate the organization of volunteers. One example is a website that was created to support the completion of an image search task for a missing aviator named Steve Fossett [33]. A second example is a website that was created by the The Guardian to crowdsource the identification of government expense documents that might be of interest to the general public [25].
If six individuals opt-out on an image, it is considered unreadable, and removed from the set of words to be transcribed. In an evaluation, only 4.06% of the images required six or more users to enter the same text for the transcription to be accurate. A post-processing step corrects text for predictable humans errors. These errors include transposing letters, incorrect capitalization, failing to enter a space between the two words, extra letters accidentally appended to words, and Non-English characters.
More than 50,000 volunteers helped search for Steve Fossett by viewing and flagging satellite images of the 17,000 square-mile area in which his plane is believed to have crashed [34]. The website which hosted this distributed search task was built using Amazon’s Mechanical Turk web service [17]. Each of the more than 300,000 images was viewed over ten times. The satellite images on the website were updated as new images became available. This online search was ultimately unsuccessful. Afterwards, one volunteer said “It was so exciting and new when we started it and it seemed like it could really help them, but eventually it was disheartening, and I realized I had no idea what I was actually looking for”. A Major in the Civil Air Patrol said that the online search “added a level of complexity that we didn't need, because 99.9999
reCAPTCHA is used on over 40,000 websites and has transcribed over 440 million words [21]. CAPTCHAs are necessary on many different websites. By creating reCAPTCHA as a web service that can be embedded on any website, the designers have managed to harness to the mental effort of a large number of individuals. These individuals are willing to perform this task for the indirect benefit of verifying that they are human.
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percent of the people who were doing it didn't have the faintest idea what they're looking for” [33].
Designers who employ indirect motivation may approach web site owners or provide incentives to entice users to complete tasks. A web site owner may have sufficient leverage to convince a large number of individuals to complete the task. It is also possible to convince a large number of users to perform a task by providing an incentive. Incentives can be monetary or physical prizes, or more altruistic outcomes that may appeal to potential volunteers. Incentives can be an effective method to engage a large number of participants in a short period of time.
Following media coverage of a major expense account scandal, The Guardian, a national British newspaper, downloaded over two million printed documents and receipts that the government made available online. The Guardian paid one software developer for one week to develop an online system that would allow Internet users to volunteer their time identifying receipts that might be of interest to the general public [25].
Designers who are evaluating whether to create a noncompetitive indirect motivation task might want to consider:
The website allows users to search for documents by postcode, or Member of Parliament or constituency. Users click one of a set of buttons after viewing an image of a document. The buttons allow the user to indicate the document type (claim, proof, blank, or other) and whether it may be interesting (not interesting, interesting, interesting but known, investigate this!). The main page features a progress bar and statistics about the number of documents that have been reviewed. More than 20,000 volunteers have reviewed the documents using this system [25]. In the first 80 hours, over 170,000 documents were reviewed. Analysis
reCAPTCHA demonstrates that tasks which humans perform can be modified to provide additional human computation data. The Internet allows for easy integration of web services. There may be many other opportunities to harness existing human computations. For example, Internet users who use social networking sites spend many hours browsing photos of their friends. This browsing data could be used to rank interest in the images.
•
Existing tasks that might be modified to also achieve a desired CHC goal
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Providing an incentive
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Tasks that can be associated with major media events may be more likely to attract large audiences
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Response rate may improve if less intrusive advertising approaches are used
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Monitoring the results: people may participate even if their actions are not effective
COMPETITIVE INDIRECT MOTIVATION TASKS Mechanical Turk
Mechanical Turk is a web service that provides a marketplace for Human Intelligent Tests (HITs) [17]. A Human Intelligence Test is a task that humans can perform more cost-efficiently than computers. HITs include image and audio processing and subjective rating and ranking tasks. Mechanical Turk is advertised as being well suited to handle photo and video processing, data verification, information gathering, and data processing tasks.
It is likely that only a small percentage of advertising impressions will be effective. Providing an incentive to prospective online survey participants may be an effective method to attract more people. For these reasons, when possible, it may be more effective to use other approaches to entice participation. For example, building the task into an existing task, encouraging free word-of-mouth advertising by creating a community around performance of the task, or integrating the task an as optional activity on web sites that may attract people who are interested in performing similar tasks.
Several companies outsource aspects of this business to Mechanical Turk. CastingWords [5], an audio transcription company that has been employed by the Wall Street Journal, hires and manages freelance transcribers and editors using Mechanical Turk. Most HITs pay users less than 5 cents USD. Amazon, the company that owns and operates Mechanical Turk, is paid a 10% commission on each HIT.
The volunteer examples illustrate that humans are willing to work together to perform computer-mediated tasks that may help them achieve a goal. Some people seem to have significant trust in the capacity of CHC systems to solve problems. This trust may not yet always be warranted, but compelling applications exist. The relatively low costs required to create a CHC system, along with the strong interest from the general public to participate in solving problems, may enable many more applications in the near future.
Amazon provides APIs for companies to integrate their online systems into Mechanical Turk. This allows the process of creating and approving HITs to be automated. Once a user has accepted a HIT, they are typically given a short period of time (less than an hour) to complete it. Creators can specify qualifications that a user must have before they can accept a particular HIT. Qualifications are earned by completing online tests called qualifiers. Users can complete qualifiers on the Mechanical Turk website. These tests allow users to demonstrate their capacity to perform specific tasks. For example, there are qualifiers that
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test users’ abilities to transcribe audio, to label images with keywords, and to write Java source code.
evaluations were included in the paper, indexed by iteration number. Although the quality of the results was not formally evaluated, the iterative improvement method appeared to be effective.
The creator of a HIT has the right to decide whether or not to pay the user who accepts the HIT, regardless of the user’s performance completing the task. A HIT that has been indicated by its creator to be successfully performed is called an approved HIT. Online message boards have been created to provide experienced Mechanical Turk users, often called turkers, with venues for rating companies that post HITs [27]. Turkers also use message boards to warn each other about scams.
InnoCentive
InnoCentive is a web service that provides a marketplace for companies to outsource research and development work to individuals [9]. Similar to Mechanical Turk, companies, called seekers, post problems and individuals, called solvers, post solutions to the problems. Innocentive collects a fixed fee once a solution is selected. Proctor & Gamble and Eli Lilly are companies that have posted multiple problems on InnoCentive. Awards for solving problems are typically between $10,000 to $100,000 USD. InnoCentive has paid out over $3.5 million in awards to over 300 solvers.
Turkers warn each other about HITs that require personal information to be entered. HITs requesting users to click on the banner advertisements displayed on particular web pages have also been created. Spammers have created HITs that require users to sign up for email accounts and then share their passwords. Turkers have also indicated that HITs have been created for the specific purpose of completing CAPTCHAs.
Once solvers have submitted solutions to a problem, the seeker evaluates the solutions and selects the one that best meets the stated criteria. Seekers are typically given 2-6 months to evaluate solutions. InnoCentive reserves the right to “audit the decision making process of the Seeker on any specific awards where there might be an issue or question around payment” in order to ensure a fair outcome is reached [9].
Over 100,000 users from over 100 countries have performed HITs. There is data indicating that there are more female users than male users, and most users are under the age of 40 18. Form posts and articles written about turkers indicate that most users earn significantly less than minimum wage by performing HITs. Despite the relatively low pay, most Mechanical Turk users are located in the United States [18].
InnoCentive supports four different types of problems: ideation, theoretical, reduction to practice (RTP), and electronic request for proposal (eRFP). Ideation problems are brainstorming problems to come up with new market opportunities, such as a product or service. The seeker received a non-exclusive perpetual license to use all of the submitted solutions. These solutions are typically two pages in length.
Reasons for participation vary. Turkers who have been interviewed have cited many different reasons for participating. These reasons include: the ease of performing the tasks while in distracting environments, the ability to earn some money in one’s spare time at home, and preference to work rather than watch television in their free time [22].
Solutions to theoretical problems are typically awarded larger payments than ideation solutions. In most cases, the terms of the agreement require the solver to transfer or license the intellectual property rights. Solvers are provided with technical evaluations of their submissions regardless of their selection by the seeker.
Little et al. evaluated models for HITs that are iterative steps in the refinement of a solution [14]. Tasks included improving the descriptions of images, improving a letter to (better) convey an outline, deciphering handwriting, and sorting images. Instructions requested users to complete small improvements towards goals. Goals included “make it succinct”, “use the present tense”, and several others [14]. The paper discusses the possibility of automating the selection of different goals based upon other HITs that moderate the progress made between the iterative steps.
RTP problems require a precise description and evidence of solution optimality. These solutions typically require the most time to prepare and have the largest cash awards. eRFP problems do not have cash awards. Terms are directly negotiated between seekers and solvers. Analysis
The authors were initially concerned that turkers might try to game the system. Their first evaluations include review HITs that required a majority of the users to agree that tasks had been completed properly. This review process did not prove to be necessary. Subsequent evaluations instead only required users to have a 90% approval rating on previously performed HITs.
Mechanical Turk features a very different form of competition than InnoCentive. A Mechanical Turk users’ performance is often measured by the number of HITs that he or she has had approved and rejected. Many HITs require users to have completed a certain number of HITs successfully and to have a minimum ratio of approved to rejected HITs. Users scan the Mechanical Turk website, racing each other to be the first to accept easy or profitable HITs. Competition is primarily on time to find and time to
Once submitted to Mechanical Turk, review HITs were generally completed in 7-15 minutes and improvement HITs in 15-30 minutes. Many of the results from the
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complete HITs. Most users appear to be motivated by the opportunity to perform a useful task in their spare time, rather than, for example, watching television, and to earn a relatively small amount of money.
hijacking can trick web crawlers into believing a particular web address displays the same content as another web address. Since Google removes pages that contain duplicate content from its results, 302 page hijacking can cause a legitimate web address to be replaced with an illegitimate address. A link farm is set of websites that include web links to each other. This technique can inflate the rankings of each of the pages. Some embodiments of this technique disguise the exchange of links by having only some of the set of websites link to any specific other website. Automated programs have been developed to create and maintain link farms [35].
Process of producing and accepting an InnoCentive solution is complex. Solutions can require technical evaluation by experts and months to prepare. Competition is not on the basis of time to find or complete, but instead on the quality of the product. Most users are motivated by the opportunity to earn a considerable amount of money and to receive credit for having performed a task of significant value to a large corporation.
Yahoo! Answers
Mechanical Turk demonstrates that a large number of individuals are willing to perform simple tasks for less than minimum wage. Many Mechanical Turk tasks are created by dividing larger tasks into smaller tasks, moderating fulfillment of the smaller tasks, and then combining them to create a solution to the larger task. It is possible that this approach might also yield useful results for problems that are submitted to InnoCentive. On Mechanical Turk, multiple users could be working on different aspects of the problem at the same time. For some problems, this approach might also significantly reduce the time required to receive an acceptable solution.
Yahoo! Answers is a web site that allows users to ask and answer each other’s questions [37]. A user can only ask a few questions before he or she must answer some questions in order to be allowed to ask more questions. The specific number of questions that must be answered is dependent the quality of their answers, as points are awarded based upon other users’ grading of the answer. In the default cases, 2 points are earned for answering a question and 5 points are taken away for asking a question. When a question is created, it is categorized using a fixed, three-level hierarchy. The categories cover a broad range, including makeup and mathematics. Users who ask or answer questions in specific categories will be prompted to answer questions in those categories. The creator of a question selects one of the answers as the best answer. That answer is awarded additional points. The creator can also increase the points that are awarded to the chosen answer by offering some of his or her points. This may increase the number and quality of answers. All users who have at least 250 points can vote either for or against any other users’ answers. These votes, and other factors, such as how often the user visits the site, determine the number of points they are given [36].
Designers who are evaluating whether to create a competitive indirect motivation task might want to consider: •
High paying or low paying tasks
•
Opportunities to reduce large tasks to sequences of smaller tasks
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Costs of paying users
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Opportunities to get results without paying users
COMPETITIVE DIRECT MOTIVATION TASKS
Each user is assigned a level, depending upon his or her number of points. A user’s privileges increase as their level number increases. For example, a user with 5,000 or more points is not subject to any daily limits on the number of questions asked or answered.
Google Search Ranking
Google search results appear in a specific order, determined by a web page ranking algorithm. The ranking of a web page is partially dependent on the number of other web pages that link to it, and the rankings of the web pages that link to it [3]. HTML links from web pages that are highly ranked are more influential in determining the ranking of the web pages to which they link.
Adamic et al. found that Yahoo! Answers users who focused their answers in fewer categories tended to have answers selected as the best answer more often [1]. Categories favoring factual answers were found to be more likely to have fewer and shorter answers. Users participating in these categories were also found to be unlikely to both ask and answer questions in the same category.
The ranking of a web page in Google’s search results is often important to the web site’s owners. Web sites that sell products or feature advertising, among others, have a strong incentive to attract as many visitors as possible. Companies create, or remove, HTML links to improve search result rankings [35]. For these reasons, Google search ranking is a competitive, direct motivation task.
Liu and Agitchein found that as Yahoo! Answers has grown the complexity of the questions which are asked has increased [15]. They also found that users are becoming more likely to be passive, voting on each other’s answers rather than answering questions. Further investigation
Many techniques have been developed to improve search result rankings. 302 page hijacking and link farms are two examples of search engine index spamming. 302 page
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CLASSIFICATION ANALYSIS
would be required to determine the overall effect on the quality of the answers. Bouguessa et al. have taken a step in this direction by creating an algorithm to identify authoritative users [2]. These authoritative users were demonstrated to “contribute significantly to the generation of high-quality content”.
Direct and Indirect Motivation
Designers who employ indirect motivation may approach webmasters or users with incentives to increase user participation. CHC direct motivation examples can also use these methods, but it may be difficult to formulate direct motivation tasks such that indirectly motivated users will be effective participants. For example, the quality of Wikipedia articles would likely differ if users were paid to contribute. A considerably more complex moderation system might be required to prevent collusion.
Analysis
When users are directly motivated to be competitive, it may be especially important that there is a robust heuristic for gauging the quality or accuracy of task performance. Indirectly motivated users of competitive systems are not primarily motivated to compete. Users of competitive direct motivation systems may be more likely to consider competition to be their task.
Indirect motivation tasks may require different moderation. The Wikipedia, Digg, Slashdot, and Yahoo! Answers moderation systems are reliant upon experienced users. Users who participate in indirect motivation tasks may be less likely to be concerned with the community of users, as their primary reason for participation is an incentive. The moderation systems for most of the direct motivation tasks are optional. Users are not forced to moderate if they are not concerned about the community or the quality of its output. When moderation is required, the quality or the accuracy of the moderation may also differ between indirect and directly motivated participants. Tasks that use Mechanical Turk, an indirect motivation example, often feature multiple levels of moderation. Further, HIT creators have the right to reject users’ submissions without explanation.
Google search results are subject to carefully researched and organized collusion among webmasters. Web links that are created for the purpose of manipulating search result rankings, rather than directing web site visitors to related content, can be considered noise on the signal that is interpreted by PageRank. The success of Google suggests that the search algorithm is sufficiently robust to filter out most of the noise in this signal. Yahoo! Answers allows the creator of a question to indicate which of the answers is best. If the purpose of the system is considered to be answering each user’s questions to their satisfaction, the selection of a best answer (or decision not to select) may be a highly robust heuristic. Of course, it is possible that the user has unknowingly selected an inaccurate or less accurate answer. One advantage of the voting system is to allow other users to help the question creator select from among the answers. Users might collude to vote up an inaccurate answer, however, the selection decision is still entirely within the control of the question creator.
The success, and relatively inexpensive costs, of operating direct motivation tasks are a compelling argument for their use. Building the task into an existing task, encouraging free word-of-mouth advertising by creating a community around performance of the task, or integrating the task an as optional activity on web sites, may attract people who are willing to perform the task. Indirect motivations, including incentives, may be an effective alternative when a larger number of participants than would otherwise be likely to perform the task are required within a particular period of time. Depending upon the task, indirect motivation may also require less effort to implement, as the user experience may not need to be enjoyable for participation to occur.
In the case of Google search, the robust heuristic is an algorithm. The algorithm appears to be effective because it models the primary reason that web links appear on most web pages. Most web links are created to provide web site visitors with access to related content. In the case of Yahoo! Answers the heuristic is a moderation system. This heuristic appears to be effective because it is relatively easy for a question creator to judge content quality.
Non-Competition and Competition
Competition can be a useful task feature. Competition on Mechanical Turk decreases the time before HITs are completed. Most of InnoCentive’s tasks are inherently competitive. The quality and number of answers to questions on Yahoo! Answers is at least partially dependent on the competitive nature of the task.
Designers who are evaluating whether to create a competitive direct motivation task might want to consider: •
How collusion may be controlled
•
If there is a robust heuristic for measuring quality/accuracy o
If the heuristic is an algorithm, the accuracy of the use case model
o
If the heuristic is user moderation, how difficult it may be to judge quality
Systems that feature competition between users require robust heuristics for measuring the quality or accuracy of the users’ contributions. The heuristic may include an algorithm or a moderation system. One approach to the design of heuristics is to create models of the system use cases. Some users may attempt to exploit the heuristic. The
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heuristic must be able to extract the signal that it is intended to interpret from the noise generated by exploitation attempts.
everyone knows something. In Proc. WWW 2008. ACM, New York, NY, 665-674.
Tasks that are not inherently competitive or that are reliant on experienced users are particularly vulnerable to be negatively affected by competition. Introducing competition to a non-competitive task can reduce the sense of community between users. Wikipedia and Digg are examples with non-competitive tasks and moderation systems that rely on experienced users. Moderation systems that are reliant on experienced users will also be more prone to manipulation by collusion if the task is competitive. Motivation Interaction with Competition
Competitive indirect motivation tasks may be improved by conversion into competitive direct motivation tasks. These tasks can be significantly less expensive to operate, as no incentive may be required to encourage participation. The quality of users’ contributions may also increase, as they will be more likely to be concerned with system performance. In some circumstances, competitive direct motivation tasks may be improved by conversion to indirect motivation tasks. Designers who do not have a robust heuristic for measuring the quality or accuracy of user contributions, or webmasters who find that the heuristic is ineffective after the task has been created, might transform their tasks to be indirect motivation tasks. A new moderation system to control the distribution of the incentive can be introduced. If the indirect motivation incentive is sufficiently compelling, collusion may be reduced.
Bouguessa, M., Dumoulin, B., and Wang, S. 2008. Identifying authoritative actors in question-answering forums: the case of Yahoo! Answers. In Proc. 14th ACM SIGKDD international Conference on Knowledge Discovery and Data Mining (Las Vegas, Nevada, USA, August 24 - 27, 2008). KDD '08. ACM, New York, NY, 866-874
3.
Brin, S. and Page, L. 1998. The anatomy of a largescale hypertextual Web search engine. Comput. Netw. ISDN Syst. 30, 1-7 (Apr. 1998), 107-117.
4.
Bryant, S. L., Forte, A., and Bruckman, A. 2005. Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia. In Proc. 2005 international ACM SIGGROUP Conference on Supporting Group Work (Sanibel Island, Florida, USA, November 06 - 09, 2005). GROUP '05. ACM, New York, NY, 1-10.
5.
Casting Words. http://castingwords.com/.
6.
Cheyne, T. L. and Ritter, F. E. 2001. Targeting audiences on the Internet. Commun. ACM 44, 4 (Apr. 2001), 94-98.
7.
Digg Site Ranking. http://www.alexa.com/siteinfo/digg.com.
8.
Digg. http://digg.com.
9.
InnoCentive. http://innocentive.com.
10. Kittur, A., Chi, E. H., and Suh, B. 2008. Crowdsourcing user studies with Mechanical Turk. In Proc. CHI 2008. ACM, New York, NY, 453-456.
It can be difficult to directly motivate users to perform complex tasks. InnoCentive, which features highly complex tasks, provides incentives that are commensurate with the difficulty of the tasks. By dividing complex tasks into a large number of easier tasks, it may be possible to encourage communities of users who are highly motivated by a task to complete it using a non-competitive direct motivation system.
11. Kosorukoff, A. (2001) Human based genetic algorithm. IEEE Transactions on Systems, Man, and Cyber-netics, SMC-2001, 3464{3459 12. Kuznetsov, S. 2006. Motivations of contributors to Wikipedia. SIGCAS Comput. Soc. 36, 2 (Jun. 2006), 1. 13. L. von Ahn, M. Blum, J. Langford, Commun. ACM 47, 56 (2004).
CONCLUSION
Four different classes of CHC tasks, with varying motivation (direct or indirect) and competition (competitive or non-competitive), have been described and compared. Considerations for designers and opportunities for future work have been identified.
14. Little, G., Chilton, L. B., Goldman, M., and Miller, R. C. 2009. TurKit: tools for iterative tasks on mechanical Turk. In Proc. ACM SIGKDD Workshop on Human Computation (Paris, France, June 28 - 28, 2009). P. Bennett, R. Chandrasekar, M. Chickering, P. Ipeirotis, E. Law, A. Mityagin, F. Provost, and L. von Ahn, Eds. HCOMP '09. ACM, New York, NY, 29-30.
In particular, methods to improve task performance by transforming complex tasks into many simple tasks should be investigated. Methods to encourage and support CHC contributions from users who are highly motivated to participate may also provide substantial improvements.
15. Liu, Y. and Agichtein, E. 2008. On the evolution of the Yahoo! Answers QA community. In Proc. 31st Annual international ACM SIGIR Conference on Research and Development in information Retrieval (Singapore, Singapore, July 20 - 24, 2008). SIGIR '08. ACM, New York, NY, 737-738.
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32. Wikipedia. http://wikipedia.org 33. Wired, 50,000 Volunteers Join Distributed Search for Steve Fossett. http://www.wired.com/software/webservices/news/200 7/09/distributed_search.
22. Salon, “I make $1.45 a week and I love it”. http://www.salon.com/tech/feature/2006/07/24/turks/.
34. Wired, Online Fossett Searchers Ask, Was It Worth It? http://www.wired.com/techbiz/it/news/2007/11/fossett _search.
23. Slashdot. http://slashdot.com. 24. Smart Company, Facebook sends uSocial cease and desist warning. http://www.smartcompany.com.au/web -20/20091123-facebook-sends-usocial-cease-anddesist-warning.html.
35. Wu, B. and Davison, B. D. 2005. Identifying link farm spam pages. In WWW '05. ACM, New York, NY, 820829.
25. The Guardian, Investigate your MP's expenses. http://mps-expenses.guardian.co.uk/.
36. Yahoo! Answers Scoring System. http://answers.yahoo.com/info/scoring_system.
26. The Guardian, MPs' expenses – what you've found so far. http://www.guardian.co.uk/politics/blog/2009/jun/ 19/mps-expenses-what-you-ve-found.
37. Yahoo! Answers. http://answers.yahoo.com/.
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Curve: Revisiting the Digital Desk Raphael Wimmer, Fabian Hennecke, Florian Schulz† , Sebastian Boring, Andreas Butz, Heinrich Hußmann University of Munich Amalienstr. 17, 80333 Munich, Germany firstname.lastname@ifi.lmu.de, † schulzf@cip.ifi.lmu.de ABSTRACT
Current desktop workspace environments consist of a vertical area (e.g., a screen with a virtual desktop) and a horizontal area (e.g., the physical desk). Daily working activities benefit from different intrinsic properties of both of these areas. However, both areas are distinct from each other, making data exchange between them cumbersome. Therefore, we present Curve, a novel interactive desktop environment, which combines advantages of vertical and horizontal working areas using a continous curved connection. This connection offers new ways of direct multi-touch interaction and new ways of information visualization. We describe our basic design, the ergonomic adaptions we made, and discuss technical challenges we met and expect to meet while building and configuring the system. ACM Classification Keywords
Figure 1. Curve is a digital desk concept that blends a horizontal and a vertical interactive surface. Its design takes into account existing ergonomics research and own experimental findings.
General Terms
worth further investigation. Regular office applications such as word processors or spreadsheets are currently the most important tools within professional computer use. Thus, improving computer workplaces can have a significant impact on a very large number of users. To our knowledge, little research has happened on the use of digital desks for office tasks. With interactive surfaces becoming more and more ubiquitous, we propose revisiting the idea of the digital desk. Current office workplaces are hybrid environments, combining a physical desktop with a paper-based workflow and a virtual desktop within the computer screen. The horizontal desktop is suited for placing, sorting or annotating documents. The vertical computer screen is suited for reading text, viewing digital media, and editing text using a keyboard. Even acknowledging that there might never be a ’paperless office’, the gap between physical and digital documents is wider than it needs to be. Our Curve concept (Figure 1) removes the gap between the physical desktop and the computer screen by blending both into one large interactive surface. The contributions we describe in the following are a review of ergonomic requirements for digital desks, a set of design guidelines, a detailed concept for digital desks that takes these guidelines into account, and findings from a study determining important parameters of this concept. As this paper focuses on design and construction of digital desks, we will only briefly discuss interaction techniques for such systems in the final section.
H.5.2 Information Interfaces and Presentation: User Interfaces - Input Devices and Strategies Design, Human Factors Author Keywords
curve, digital desks, direct-touch, ergonomics, interactive surfaces, workplace, tabletop interfaces INTRODUCTION
In 1991, Pierre Wellner presented the DigitalDesk, a digitally augmented office desk [30]. The DigitalDesk can track a user’s hands and paper documents using an overhead camera. A ceiling-mounted projector displays a digital desktop onto the physical desktop. Wellner’s work coined the concept of digital desks that would support office workers in their daily routines. Given that a significant part of everyday office work happens at a desk and involves a computer, integrating the computer desktop into the physical desktop seems like an idea
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ERGONOMICS OF INTERACTIVE SURFACES
Since, to our knowledge, little research on ergonomics for large interactive surfaces or digital desks has been published so far, we summarize empirical findings from two related fields of research: Visual ergonomics – how should a surface be designed to ease reading text and watching visual content. Touch ergonomics – which parameters influence direct-touch interaction on interactive surfaces. Finally, we condense these findings into guidelines for designing interactive surfaces for single-user workplace scenarios. Visual Ergonomics
Several studies have explored the factors that determine how well people can view content on a screen. Mostly, these studies concerned reading tasks. Display Properties: While basic display properties such as resolution and contrast are an important factor for visual performance and fatigue, results from empirical studies are very heterogenous and mostly cover reading text on low-resolution CRT monitors. Dillon [7] reviews empirical literature on visual ergonomics for reading tasks (up to 1992). He concludes that most studies do not provide ecological validity and results are not comparable. Ziefle’s review [33] of scientific research and ergonomics standards shows greatly differing minimal, maximal, and optimal values for screen resolution and contrast, with studies contradicting each other. Ziefle [34] conducted two studies on reading performance for different screen resolutions. A screen with a resolution of 120 ppi – the highest one that was tested – performs significantly worse than paper for reading tasks. From these studies, it can be concluded that display resolutions lower than 120 ppi have some adverse effect on reading tasks compared to paper. However, there is not enough data on higher display resolutions. The aforementioned reviews suggest that displays need a resolution equivalent to printed text (300 dpi) in order to achieve a reading performance comparable to paper. Perpendicular View: Beringer et al. [4] and Sears [23] document a touch bias – a constant offset between intended touch position and absolute touch position when a user’s line of sight is not perpendicular to the screen. Shupp et al. [26] compared users’ perfomance in visual search tasks using two different multi-monitor layouts. They found a setup that is curved around the user to be more suitable for such tasks than a flat one. Oetjen and Ziefle [17] report that reading performance degrades greatly when viewing LCD displays off-axis. Monitor Placement: Psihogios et al. conducted a literature review and a field study investigating effects of monitor placement on visual and musculoskeletal strain [19]. Both study and review strongly suggest that a line of sight about 9-10 ◦ below horizontal offers the best tradeoff between visual and musculoskeletal strain. Preferences among users vary, however by approx. ±5 ◦ . Users preferred a viewing distance between 55 and 60 cm. Viewing Distance: Dillon [7] suggests a viewing distance of a least 60 cm and regular, short breaks when working in front of a computer screen. It is widely assumed that focusing at distant objects from time to time helps to reduce visual fatigue [8]. At a viewing distance of 60 cm, and as-
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suming an angular resolution of 0.02 ◦ for the human eye, a display resolution of 120 ppi would be sufficient. For a viewing distance of 30 cm - an informally estimated comfortable distance for reading a document lying on the desk a display resolution of 240 ppi would be needed. Suitability for different tasks: O’Hara and Sellen [18] compared reading from paper to reading from a computer screen. Based on their findings, they suggest to enhance support for three actions commonly associated with screen-based reading: annotations, navigation within the document, and spatial layout of documents. Revisiting O’Hara and Sellen’s study, Morris et al. conducted a quantitative study comparing the usefulness of digital tablets, paper, horizontal and vertical displays for reading, writing, annotating and notetaking [15]. They found that participants absolutely preferred the vertical surface for writing using a keyboard. However, the vertical surface was strongly disliked for the other tasks. Accordingly, participants preferred the horizontal media (display, tablet, and paper) for annotating documents. For navigating within long documents, participants liked directtouch scrolling on the tablet. Paper documents were not considered better suited. However, participants generally had trouble continuously adjusting window sizes and positions. They avoided placing windows across screen boundaries. One third of the participants rotated the two displays of the dual-screen setup to form a V-like arrangement, both screens facing them. Most participants also adjusted screen angles. Morris et al. derived a number of suggestions for systems supporting digital reading tasks: (1) Horizontal and vertical displays should be combined as they uniquely cater to different tasks. (2) Systems should support bi-manual interaction for navigating within documents. (3) Users should be able to adjust displays to their preferences. (4) Multiple input devices such as keyboard, mouse, pen, and direct-touch should be supported as each offers unique advantages for certain tasks. (5) Window management should better support navigation in and manipulation of digital documents. Touch Ergonomics
Touchscreen pointing performance has been the subject of scientific research for several decades. Most studies concern target selection tasks. Direct-Touch Advantages: Several comparative studies on mouse input, single-touch and multi-touch input have been carried out [11, 13, 24]. They show that direct-touch is superior to other input methods under certain conditions (e.g., relatively large targets), and that direct-touch interaction is very well-suited for bi-manual input. For certain tasks, mouse input is superior, however. Size: In a limited, only partially published study, Elliott and Hearst [9] analyzed how the size of an interactive surface affected a sorting task. The GUI was always scaled to the whole surface. Participants found a desktop-sized surface to be too large, as screen contents were placed in the participants’ peripheral viewing area. A tablet-sized touchscreen was deemed to small by most users. No quantitative results were reported. Placement: Morris et al. conducted a field study on usage patterns for touch-sensitive displays that could be placed on a desk horizontally or vertically [14]. Users preferred ver-
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tical placement next to the existing screen. Users tilted the display towards them in horizontal position by putting objects under one edge. This was reportedly done in order to reduce glare from overhead lights and to improve the viewing angle. Repeatedly, users found the horizontal display to be in their way, taking up desktop space that was used for arms, keyboard, and mouse. Angle: Sears [23] reports on study that found that sitting users preferred interacting with touchscreens tilted 30 ◦ towards them from the horizontal. This angle was also the least fatiguing. No distance between user and touchscreen is given. Users rested their elbows on the desk for conditions where this was possible. Ahlstr¨om et al. [1] confirm this preferred angle for a small touchscreen that is placed 0.3 m from the desk’s front edge. They add that absolutely horizontal or vertical positions were rated the worst by participants. Resting the elbow on the desk reduced the perceived fatigue. Both studies did neither control nor measure participants’ height or arm length, however. Additionally, in both studies the touchscreen’s center was at a different height for each tested angle. Therefore, the absolute value of 30 ◦ should be taken with care. Both studies only investigated single-touch tapping. Schultz et al. [21] describe a thorough study on the best placement of touch screens for standing users of different height. They conclude that there is no single ”best” angle or position. Instead, the optimal parameters vary greatly between users. Overall, there is no convincing estimate of an ergonomically good display orientation for direct-touch interaction. Survey of Early Adopters: Benko et al. conducted a survey of 58 researchers, developers and designers of interactive surface systems [3]. As interactive surfaces were not widely used in 2007, those early adopters are argued to be the best source of information about usage habits. Approximately one third of respondents uses interactive surfaces several times a day, another third uses them at most once a month. A typical session lasts between 15 minutes and 1 hour. Only 5 percent of respondents use these systems for typical productivity tasks – only one person uses one as primary workstation. Desired features for long-term singleuser systems are: direct-touch interaction, multi-touch support, a large display space, support for standard applications (also mentioned by [25]), and support for standard input devices The primary reason why respondents would not want to use a horizontal display for longer sessions was neck and back strain. Several respondents highlighted the need for an adjustable surface. Long-term Use: Wigdor et al. report on one person using a DiamondTouch interactive surface as his primary workstation over the course of 13 months [32]. Privacy was an issue, as a passer-by could easily read the large screen’s content. As the user wanted to also use the DiamondTouch as a regular table, the surface was only slightly tilted towards him. Tilting was considered beneficial for the user reaching the distant corners. It also improved the viewing angle. The user strongly suggested using a real keyboard instead of the on-screen keyboard. Contrary to reports from short-term studies, the user did not experience arm fatigue. This might suggest that training can mitigate the effect.
Design Guidelines Derived From the Literature
The research presented above provides strong foundations for a number of design guidelines regarding digital desks. The following guidelines are purely based on the aforementioned studies and interviews. It should be noted that most studies focused on reading and target selection tasks. While these are probably representative of many real-world tasks, they do not exactly mirror everyday computer use. This means that there might be additional ergonomic requirements that only become apparent in certain scenarios. It does not limit the validity of the following guidelines. Provide Ample Resolution
Display resolution should be as high as possible. For reading tasks a physical resolution of at least 120 to 240 ppi should be offered [7, 33, 34]. For everyday use, the display resolution needs to be at least as high as on a standard computer screen: about 90 ppi.1 Maximize Screen Real Estate
Users prefer large interactive surfaces [3]. Even areas outside of the primary interaction space are used for laying out multiple objects spatially [10, 18]. No study so far found that users were overwhelmed by too large interactive surfaces. Therefore, a digital desktop should be at least as wide as a user can reach with her hands. Allow Direct-Touch Interaction Across the Whole Display
Direct-Touch interaction is faster than mouse input for many selection tasks [11, 13, 24]. Users want direct-touch interaction [3]. As interaction patterns and spatial layout of digital documents are user-specific and change often [15], directtouch interaction should be possible across the whole display area. Offer Both Horizontal and Vertical Surfaces
Depending on the task at hand, users prefer horizontal or vertical surfaces. For reading tasks a nearly vertical display is more suitable while users prefer a horizontal surface for annotating and navigating digital and physical documents [3, 4, 15, 23]. Therefore, a digital desk should offer both a a more or less horizontal and a more or less vertical interactive surface. Support Dual-Use
As a digital desk replaces the wooden desk, it needs to offer the same advantages. Users should be able to place books, papers, personal gadgets, coffee cups, and pizza on the digital desk. Ideally, a digital desk should offer about the same area for dual-use as the wooden desk [32]. Support Alternative Input Devices
Researchers agree that different input modalities like mouse, pen, and direct-touch complement each other. It has been 1 For a display surface of 61 cm by 46 cm (Microsoft Surface), this means a physical resolution of 2160x1630 pixels. In order to achieve a paper-like resolution of 300 ppi, a physical resolution of 7200x5400 pixels would be required.
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suggested that interactive surfaces should also support alternative input devices [3, 15, 32]. This is especially true for digital desks where a user might navigate a directory tree using the mouse, drag a document towards himself with his finger, annotate it using a pen, and extend it using a keyboard. Therefore, digital desks should support a multitude of input devices that offer ergonomic advantages for certain common tasks. Keyboard, mouse, pen, and multi-touch are essential.
physical desktop onto which a ceiling-mounted projector projected a graphical user interface (GUI). A computer-controlled camera captured hand gestures on and above the desk. Users could interact with the system by directly touching GUI elements, and merge or exchange data between paper-based and digital representations. Apart from some anecdotal user feedback (”much more healthy than a screen”) [16], Wellner did not discuss ergonomics in any of his papers on this topic [16, 30, 31]. In 1994, Bruce Tognazzini produced ”Starfire”, a futuristic concept video for Sun Microsystems, visualizing novel ways of HCI in office settings [27]. A central part of the proposed scenario is a digital desk incorporating a large vertical display which is curved around the user (Figure 2). In the video, the horizontal desk is used for reading and annotating digital documents while the vertical part is used for videoconferences. Direct-touch interaction on the vertical part is just shown in one scene when the user drags an image from the horizontal to the vertical display part.
Reduce Visual and Musculoskeletal Strain
As digital desks will be used for long periods, they should take into account basic workplace ergonomics. Desk design should reduce both visual and musculoskeletal strain. Therefore, we suggest to take into account the following recommendations: Of course, the desk should generally conform to established ergonomic guidelines. The line-of-sight should be perpendicular to display [4] and be inclined about 10 ◦ downwards from the horizontal [19]. The distance between the user and the display should be at least 60 cm [8, 19]. The design should offer support for regular short breaks [8]. Users should be able to easily reach all areas of the interactive surface with their hands [32]. They should be able to rest their arms and elbows on the desk to stabilize and ease touch interaction [1, 23]. Allow Users to Adjust Parameters
There is no ’standard user’. Ergonomic requirements between different users vary greatly. Therefore, as many physical parameters of the interactive surface as possible should be adjustable. This includes viewing angle, touch angle, and position [14, 15, 21]. Figure 2. The digital desk shown in Tognazzini’s Starfire concept video from 1994 offers a horizontal and a vertical interactive surface [27].
Scope of these Guidelines
These eight guidelines should be taken into account when designing digital desks and other interactive surfaces for long term use. They are not specific to single-user workspaces. We acknowledge that some guidelines are hard to meet with currently available hardware (e.g., full adjustability), and others conflict with each other (e.g., size vs. resolution). Therefore, tradeoffs have to be made in some cases. Nevertheless, we see these guidelines as sensible goals. In addition to these ergonomic guidelines, several other guidelines can be derived from the presented works. For example, it seems necessary for digital desks to also support standard (or legacy) applications like word processors or spreadsheet applications. As these do not directly inform the physical design of digital desks, we do not discuss them in this paper.
In 1998 Raskar et al. [20] presented an early idea to create a more digital office for everyday work. They used projections to create display space on white walls beyond a desk. They assume that large screens offer a more immersive way of remote collaboration, which is useful for everyday work with remote collaboration partners. As mentioned before, in 2007 Wigdor et al. report findings of a long-term study, where one employee used a DiamondTouch desk as his primary workstation over the course of 13 months [32]. Commercial office applications ran on a standard operating system (Windows XP). Instead of keyboard and mouse, the person used the on-screen keyboard and direct-touch interaction. In 2007 Microsoft presented DigiDesk, a concept for a knowledge worker’s workplace. It consists of a slightly tilted MS Surface with an additional vertical display along its longer side, which is not touch-sensitive. DigiDesk has only been shown at trade shows and there was no mention of it after 2007. In 2009, Weiss et al. presented a poster on BendDesk [29], a digital desk concept that combines a horizontal and a vertical interactive surface, connecting them with a curved segment2 . BendDesk has the same two drawbacks as the
DIGITAL DESKS
Several researchers and designers have explored how physical desktops can be used as an input and display area for human-computer interaction. In the following, we give an overview of the research on digital desks and discuss how the aforementioned design guidelines have been taken into account. While a multitude of research prototypes make use of a digitally augmented desk or table, very few look at digital desks for traditional office work. In 1991, Pierre Wellner presented the DigitalDesk [30], a
2 A poster on our Curve concept has been presented at the same conference. Neither group was previously aware of each other’s work in this direction.
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Starfire digital desk: a user can not look over the top edge, and the absolutely vertical surface makes direct-touch interaction fatiguing. We discuss these issues in more detail in the following section. Other research projects dealing with non-planar interactive surfaces, as summarized by Benko et al. [2], are not related to desks and do not take ergonomic guidelines into account. Beside these research projects there are some commercial or art projects dealing with different levels of interactivity, display size, and usage scenarios. To our knowledge none of them have considered ergonomic issues. BLENDING HORIZONTAL AND VERTICAL SURFACES
Given the lack of ergonomically grounded digital desk designs, we propose Curve, an improved shape for digital desks. Curve takes into account the presented ergonomic requirements and offers novel interaction possibilities. The Curve desktop consists of a horizontal and a vertical interactive surface, seamlessly connected by a curved segment (Figure 3, right). In the following we describe the concept behind Curve and the design decisions we made.
Figure 3. A continuous interactive surface (right) avoids the visual, haptic, and conceptual problems that are present in surface combinations with a bezel (left) and/or hard edge (middle) between horizontal and vertical surface.
General Concept
As proposed in our guidelines, a digital desk should offer both a horizontal and a (nearly) vertical interactive surface. While such a desk could just use one continuously tiltable desktop, this would require users to readjust the desktop every time they switch tasks. Offering both a horizontal and nearly vertical interactive surface allows the user to choose the one that is better suited for a specific task. Switching can be done on-the-fly. We argue that it is not enough to just place two touchscreens end-to-end. Instead, there should be a seamless, continuous transition between horizontal and vertical area. This blending surface – the curve – acts as a gateway between both and as an interaction area with unique properties. As such a continuous transition is technically much harder to achieve than a hard edge between both surfaces, we describe our rationale in the following.
a visual discontinuity[15]. Even without bezels, hard edges between adjacent display surfaces introduce kinks within objects crossing the edges. Continuously blending both surfaces avoids such kinks. Ware et al. [28] have shown that smoothly continuous lines are perceived more quickly than kinked lines. Haptic Continuity. For direct-touch interfaces, haptic continuity is as important as visual continuity. Bezels between interactive surfaces require the user to lift her finger at the edges and reposition it on the adjacent surface. This makes continuous drag-and-drop operations impossible. On a bezelless setup a finger at the edge between two surfaces touches both simultaneously with different areas of the finger tip, leading to tracking errors. Additionally, the hard edge forces the user to touch with her finger tip instead of the finger pad when interacting in the lower part of the vertical surface. The user has to adjust her movements as she now uses a different part of her finger for pointing. Pressing the finger tip against the vertical surface would be more straining, too. A curved transition between both surfaces effectively eliminates these problems. Mental Continuity. We argue that the way the user experiences the surface both visually and haptically influences her mental model of the surface. Bezels strongly suggest to the user, that objects should be on only one surface, not crossing boundaries [15]. The visual and haptic qualities of hard edges discourage placing objects on the edge, and dragging objects across this edge. While the surfaces appear directly adjacent, they are still divided. The curved surface dissolves the difference between horizontal and vertical surface, uniting them.
Continuity
While related work has shown that combinations of horizontal and vertical interactive surfaces can provide ergonomic benefits, the question remains how to combine those surfaces. Standard multi-display setups position screens right next to each other. The interior screen bezels pose a border between display areas, dividing them visually and disallowing direct-touch drag-and-drop operations across screen boundaries. Bi et al. [5] have shown detrimental effects of interior bezels on both visual and interactive tasks. Eliminating the bezels still has the drawback that horizontal and vertical surface would touch at a steep angle. We propose softly blending both surfaces using a curved segment inbetween. This would result in a seamless, continuous interactive surface. Such a design provides better visual, haptic, and mental continuity than the other two designs mentioned before. (Figure 3). Visual Continuity. A continuous display space seems advantageous over one that is divided by screen bezels or hard edges. Users of multi-monitor workstations avoid spanning windows across multiple screens, as the screen bezels create
Partial Planarity vs. Continuous Curvature
The final Curve concept is relatively conservative, seeing the curved area primarily as a necessary connection between horizontal and vertical segment, not as a feature on its own.
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Two other designs were considered and rejected: (1) a continuously curved, C-shaped, segment instead of the vertical segment, and (2) a surface that is also curved horizontally. Completely curving the vertical segment would make it easier to reach the top corners as they would be bent towards the user. Additionally, the distance between eye and surface could remain constant, avoiding focus changes. However, there are several drawbacks to such a design: It is not clear, whether the center of the curved segment should be the user’s eyes or his shoulder joint. More important, humans are accustomed to viewing perspectively distorted flat surfaces, like books or computer screens. Viewing nonplanar distorted images – as it would happen within the curve – increases visual processing load [28]. This would mean constant readjustment when alternately viewing flat physical documents and curved virtual documents. The constant viewing distance might also cause eye fatigue. Direct-touch interaction near the top would become harder, as the finger can no longer rest on an inclined surface. Another approach would be to horizontally curve the surface similar to the Starfire desk. This would allow the user to comfortably reach every part of the surface, as well as offer a perpendicular viewing angle across the whole surface. However, the aforementioned issues also apply here. The constant viewing distance would also increase eye fatigue. The non-planar distortion of images increases visual processing load. As there would be only one optimal seating position, the user can not move left or right. A second user would have a significantly different view than the first user. Being off-center, she would also have problems reaching the whole surface. A horizontally curved surface might also cause the user to feel enclosed by her desk. For these reasons, we think that the curved segment should be as small as ergonomically sensible. This is realized in our design.
art method for implementing large interactive surfaces are back-projected screens. However, a back-projected surface must have its supporting material on its edges only, requiring a rigid structure of the surface itself. This in turn means that the surface cannot be easily bent or stretched. Acknowledging this current limitation, we decided to design our first prototype for an ’average user’ to meet the requirements of a large user group as close as possible. The anatomy of this average user is based on DIN 33402-2[6], a standard documenting average anatomical measures for German adults3 . Determining Parameters and Values
We were able to integrate some of the aforementioned recommendations into our design. However, to our knowledge, recommendations for non-planar displays do not exist in terms of the screen’s height, its curve radius, and the backward inclination of its vertical part. Nevertheless, these properties cannot be adjusted later. Thus, we conducted an experimental evaluation with the goal of identifying sensible average values for these parameters. To do so, we collected qualitative user preferences within the context of direct-touch interaction tasks. We settled on evaluating three different curve radii, three different inclinations of the vertical segment, and two different heights. As the parameters are interdependent, we had to evaluate 18 (3 × 3 × 2) combinations. Inclination of the vertical segment. As mentioned above, a gaze inclination of about 10 ◦ from the horizontal minimizes visual and muscoloskeletal strain. In order to allow for a line of sight perpendicular to the vertical segment’s surface, the segment should be inclined backwards by about 10 ◦ , too. We assumed that a greater inclincation might better support fingers and hands when interacting on the vertical segment. However, the more the vertical part is inclined the less reachable are the upper parts of the display. We found that 15 ◦ should be the maximum inclination of the display. Therefore, we chose to compare inclinations of 5 ◦ , 10 ◦ , and 15 ◦ . Curve radius. The curved part serves as a connection between the vertical and the horizontal part in terms of both input and output. While visual continuity is not affected by the radius (assuming that the radius is larger than 0 cm), we were more concerned of potential direct-touch operations in this area. Especially dragging operations might be influenced by the curve radius. A smaller radius approximates a corner and would thus not be beneficial (see Figure 3). Larger radii allow for smoother transitions between both surfaces but take away area from the horizontal and vertical segments. Thus, we chose to compare curve radii of 5 cm, 10 cm, and 15 cm. Display height. Based on recommendations for standard desks in office spaces, we used a desk height of 72 cm. To evaluate potential ”boxing effects” (i.e., the user feeling to be enclosed by the display), we compared two different heights for the vertical segment. These heights were determined by an average user’s eye level in a seated position: 120.75 cm above ground [6]. We chose to compare a top border 5 cm below eye level to one 5 cm above eye level. This lead to a height of 43.75 cm, respectively 53,75 cm,
DESIGNING THE SHAPE
The aforementioned guidelines and ergonomics standards provide a reliable basis for designing a digital desk like Curve. However, several concrete design decisions are not covered by these guidelines. Thus, the next step is to determine an ’optimal’ shape for the prototype. Our goal in this case is not to design the ultimate digital desk, but to develop a functional prototype that can be used to verify our assumptions, advance our insight into the different properties of the segments, and investigate novel interaction techniques for digital desks. Therefore, we define ’optimal’ as being as usable as possible for as many users as possible. Additionally, we need to build the prototype using currently available materials. In this section we describe which parameters can be adjusted in our concept and which combination of parameter values best fits an ’average user’. To this end, we conducted a user study with an adjustable paper prototype. Designing for the Average User
An important finding in previous studies on visual and touch ergonomics is that users prefer to adjust several parameters of their screen, such as the inclination angle or multi-monitor arrangements. However, current technology does not allow for complete adjustability unless other important requirements are forfeited. For example, the current state-of-the-
3 There is very little difference between the anatomical measurements of an average German, an average European, and an average American. As our study participants were and will be Germans, we used the German values.
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above the desktop.
body height. Out of the nine participants, three were considered short (< 165 cm), three were mid-size (165 cm – 175 cm), and three were tall (> 175 cm) [6].
Tasks
During the study, users had to trace several (differently colored) paths on each setup with their fingers. Participants were allowed to choose which finger (and hand respectively) to use. However, some paths had to be traced simultaneously using two fingers (and hands respectively) to simulate multi-touch gestures. The paths were chosen to test (1) the reachability of the display’s edges and (2) the radius of the curve by going from the horizontal to the vertical part and vice versa. Figure 4 shows the arrangement of the paths on one of the prototypes.
Measuring User Preferences
As we favored subjective, qualitative ratings over task time and error rate, we asked the participants to rate and to rank the prototypes. One possible way to do so would be to rank the prototypes according to their average rating. However, such rankings by points have various limitations. For example, bias effects may disproportionally influence the outcome. Therefore, we used the Schulze method as a widespread Condorcet method to calculate a ”winning” shape using pair-wise comparisons [22]. For practical reasons, each participant first had to rate every of the 18 setups. After the study, he or she got to test the three best-rated setups again and had to rank them from one to three. In addition to a questionnaire, we also analyzed videos recorded with two cameras to identify verbal statements and observe physical specifics of participants. Findings
Nine of the ten highest rated setups had the lower height of 43.75 cm. These setups with the lower screen height scored 75.44 points compared to 66.16 points for the setups with higher screens (Figure 5a). Most interestingly, a large number of users stated that they mainly rejected the higher screen due to difficulties reaching the top regions. Although we assumed that the larger prototype would result in a feeling of enclosure, participants stated that the height would be less important once direct interaction with the top regions is not necessary. Overall, the lower height was clearly preferred, though. In terms of the inclination of the upper segment of the display, we found that 5 ◦ was favored the least with an average score of 69.22. However, the remaining two inclinations (i.e., 10 ◦ and 15 ◦ ) were ranked equally with 71.7 (10 ◦ ) and 71.48 (15 ◦ ). Since the results regarding the height of the display (i.e., 43.75cm), we further evaluated the score for the lower displays only. There we found that the inclination of 15 ◦ was preferred (78.11) over 5 ◦ (72.92) and 10 ◦ (75.29). Furthermore, we found that this inclination was present in the two top-ranked display configurations with an average of 78.72 (Figure 5d). The third property we evaluated was the radius of the curve connecting both segments. Here we found that a radius of 5cm is less preferred (68.57) than 10cm (71.56) and 15cm (72.26). These results are comparable to the ones for the lower vertical segment only. The largest radius is still slightly preferred over 10cm (77.26 versus 76.55) while the small radius again is rated the worst (72.52) (Figure 5c). An interesting side-effect we discovered was that participants perceived a change in the display’s width between different setups. However, we did not change this parameter. In general, 88.8% claimed that the display was wide enough (i.e., not too narrow). Regarding whether the display was too wide, no tendency could be observed. Furthermore, we asked participants to rank their individual top three setups and used OpenSTV4 for calculating the winner using the
Figure 4. Arrangement of the paths on one of the paper screens. Probands of the user study had to draw this paths with one or two fingers. This task had to be performed on each of 18 prototypes. Traces enhanced for print.
Each task was kept short in order to reduce the risk of fatigue within one setup. Participants were allowed to decide about the order in which they wanted to trace the paths. We asked our participants to think aloud while tracing each path. After they completed one setup (i.e., one combination of the mentioned parameters), they had to fill out a questionnaire asking them about their subjective rating regarding the previous prototype. After they completed the whole study, they had to rank their three favored ones again. These were determined by evaluating the ratings for each individual prototype. Apparatus
To simulate our envisioned, curved display we built an adjustable paper prototype as shown in Figure 4. Inclination, curve radius, and height could be changed independently by moving the upper fixture or exchanging parts of the side fixtures. To avoid any bias during the study, participants had to leave the room when the prototype was readjusted for a set of different parameters. Therefore, participants were not aware of the changes made to the prototype. Participants
We recruited nine participants for our study (four female), ranging in age from 22 to 27. A tenth person only participated in a pilot study a priori to the actual experiment. The main consideration in choosing the participants was their
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viewing distance for long-time reading tasks [8]. The top edge of the vertical surface is 44 cm above the horizontal surface and 5 cm below the average user’s eye level, allowing her to easily avert her view from the screen. This allows her to re-focus at distant objects from time to time, reducing visual strain. Additionally, she can see and communicate with co-workers. This might prevent her feeling walled in or disconnected from the environment. With her head slightly inclined, the screen fills the user’s whole field of view, minimizing external visual distraction. Horizontal Segment. The horizontal segment has a depth of 35 cm. This is the maximum depth that still allows an average user to comfortably reach the whole vertical segment. The user can rest arms and hand on the horizontal segment, allowing for effortless direct-touch interaction there. Resting his elbows on the horizontal surface, the user can also comfortably reach the central part of the vertical segment. In order to retain its dual-use nature, we therefore decided to leave it in the horizontal position. Curved Segment. The radius of the curved segment is 10 cm. We would have preferred a radius of 15 cm, as it offers a smoother transition between horizontal and vertical segment. However, a larger radius would have either reduced the horizontal surface area, or moved the vertical area farther away from the user. As the users’ preference for a 15 cm radius over a 10 cm radius was only marginal, we chose the smaller radius. When resting his elbows near the front edge, the average user’s fingertips touch the curve. At this position, the curve’s pitch is about 30 ◦ , the inclination suggested by e.g. by Sears [23]. The segment is curved uniformly with a constant radius. Width. Our current Curve prototype is 120 cm wide. In general, the width of the desk is not constrained. However, only a limited area can be used for direct-touch interaction without moving the seat. With increasing width, the viewing angle gets worse. Therefore we chose a width that would allow the user to easily reach the whole surface with her hands. Curve is also wide enough to support two people sitting next to each other. Our study indicated that users did not see the need for a wider desk.
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Schulze method. We were able to identify two winners (only with slight advantages) with the same height (43.75cm) and inclination (15 ◦ ) while differing in the radius (10cm versus 15cm). Final Properties
Considering the related work, our design guidelines, and the findings from our study, we arrived at the following combination of design parameters for our prototype (Figure 6).
REALIZATION
Based on the parameters determined empirically and from related work, we implemented a functional prototype. Most hardware components and technologies we used to build Curve are well-known but were not combined the way we did, yet. In order to get a stable but also customizable case for our system, we chose wood as primary building material. To get a seamless output and to preserve the possibility to use IR-based multi-touch input we used a curved 12mm thick, acrylic panel which was manufactured by a local company. On top of the acrylic plate there is a compliant surface made of rubber latex and a Rosco Grey projection screen as the topmost layer. Though it is flexible enough to be installed on a curved surface it also seems to be quite scratch-resistent and has good projection properties. We installed two projectors (Sony VPL-HW 10), each with a resolution of 1920 x 1080 px, for back-projection on the screen. Due to the fact that there were no high resolution short throw projectors available when we built the system, we had to use mirrors.
Figure 6. Final panel dimensions according to user study. The height of the vertical segment was set to 44cm, the radius to 15 ◦ and the curve radius to 10cm according to the results of our user study.
Vertical Segment. The ”vertical” segment is tilted backwards by 15 ◦ . This reduces strain on finger and hand, as the finger can rest on the surface. For precise finger input, the user can rest the whole hand on the surface. On a completely vertical surface, the user would need to press his finger against it the whole time. The average user is able to reach all screen areas without moving on the seat. Given an ergonomical head inclination of 10 ◦ , the user’s line of view is nearly perpendicular to the surface [19]. The distance between eyes and surface is 60 to 70 cm, the minimum
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to capture paper documents that are placed onto the surface. Therefore, the next steps will be to add diffused illumination (DI) and overhead cameras to our setup.
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In this paper we have proposed a number of guidelines for the design of digital desks. These guidelines are based on a literature review on ergonomic parameters of interactive surfaces. Based on these guidelines, we have proposed Curve, a novel design for digital desks that smoothly blends a horizontal and vertical interactive surface. We have justified its properties and discussed the limitations, most importantly the lack of adjustability. Finally, we report insights gained by building a functional prototype. In our opinion, digital desks are an important and interesting research area where many questions still have to be answered or even posed. We hope to have contributed a small step into this direction by proposing a physical design for digital desks. Next, we want to look at the inherent affordances and properties of the three segments (i.e., horizontal, vertical, and curved). A first study will explore quantitative benefits of a curved connection compared to a hard edge between horizontal and vertical segment. Another interesting question is, how well the different segments are suited for different tasks like reading, annotating or sorting. An investigation into drawbacks of such large interactive surfaces seems worthwhile, too. Once the basic properties are explored in more detail, we suggest looking at specific interaction techniques that are fostered by Curve’s shape. For example, the curved shape encloses an interaction space above the surface, allowing for 3D interaction. Finally, the long term goal is to explore how digital desks can support common office workflows, enhance collaboration, and make office work a whole-body experience.
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Figure 7. The wooden frame of our prototype allows for quickly modifying and extending the system. The interactive surface is made of a custom-bent, 12mm thick, acrylic plate. On top of the plate is a compliant surface made of rubber latex, and a Rosco Grey projection screen. Two HD projectors project the screen from the back. Four Point Grey FireFly MV cameras capture touch and proximity on the surface.
In order to reduce the overall length of the case we took three mirrors (first surface and foil mirrors) while still having an almost orthographic projection onto both surface areas (see 7). As we chose FTIR [12] for sensing multi-touch input, we assembled chains of SMD LEDs on the outer edge of the curved acrylic panel. For tracking touch points we use four Point Grey Research FireFly MV cameras, each with a resolution of 640 x 480 px at 60Hz. Each camera tracks a bit more than a quarter of the entire screen space without using installed mirrors. The camera images are undistorted and stitched together in software. LIMITATIONS
ACKNOWLEDGEMENTS
In order to build Curve with currently available technology, we had to compromise in a few areas. Additionally, we had to balance contradicting requirements. In the following we list areas where we had to make such tradeoffs. It should be noted, that all of these tradeoffs are caused by hardware limitations, not by inherent shortcomings of the design. Screen Size and Resolution. The current Curve prototype supports a visual resolution of 1920 x 1730 px projected by two projectors onto a 90 x 80 cm area. This results in a screen resolution of approximately 50 ppi. While a higher resolution is certainly of advantage for reading tasks, we have found it to be sufficient for many current office applications. However, it is planned to at least double the resolution of our system in the medium future. Leg Room. In order to project on the horizontal surface at a perpendicular angle, we had to limit legroom. Especially tall users have problems fitting their legs under the desk. Adjustability. As flexible, robust, large touchscreens will not be available in the near future, we had to use a bent acrylic plate, projecting from the back onto an attached projection screen and using FTIR for input. The rigid setup does not allow for the user to adjust properties like inclination, height, or depth of the setup. Only Touch Sensing. The current prototype uses only FTIR for tracking touches on the surface. This setup can not detect hovering or gestures above the surface. It is also not possible
We would like to thank Christian Zimmermann for providing profound critique on our initial designs, Dominikus Baur, Toni Zeitler, and Alex Lang for discussing the Curve design with us, Thomas M¨ullauer and the university’s carpentry for building the frame of our prototype. Study details, blueprints, and additional content available at: http://www.curve-project.org/
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5. X. Bi, S.-H. Bae, and R. Balakrishnan. Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selection. In CHI ’10, pages 65–74, New York, NY, USA, 2010. ACM.
20. R. Raskar, G. Welch, M. Cutts, A. Lake, L. Stesin, and H. Fuchs. The office of the future: a unified approach to image-based modeling and spatially immersive displays. In SIGGRAPH ’98, pages 179–188, New York, NY, USA, 1998. ACM.
6. Deutsches Institut f¨ur Normung. DIN 33402-2: Ergonomics – Human body dimensions – Part 2: Values, 2005.
21. K. L. Schultz, D. M. Batten, and T. J. Sluchak. Optimal viewing angle for touch-screen displays: Is there such a thing? International Journal of Industrial Ergonomics, 22(4-5):343–350, 1998.
7. A. Dillon. Reading from paper versus screens: A critical review of the empirical literature. Ergonomics, 35(10):1297–1326, 1992.
22. M. Schulze. A new monotonic and clone-independent single-winner election method. Voting Matters, 17:9–19, 2003.
8. T. W. Dillon and H. H. Emurian. Some factors affecting reports of visual fatigue resulting from use of a vdu. Computers in Human Behavior, 12(1):49 – 59, 1996.
23. A. Sears. Improving touchscreen keyboards: design issues and a comparison with other devices. Interacting with Computers, 3(3):253–269, 1991.
9. A. Elliott and M. A. Hearst. How large should a digital desk be?: qualitative results of a comparative study. In Ext. Abstr. CHI ’00, pages 165–166, New York, NY, USA, 2000. ACM.
24. A. Sears and B. Shneiderman. High precision touchscreens: design strategies and comparisons with a mouse. International Journal of Man-Machine Studies, 34(4):593–613, 1991.
10. G. Fitzmaurice. Graspable User Interfaces. PhD thesis, University of Toronto, 1996.
25. C. Shen, K. Ryall, C. Forlines, A. Esenther, F. D. Vernier, K. Everitt, M. Wu, D. Wigdor, M. R. Morris, M. Hancock, and E. Tse. Informing the design of direct-touch tabletops. IEEE Comput. Graph. Appl., 26(5):36–46, 2006.
11. C. Forlines, D. Wigdor, C. Shen, and R. Balakrishnan. Direct-touch vs. mouse input for tabletop displays. In CHI ’07, pages 647–656, New York, NY, USA, 2007. ACM. 12. J. Y. Han. Low-Cost Multi-Touch Sensing Through Frustrated Total Internal Reflection. In UIST ’05, pages 115–118, New York, NY, USA, 2005. ACM Press.
26. L. Shupp, R. Ball, B. Yost, J. Booker, and C. North. Evaluation of viewport size and curvature of large, high-resolution displays. In GI ’06, pages 123–130, Toronto, Canada, 2006.
13. K. Kin, M. Agrawala, and T. DeRose. Determining the benefits of direct-touch, bimanual, and multifinger input on a multitouch workstation. In GI ’09, pages 119–124, Toronto, Canada, 2009.
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14. M. R. Morris, A. J. B. Brush, and B. Meyers. A Field Study of Knowledge Workers’ Use of Interactive Horizontal Displays. IEEE Tabletop 2008, pages 113–120, 2008.
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How to Stay in the Emotional Rollercoaster: Lessons Learnt from Designing EmRoll Farnaz Zangouei, Mohammad Ali Babazadeh Gashti, Kristina Höök Mobile Life, Stockholm University Forum 100, 16440 Kista, Sweden zangouei@kth.se, mabg@kth.se, kiah@mobilelifecentre.org
Tim Tijs, Gert-Jan de Vries, Joyce Westerink Philips Research High Tech Campus 34, 5656 AE Eindhoven {tim.tijs, gj.de.vries, joyce.westerink}@philips.com
ABSTRACT
Our aim here was to design for a rich emotional journey through a game of riddles. The riddles were posed to pairs of players. In order to solve the riddles, they had to move, breathe in a certain way or show other forms of physical reactions to what was portrayed in the interaction with the game. To design this game named EmRoll (Emotional Rollercoaster), we embarked on an iterative user-centered design journey. The game bases its interaction on bodily movement, respiration rate and spontaneous Galvanic Skin Response (GSR) 1 frequency [1].
Bodily expressions can be used to involve players in intense experiences with games. By physically moving, breathing, or increasing your pulse, you may start emotional processes that help create for a stronger experience of the narrative in the game. We have designed a system named EmRoll that poses riddles to pairs of players. The riddles can only be solved if the players are, or at least pretend to be, moving according to different emotional states: dancing happily, relaxed breathing and being scared. The system measures movement, breathing and sweat reactions from the two players. Lessons learnt were: playing in pairs is an important aspect as the two players influenced one-another, pulling each other into stronger experiences; getting excited through intense movement when involving your whole body worked well, as did relaxing through deep breathing; using the sweat response as an input mechanism worked less well; and finally, putting a Wizard (a human operator) into the loop can help bootstrap difficulty balancing and thereby increase emotional involvement.
Obviously an emotional process is not something we can command users to have by forcing them to move, tense their muscles or breathe in certain ways. We can ‘stage the scene’ for certain experiences to happen through the ways we design a system, but in the end, the user will decide whether to play along or not. They will filter their experience through their individual preferences and prior experiences [19]. Becoming crazy happy will more likely happen if we stage the interaction to involve players’ whole body, jumping up and down in intense dancing movement, than if the system makes people sit still on a chair.
Author Keywords
Affective loop, designing for experience, full body interaction, body tracking, biological sensors
In addition, making players collaborate and do physical movements together may strengthen their experience. Others have shown that collaborative play has some interesting advantages [24]. By sharing a goal or a character in a game, players have to interact more with one another. In earlier studies we observed that players usually feel embarrassed when performing intense gestures. They preferred to express their happiness through only moving their hands or sometimes their heads. However when the same people were asked to express their happiness together with someone else, they motivated one another and went as far as dancing happily together. These are the reasons why we decided to make players interact with EmRoll in pairs, synchronizing their movements or breathing.
ACM Classification Keywords
H.5.2 Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Intense emotional experiences often involve our whole bodies [25]. By moving in certain ways, rhythmic movements, tensing or relaxing different muscles, you can initiate emotional processes, as when having a massage, doing yoga, taking a deep breath, or dancing wildly on the dance floor [15].
Below we will go through the design process behind EmRoll to show some of the pitfalls and potentials for engaging interaction we encountered. We will also reveal insights from the iterative prototype testing with users to
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GSR measures sweating activity, known to be related to physical, mental and emotional arousal.
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show how users get involved, or, in some cases, fail to get involved. But let us start by providing some background to how to design for affective loops, the design concept behind our work [10].
Overall, bodily imitation between people is a fundamental skill and a powerful mechanism. Alan Kay [14] used it when he designed the desktop-metaphor and the physical acts “point and click” and “drag and drop”. He was inspired by a tennis teacher who promised that he could teach anyone how to play tennis in 20 minutes. The tennis teacher simply distracted players by making them sing or talk, which allowed them to relax and simply imitate his bodily behaviors for backhand, forehand and serve. Our idea in EmRoll is that our two players would both imitate oneanother but also be inspired by the behaviors of the avatar on the screen in front of them.
BACKGROUND
Ever since the work by Darwin [7], it has been known that certain movements are closely related to emotional processes and vice-versa. Philosophers such as SheetsJohnstone [25] and Shusterman [26], have shown that movement can be seen as the basis of our whole way of being in the world. Choreographers and dancers, such as Laban [15], and theater movements, such as method acting, have made similar points: by portraying emotions in movements, we can come to experiences that we would not have otherwise. Sheets-Janstone [25] claims that emotional experiences are impossible without the corresponding physical state in terms of muscle tensions and body postures. As Sheets-Johnstone said, there is “a generative as well as expressive relationship between movement and emotion” [25].
Physically involving games
We are not the first to design games that require physical involvement. There is a whole wave of such games going back to Dance Dance Revolution [6] and emWave. Today we are all impressed by the successes by the Nintendo Wiigames [21]. In academia, games like Wriggle, SenToy , and Ghost in the Cave , have mapped out a space of games that require physical interaction. Wriggle [12] uses a Wii-mote placed inside a knitted hat tied to users’ heads. By moving their head, they control their avatar picking up on falling objects. Ghost in the Cave [23] requires that a whole audience move together, creating a wave of activity picked up by a camera. The more the audience moves, the faster a fish swims from one cave to an-other, searching for a ghost. SenToy [22] was an early game where the avatar in a game was controlled by a plush toy that the player could manipulate. By dancing happily with the toy, they made their avatar happy, by shaking it angrily, their avatar became angry, etc. Depending on the emotion of the avatar, it would act differently in the game. Several other systems have used plush toys as a way for users to interact [16, 13].
But the step from noticing that certain movements coincide with certain emotional processes to designing systems that actively involve users at all levels is not easy. Results of some prior projects, such as SenToy [22] and eMoto [28] have shown that using the body and gestures in interaction tends to be far more vulnerable to the slightest delay or mistake in interaction compared to more traditional interaction. It is only when the interactive system can be designed to work without creases or cracks in the interaction that it reaches the kind of experience sought. The emotional involvement through physical movement, we have tried to capture by the idea of an affective loop, where: • emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences
There are also relaxation games, like Brainball [11], where measurements of brain activity determine who of the two players is more relaxed and therefore wins the game. “The Journey to Wild Divine” [29] is another relaxation game in which player proceeds through different levels of the game by breathing, meditating and laughing.
• the system responds in ways that pulls users into the interaction, touching upon their physical experiences • throughout the interaction the user is an active, meaningmaking individual choosing how to express themselves – the interpretation responsibility does not lie with the system
DESIGNING EMROLL
Let us start by describing EmRoll, the game we have designed and implemented, before we go back and discuss some of the considerations, problems and pitfalls that lead to this particular design.
Several other systems have been built that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colorful and animated shapes in the background chosen through emotion-gestures with a sensorenabled stylus pen. The gestures are designed to resemble our bodily experiences of different emotion processes, and the graphical, animated shapes in turn resemble the gestures – allowing for an affective loop experience.
EmRoll
EmRoll is played by pairs of kids, 8 – 12 year olds. They dress up in the costumes that can be seen in Figure 1. The color markers on head, arm and leg are picked up by two cameras placed in front of them on the floor. Around their chest (over or under the costume), a breathing sensor is placed. On their fingers (on the hand without the color
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marker) a GSR-sensor is placed. These sensors are connecting them to an avatar on a big screen. The avatar has two arms, two legs, and two heads. One player controls one arm, one leg and one head. The other player controls the other arm, leg and head. Their respiration affects half of the avatar’s belly – expanding and reducing with their respective breathing. That is, if one player breathes fast and the other slow, one half of the belly will move quickly in and out, while the other moves more slowly – making the avatar asymmetrically shaped.
happy, he opens the gate and the two players can move on to the next riddle. See Figure 3.
Figure 3 The sulky guy who needs cheering up in order to open the gate.
The second riddle, involves a spider slowly approaching the avatar (from now on named the Spider scene), see Figure 4. The players have to shake it off their body and stomp on it in order to get out of this scary situation. But to succeed and not have yet another spider arriving on the scene, their GSR-readings have to go up – that is their emotional arousal needs to rise. Originally, we were hoping that the players would really get scared and that this would be seen from the GSR, but in reality, the spiders were too cute, and any changes in GSR came from their energetic movement (causing them to sweat) rather than emotional arousal – a problem we will come back to below.
Figure 1 Dressed up for playing EmRoll . A ‘tower’ of cameras placed in front of the two players, picking up on their movements. The two-headed avatar called Gamboo.
The pair of players is faced with riddles, or challenges, that require that they perform physical actions together, in a synchronized fashion. The overall narrative they are introduced to goes as follows: “On a sunny day, Gamboo and his friend were playing in the garden. Suddenly, however, a hungry eagle attacked them and took Gamboo into the sky! The eagle wanted to take Gamboo to his nest to make a delicious meal for his babies!!! Fortunately, Gamboo managed to release himself. But now he is far away from his home…”
Figure 4 Scary spiders attack Gamboo.
Finally, the third riddle that we have implemented so far happens when Gamboo accidentally falls into the water (from now on the Underwater scene). The two players have to breathe deep, slow and synchronized with one another, to make their avatar slowly rise to the surface, see Figure 5. Figure 2 Gamboo's friend is captured.
Their challenge is to make Gamboo (the two-headed avatar) walk across the island and to help him return home to his friend, see Figure 2. The first challenge they meet is simply how to make the avatar walk. They have to move one leg each in turn in a synchronized fashion to make the avatar move across the scene. Figure 5. Gamboo falls into the water. A helpful fish gives hints on how to breathe to rise out of the water.
After learning how to walk, the first riddle they need to solve is how to make a sulky guy happy. The solution is to dance together, moving arms, legs and body energetically – forming a happy dance (from now on we refer to this as the Happy Dance scene). By moving their heads, arm and legs, each player can make their half of the avatar jump up and down, which in turn makes the sulky guy less grumpy, even starting to dance and finally becoming happy. If he is really
The intention behind these three riddles is to take the pair of players from an intense, aroused, happy peak in the Happy Dance scene, through a scary experience in the Spider scene, into a relaxed, deep breathing, experience in the Underwater scene.
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• An aesthetic experience is characterized by an emotion that works as its congruent unity. It gives shape to all the different parts.
As the two players have to act synchronized to move their avatar and solve the different riddles, we also wanted to create a strong sense of imitation and influence between the two players.
• A high quality aesthetic experience will “empty” the material on all its potential. In other words, a high quality aesthetic experience benefits from the fullest potential of all the accessible materials. In a game, the material consisting of the narrative, the roles players take on, the graphics, the music, all need to be used to their fullest potential.
DESIGN PROCESS
Before we arrived at the current implementation of the game, we performed several technical explorations to figure out which biosensors and motion sensors to use. At the same time, we explored the design space and our ideas of the dynamic gestalt [18] of the interaction unfolding over time. The version of EmRoll presented above is the third iteration in a tight user-centered design process, intermingling technical investigations, designs and user testing. Below we describe the technical, design and user-testing phases separately even though in reality they were mixed.
Technical explorations
In any design process, the design team needs to properly explore the properties of the material [27]. Initially we tested a range of games involving users bodily, such as The Journey to Wild Divine mentioned above, and Wii Sports [30]. We were also inspired by the smooth and playful movements of the avatar in LocoRoco [17]. We noted that most tried to address one kind of experience, or, to simplify, one emotion. Rather than taking the user through a range of different bodily/emotional experiences, they would typically address a dramatic curve of increased tension and then relief.
To analyze our design and player behavior we made use of two concepts: trajectories as defined by [2] and aesthetic experience as discussed by [8]. Let us describe these before we describe our design explorations. Analytical lenses: Trajectories and Aesthetics
As discussed by Benford et al. [2, 3], an interactive narrative (or riddle game) as EmRoll takes users on a journey in time, space, narrative and experience. It provides a trajectory that keeps the story and experience coherent. Designing this coherent trajectory is a challenge, and as we shall see below, we ran into several issues arising from problems with the trajectory. Sometimes these issues threw players “off the emotional rollercoaster”. Benford and Giannachi [2] point to the importance of continuity in these trajectories. The experience of a game comes to nothing if players experience the interaction as singular, disconnected events. As they say, we need to go “beyond the ‘discrete but connected’ towards the ‘continuous and interwoven’”.
Apart from testing a range of games involving the users’ bodies, we needed to figure out which bio-sensors and motion capture models we could use to involve our players into an affective loop experience. After testing some biosensor solutions, we decided to use an off-the-shelf sensor named Nexus-10 [20]. A rough comparison made from the results of different biosensors, showed that GSR and heart rate sensors were the most useful signals in distinguishing between the emotion processes we were interested in. The GSR-sensor in our toolkit was easier to attach tighter to the players’ finger, which made it more convenient to use than other available GSR-sensors. The GSR measurements are analyzed into different levels of arousal based upon the derivative of the signal and categorized into a five-grade scale, where the extremes on the scale represent a fast change (up or down) in arousal. An extremely fast increase is interpreted as getting enormously scared and fast decrease as getting highly relaxed, see Figure 6.
We use the concept of, in particular, temporal trajectories as a lens through which we analyze some of the design problems and possibilities we encountered when creating EmRoll. That is, the movement through the game over time, linking one scene or activity to the next. Another important framework for our analysis is aesthetic experience as defined by Dewey [8], later picked up by, amongst others, McCarthy and Wright [19]. In short, Dewey says that: • An aesthetic experience typically has a clear beginning and end. It is something that we can refer to afterwards in quite definite terms: “An experience has a unity that gives it its name, that meal, that storm, that rupture of a friendship. The existence of this unity is constituted by a single quality that pervades the entire experience in spite of the variation of its constituent parts.”
Figure 6 five-grade scale for signal coming from GSR sensor
The breathing sensor intrigued us as it seemed to provide a strong, very physical, experience of being in contact with the game. To validate the use of this bio-sensor as a means
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to control a game in real time, we decided to develop a small side-scroller game where you control the altitude of an airplane with your breathing to pass between a set of obstacles (clouds). This game ‘probe’ made it clear to us that it would be possible to use breathing in an interesting way in interaction and we got a feel for what kind of variables we needed to control to create for an interesting experience. In the end, we used the tempo of breathing – quick, medium or slow – as input.
EmRoll with more riddles relating to other emotional processes. Our design materials for creating EmRoll were graphical objects, animations, colors, music and narrations. During the design process we recognized that careful, welldesigned usage of each of these materials would lead players to stronger, more immersive emotional experience. We found Dewey’s idea of emptying the material on all its potential quite useful. Every aspect of the design had to be geared towards the same aesthetics for it to work. The design process behind the Spider scene is a good example of how we worked from a design methodology to find a good interaction [31]. In the beginning, the spider scene had neither sound nor any narration. The colors were bright just like the colors in the other scenes. With this design, the scene was nowhere near being scary. After changing the colors to darker ones and adding scary sounds to the background we made the scene a bit scarier, see Figure 7. We also added a narration to the beginning of this scene which said “OH NO, BIG DANGER AHEAD!!”
As for the motion capture sensor, we first tried to use the Wiimote accelerometer. But since it became uncomfortable to attach Wiimotes to the players’ bodies, we chose to work with image processing from live video streams. Again, after exploring different image processing solutions, we ended up using the freely available software named CamSpace [4]. Each module can track up to 4 colored markers which we used for capturing the two players’ heads and one hand each. But we also wanted to capture their leg movements. We first tried Dance Mat, a mattress equipped with pressure sensors. But Dance Mat could only give us footsteps, while we needed the position of the leg in order to animate Gamboo’s legs. Putting two Dance Mats next to one-another to be able to differentiate the two players’ feet also meant that they stood too far apart. Therefore we added another Capspace module to track colored markers on the feet of the players.
Figure 7 Spider scene before (left) and after redesign (right)
We also needed to find a way to model the body movements and sensor data into states that the game could act upon. Inspired by the analysis of movement into shape, effort, and valence done by [10] we looked at the shape of movements and the level of effort to perform them, to map different body movements to different states of arousal. Sundström and colleagues showed that shape of the movements related to excitement and happiness is extremely spreading, rising and advancing [10] (according to the Laban-terminology). Waving with your hands and moving your torso rapidly results in higher level of effort and thereby higher arousal. We measured and categorized movements based upon their direction (downwards/upwards) and into three levels of speed.
At first there were a bunch of spiders that entered the scene from left to right. As they were too small to induce any apprehension, we replaced them with one spider that jumped down from a tree and performed erratic, jumpy movements. The spider frequently changed in size and with frightening laughs climbed all over the avatar’s body. ITERATIVE USER-TESTING
Three versions of the EmRoll game were tested with players. Testing the first version of EmRoll
The first version did not have any narrative or music when it was tested with five pairs of players. The players were all adults, six males and four females, who interacted with the game during, in average, fifteen minutes. This first study revealed some issues with the technological set-up that needed fixing. But more importantly, it gave us some clues as to how the temporal trajectory had to build up the right tension at the right time.
For each riddle in the game, we defined a set of movement and/or breathing/GSR characteristics to be met in order to progress in the game. For example, the measurement of happiness needs to be high for both players in order makes the purple guy starts his happy dance with them. Otherwise he only smiles or waves his head but the door does not open.
In this first version of EmRoll, there was no narration telling the players what they were supposed to do. We had hoped that they would experiment with moving and breathing in various ways, and by seeing the graphical feedback, they would slowly get the point. But it took way too long for them to figure out what to do, and they lost interest in the experience. One of the players called the happy dance
Design explorations
As mentioned earlier our aim in EmRoll was to take users through several different emotional experiences. For the first phase of this project we chose happiness, calmness and fear as these are clearly distinguishable emotional processes with very different arousal levels. Our aim is to later extend
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scene a really tiring one as the activity needed in order to make the purple guy happy forced him to dance and move way beyond the time span for feeling happy by dancing around.
motion recognition, we would achieve the kind of aesthetic experience that we intent. Testing the third version of EmRoll
In the third version of EmRoll, we therefore added many more avatar animations to better mirror players’ behavior: showing players’ breathing more clearly, adding many animations for low, medium and high levels of movements of legs, arms, torso and head, as well as position of arms based on whether the arm gesture is done closer to the hip, waist or above the shoulder level. We also added sounds to indicate when they got the synchronized walking right or wrong.
In this first version of EmRoll, players found the avatar’s movements to be too slow. They expected a one-to-one mapping between their movements and the avatar’s. As we did not provide a perfect synch, they felt less as “one” with their avatar. There were also some other issues with understanding how the breathing interaction worked – a player suggested that the breathing animations should be present throughout all scenarios to make it easier to link the avatar’s belly movements to their breathing.
In all three versions of the Underwater scene, players often started by trying to swim out of the water. We therefore added animations that made the avatar to desperately wave his arms and legs, when players produced swimming gestures. If the players still did not get the point that swimming did not work, but breathing would do the trick, an animated fish showed breathing gestures and the narrator would say “You’re getting there, but try to learn more from the fish”. The fish was breathing in a slow manner, letting out bubbles at the pace they should be breathing. To further motivate players to synchronize their breathing and make it slow, we added some animations, in which the avatar turns to his sides if the depth and the speed of the two players’ breathings are not (almost) synchronized.
Testing the second version of EmRoll
In the second version, we added a narration to the game, giving away some clues to what the bodily riddle was supposed to be: “Wow! Look at this purple guy! He looks so sad. I wonder if he lets you pass the door with such a sad face...Oh come on! Why not cheer him up a bit?" “Oh! You should have been more careful! Relax, go with the flow and you’ll reach the surface...You’re getting there, but try to learn more from the fish...” This version of EmRoll was then tested with two pairs of players, all male kids (three 10 year olds and one 11 year old). We found that the story line was key-important in helping users to get on track towards solving the riddles. We also noted that the children more easily interacted enthusiastically with the game than the adults testing the prior version. The children moved their whole bodies. The somewhat naïve or cute graphics also seemed to work better for children. When they were asked about the whole graphical environment, they mostly mentioned that they enjoyed the color combination and the shape of the two-headed avatar. In this second study, we again noted that players were extremely sensitive to any mismatch between their behavior and what the avatar did on the screen. It became obvious that we needed to provide many more avatar animations that could mirror players’ movements and breathing. This coupling between player behavior and avatar animation had to be near real-time so that players could more strongly identify with the avatar – or as one of our players expressed it when it was working well: “It felt like I was really inside the game”. But the animations should not only mirror player behavior, they also needed to convey whether players’ actions were either leading or not leading towards solving the riddle. The wrong movement needed to be animated as an awkward avatar movement, obviously not leading anywhere. In a sense, this redesign of graphics and mapping from player behavior to graphics was again, a means to “emptying the material to its fullest”. Thus, we realized that only when we would really built up the right tension, the right graphical response from the system in relationship to
We also added music to the different scenarios, strengthening the intended emotional experience. The third version of EmRoll was tested with four pairs of users – only children (all male). Their age ranged between 8 and 15, and the game worked best with children between 8 and 12. Teenagers commented that the graphics looked a bit childish. To find the solutions and solve the riddles each scene were supposed to take less than 5 minutes. While in third iteration even after adding narrations and sound, each scene took players around 10 minutes to be solved. We observed that kids from 8 to 12 could solve the riddles more quickly than kids from 12 to 15 or even adults. They mostly listened to the narrations rather than looking for logic behind each riddle. While the older kids or adults were the other way around. Below we go through the main results from these three iterations. RESULTS Successes – situations when the affective loop works
Let us start by describing a situation in which the affective loop worked and how that relates to our use of full body interaction, playing together, and tight interaction loop with the avatar.
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Excitement through full body interaction
breathe together. This confirms the result from Seif El-Nasr et al. [24], showing how cooperative play can be much appreciated. In our view, it becomes extra important if the game is trying to interact with a range of emotional responses – not only the typical dramatic curve of a game with rising and falling tension.
The studies confirmed that the Happy Dance scene worked really well in terms of implementing an affective loop. Players got very excited by performing the gestures and seeing the effect on the sulky guy – who started smiling, dancing and finally happily opened the door. In particular, players seemed to start smiling when they involved not only arms and legs, but also moved their head and torso, rhythmically. Some even continued to dance after the door was opened in pure excitement, see Figure 8.
At one occasion, one player in the pair became too dominating, ‘commanding’ the other to perform actions or breathe. This killed the experience for the other player. Likewise, difference in height between the two players, or unwillingness to stand really close to one-another, was also a complicating factor, see Figure 9 (right). If the physical contact between them was low, it was less likely that they could coordinate their breathing and movements. In a future development of the game, we might want to create costumes that force players to be even closer to one-another.
Figure 8 Players continued to dance in pure excitement even after the door was opened.
The interaction between the two players also seemed to be important to the experience of this scene. The two players imitated each other’s behaviors. For example if one player started moving his head or jumping up and down, the other usually followed. Or in a negative way, if one player got tired of the interaction and stopped moving, the other one more or less did the same.
Figure 9 Two players smiling at one-another, confirming their joint experience (left). Differences in size make it more difficult to experience the game together (right).
Relaxing through deep breathing – needs calibration
The Underwater scene often made players get back into a more relaxed state – even if they did not really go into a deep relaxation. Their breathing became synchronized with the animations of the belly of the avatar, the animation of the fish, as well as with each other’s breathing – sometimes creating a sense of unity between the two players. In the interviews after the test, players repeatedly told us that found the breathing to be an interesting interaction with the game.
Identification with avatar
With the changes of the mapping from player behavior to avatar animations between version 2 to 3, the identification with the avatar became much stronger. This identification was highly important in creating an affective loop. When the feedback from the animations of the avatar were perfectly responsive to players’ movements and breathing, they felt as “one” with their avatar, despite the fact that the avatar portrayed them as a double person.
A problem though, was that some users, in particular small children, needed an adjusted threshold for the breathing rate in order to not become dizzy. As we had, at this point, inserted a Wizard (a human operator) [5] into the loop, we could sometime quickly adjust the threshold to fit with the child’s breathing capacity. It was also important to place the breathing sensor at exactly the right location on the players’ bodies. If placed too high up on the chest, it would pick up a more shallow breathing rhythm.
Failures – killing the experience
While the successes of the Happy and Underwater scenes confirmed that we could get a good trajectory through the game, involving users in an affective loop experience, there were also some failures in the interaction that threw users out of the trajectory, and out of their affective loop experience. These failures are perhaps even more interesting to document as they help us form a design case knowledgebase that Benford and Giannachi asked for when setting up their agenda for studying trajectories [2].
Playing in pairs
Playing in pairs was another appreciated feature of this game. It became easier to behave silly and dance around like crazy when doing it together with a friend. And this relationship probably contributed to moving players from faking an emotional reaction to actually experiencing it.
Using GSR in the Scary scene
The Spider scene was not the same success as the Happy and Underwater scenes. The spider itself perhaps looked a bit too nice (see Figure 10 below) and even though we added some scary laughter to his behavior, he was still more amusing than scary.
In Figure 9 (left), we see how two players look at each other and smile, confirming their joint experience of trying to
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What was more problematic with our spider scenario was the use of the GSR-sensor. Our initial idea was that if players did not get scared, as indicated by the GSR signal, the spider’s erratic movements, its growth in size and scary laughter would continue. Only if the GSR showed some indication of arousal there would be less scary laughter and a decrease in size of spider. But GSR-sensors measure many different kinds of arousal: arousal resulting from bodily movement, excitement, fear and anger. It is known that fear is associated with a particular pattern in GSRmeasurements – typically a very strong, short peak. But given the complexity of the situation, with breathing sensors, special clothes and the two players standing close, we could not determine whether the a rise in GSR came from energetic movements or emotional arousal.
the right kind of length of time in order to create for a particular experience [28]. But the overall temporal trajectory of the whole game also needed fine-tuning. There has to be ‘transportation’ time between the different emotional experiences in the rollercoaster. Otherwise one experience will be spill into the next. After being exhilarated in the Happy Dance scene, jumping energetically up and down, it is hard to become scared in the Spider-scene. Some kind of interesting, but calming, transportation between the two riddles is needed to give room for the new experience.
Figure 11 Players got tired of jumping up and down and stopped moving while the door was still closed (left). One of the players felt really dizzy after breathing deeply for a long time (right).
Figure 10 Not so scary spider
On top of that, GSR-measurements are hard to use as an input mechanism since users cannot voluntarily control their sweat glands, and perhaps not even sense them. While you can pretend to be happy by dancing or pretend to be relaxed by breathing deeply, you cannot pretend to be scared and thereby raise your sweat level in a peak-formed shape. In effect, the Spider scene became an uncontrollable part of the game, where the spider moved in, for the players, unpredictable movement patterns. This does not mean that GSR could never be used as part of game. But in the games we have looked at (e.g., The journey to Wild Divine) a different game genre is applied. While ours was intended to be a side-scroll, real time, adventure game, “The journey to Wild Divine” was designed to help players to get relaxed, and to feel less stressed. In that context, GSR-sensors might very well work much better.
The only way we could get the timings and thresholds right was by repeatedly testing EmRoll with players – and through putting a Wizard into the loop, controlling the threshold levels dynamically. This is similar to reports from others who have attempted to design for emotional involvement in games [12]. Failures of motion tracker
In order to ‘see’ the players we use colored object tracking together with ordinary Webcams. During our tests it turned out that the system sometimes lost track of the markers due to too fast movements, changes in lighting condition, or improper calibration. In most cases, an error detection mechanism using some experimental rules to detect invalid marker positions (e.g. detecting too fast movements or impossible body positions), fixed the problem. But in second and third versions of EmRoll to give more control, we set up a screen facing the two players so that they could see how the system was tracking their markers.
Timing
First of all, when the timing of an overall experience is off, players easily fall out of their emotional experience. When, for example, it takes too long to open the door by excitedly jumping around, the experience dies and it stops being fun and exciting, see Figure 11 left.
Yet revealing the interior workings to the players is of course not without risks. Players started to pay too much attention to this screen in order to make sure that their markers had not been lost.
Likewise, in the Underwater scene, if the breathing sensor threshold is not properly adjusted to the individual player, the player might have to breath too slow, which makes him/her dizzy.
Solutions
While some aspects of our set-up obliterated players’ experience, we also found some solutions to how to, on the fly, adjust the game so that it would create for an interesting experience in the moment even when our implementation’s timing was slightly off.
These kinds of timing issues are good examples of both what prior research has said about timing in affective loops and the temporal trajectories discussed by Benford and Giannachi. While timings have been discussed in the design of affective loops, they mainly concern the tight, real-time, interaction between players and game [28]. Movement has to render response in exactly the right moment for exactly
Solutions - Putting a Wizard into the loop
Others have made use of the so-called Wizard of Oz method as a means to bootstrap the functionality of a system
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during the design process [5]. This can be extra useful if the interaction requires exploring entirely new kind of functionality.
Based on our technical and design explorations together with our iterative user testing’s, we learnt some lessons that may be useful to other game designers. In particular, we want to pick out four of the lessons learnt.
From the very beginning of this project, to recognize the level of intensity of each of expressed emotions and to provide players with proper feedbacks, we intended to track their facial expressions, bodily movements, vocal intonations, and the changes in their bio-data. However due to the limits on the budget dedicated to this project, and the time limit, we decided a human being plays the role of Wizard (a human operator, who mediates the interaction) in Wizard of Oz method for the recognition of facial expressions and vocal intonation among the mentioned list. However during the third user study iteration, we noticed that some players “cheated” the game and solved the riddles without really getting emotionally involved. This is similar to how you can fake interaction with a Wiimote, only moving the wrist of your hand rather than your whole body. To motivate them to express their emotions more intensely we added a Wizard to the system. The Wizard’s responsibility during the game was to check players’ facial expressions and body postures, and based on them to adjust the thresholds on the fly (1) for how fast players needed to breath to make the avatar come up to the surface in the Underwater scene (2) to change the difficulty level how much dancing was required in order to open the gates in the Happy scene. In effect, we added a dynamic difficulty balancing feature through this Wizard-interaction.
First, playing in pairs is an important aspect in the intensity and fun of the emotional experience. The two players influenced one-another, pulling each other into stronger experiences. In those pairs where there were inequalities, such as one player being physically bigger than the other, or one player dominating the activity, those experiences did not work out equally well. Second, getting excited through intense movement when involving whole body worked well as did relaxing through deep breathing, but using GSR as an input mechanism to indicate fear worked less well. In parts, this may be explained by the design that lacked really scary spiders, but the problem also came from the indirect control that GSR offers. Players cannot control their autonomous reactions, and they might not even feel them. This means that they cannot create any proper mapping between what they do and what then happens in the game. In different genres of games, autonomous reactions may well work better, but here they failed. Third, putting a Wizard into the loop can help bootstrap difficulty balancing and thereby increase emotional involvement even if the system is slightly off. This in turn makes it possible to perform user studies early on.
The Wizard interface was also used to compensate for motion detection failure by applying a simulator. The Wizard could watch players’ movements and easily put in their hand, leg and body movements into the system if the motion detection was off. This way, we could more easily make sure that each pair had an interesting and less errorprone experience.
Fourth, to analyze our data and iteratively changing our design, we made use of Benford’s and Giannachi’s trajectory concept. The idea of temporal and narrative trajectories were perhaps most useful to us when it came to getting feedback on the overall story progressing in the game. Emotional experiences have their ebbs and flows, and the progression of the game in time and space has to smoothly mirror player behavior, while gently steering them through the process.
We used the Wizard involvement as a means to explore the design space, figuring out how to set thresholds and fix bugs in the system interaction. Our insights were then fed into our implementation process, altering aspects of the system. Others have made the Wizard a permanent part of the design [9], which is an interesting alternative solution.
In our analysis, we also used the concept of aesthetic experience as discussed by Dewey. In particular, in the Spider scenario, we found Dewey’s idea of emptying the material on all its potential quite useful. The scenario did not come anywhere near a scary experience until we added both music, a darker color scheme, as well more erratic, scary movements of the spiders.
CONCLUSION
Our EmRoll design process and iterative testing with users show how bodily expressions can be used to involve players in intense experiences with games. In particular, physical movement and breathing, helped start emotional processes that created for a stronger experience of the narrative in the game. The overall story in EmRoll was a simple, quite naïve story, and still, especially our younger players, got very involved. They mostly complained about how short the game was – they had wanted to play it longer. Some of the kids also asked for more adventures.
In summary, our explorative research shows that we can put players in an emotional rollercoaster through carefully crafting the interaction between player movements and game design. It requires fine-tuning of the animations, the narrative, the difficulty level and the timing of events, but when it works, the experience is exhilarating. ACKNOWLEDGMENTS
We would like to thank the anonymous reviewers for their helpful comments. We are grateful to the participants in our
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studies for their patience when testing various versions of EmRoll. The project was funded by the VINNex centre Mobile Life and Philips Research.
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Keep talking: an analysis of participant utterances gathered using two concurrent think-aloud methods Tingting Zhao University of Sunderland St Peter's Campus Sunderland, SR6 0DD, U.K. tingting.zhao@sunderland.ac.uk
Sharon McDonald University of Sunderland St Peter's Campus Sunderland, SR6 0DD, U.K. sharon.mcdonald@sunderland.ac.uk
ABSTRACT
Since their inception, questions have been raised about the validity of think-aloud data (see [13] for a thorough review of the literature). In response to the many criticisms of the technique, Ericsson and Simon [11] developed an approach to gather verbal data which sought to increase the reliability and validity of the resulting verbal protocols. This classic approach, as it is often called [13], requires the evaluator to play an invisible role; the only permitted interactions between evaluator and participant are the provision of instructions and reminders to think aloud when participants fall silent. Discouraging interaction between the evaluator and participant in this way should reduce the possibility of potential bias and disruption to the participant’s thought processes. However, evidence from field studies suggests that usability practitioners often ignore Ericsson and Simon’s recommendations and adopt a more relaxed approach and use interventions to explore explanations, and experiences during the think-aloud session [3, 16, 17].
This paper presents the results of a study that compared two think-aloud styles: the classic approach and a relaxed thinkaloud on the nature and number of participant utterances produced. Overall, ten categories of utterance were extracted from the verbal data ranging from categories that had a direct impact on usability problem analysis, to those which simply described procedural actions. There were no categories of utterance that were unique to either method. The interactive think-aloud led to the production of more utterances that could be directly used in usability problem analysis. Participants provided explanations, opinions and recommendations during classic think-aloud, even though they were not instructed to do so. This finding suggests that the social context of testing may override the classic instruction to think aloud. Author Keywords
Think Aloud Studies, Verbal Protocols, Usability Testing.
It is unlikely that the move to a more relaxed style is due to a single factor. One possible explanation is that the guidance on how to use the think-aloud technique is mixed [2, 9, 15]. Alternatively, the move could be part of an intentional effort to reduce test users’ anxiety [5, 6] thereby allowing evaluators to respond to the cultural and individual characteristics of test participants [17, 20]. However, it could be that practitioners feel that the classic approach is not fit for the purpose. For example, Tamler [18] suggests that unobtrusive observation may not be enough to fully understand the user experience.
ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation (eg. HCI)]: User Interfaces-Evaluation/methodology. INTRODUCTION
The use of think-alouds within usability testing has recently become the focus of much debate [8, 13, 16]. Of fundamental concern is the extent to which evaluators should intervene verbally during a think-aloud session, and the potential impact interventions may have on the integrity of the resultant data. The work presented in this paper contributes to our understanding of this issue through an analysis of participant utterances produced using two thinkaloud approaches: Ericsson and Simon’s [11] classic approach, and a relaxed think-aloud. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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The simplicity of the classic technique means that it can be applied consistently, whereas the effectiveness of evaluator interventions is likely to be correlated with the evaluator’s own skills and personal characteristics. For example, field studies have shown that the content of evaluators’ interventions may ask users to go beyond their current experience to consider hypothetical circumstances [16]; interventions may, inadvertently, lead or direct participants to the successful completion of a task [16]; seek only to confirm known issues [16, 17]; and are often unnecessary. Boren and Ramey [3] and Carter [6] suggest that the wording of interventions and the evaluator’s tone of voice may affect participants’ subsequent verbalisations.
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Furthermore, this may be compounded by personal factors such as the evaluator’s attitude, friendliness and confidence.
considered in any detail. In the sections that follow, we present an analysis of the types of utterance produced by participants using two think-aloud styles, the classic approach and a relaxed think-aloud we call an interactive think-aloud. The aim of the work was to ascertain the extent to which the two think-aloud methods influence the nature of participants’ utterances; and the usefulness of those utterances for usability analysis. Given that many practitioners favour a more relaxed think-aloud, we hypothesised that interactive think-aloud would lead to a greater number of explanatory utterances and provide more of the type of utterances that support usability problem analysis.
The use of interventions during a think-aloud session raises two concerns: they may disrupt users, or modify their behaviour at the interface, yielding artificial results. For example, a recent study, Hertzum et al. [13] examined the effects of classic think-aloud and a relaxed think-aloud compared to working in silence on test participants’ mental workload, eye movements, interface behaviours, and taskbased performance measures. The results showed that the classic think-aloud had only a minor impact on participants’ behaviour and mental workload, apart from prolonged task completion times, when compared to working in silence. The impact of the relaxed think-aloud was more pronounced: participants took longer to complete tasks and engaged in more extensive website browsing, scrolling activity and page scanning. These findings indicate that the use of interventions may indeed threaten the validity and reliability of test data.
METHODOLOGY Participants
Twenty volunteers participated in this study: 10 males and 10 females, aged between 19 and 66 years. All participants used computers on a daily basis and made frequent online purchases. User profiles were used to ensure that participants were representative users of the websites used for testing purposes.
Krahmer and Ummelen [14] compared the classic approach with a more relaxed style inspired by Boren and Ramey’s guidelines [3] in terms of the number and types of usability problems found, and task performance measures. The only significant difference between the two approaches was that participants in the interactive condition completed more tasks successfully and were less likely to be disoriented. Krahmer and Ummelen suggest that these measures are subject to the influence of evaluator intervention and therefore validity issues may result with these measures if interventions are used. However, it is difficult to ascertain whether the improved performance in the interactive condition was due to the nature of the interventions made, or individual differences across experimental groups.
Study Design
This study compared two concurrent think-aloud styles: the Classic Think Aloud (CTA), in which the evaluator strictly followed Ericsson and Simon’s [11] guidelines; and an Interactive Think Aloud (ITA), in which the evaluator used interventions to gather explanations about interactions and experiences. The interventions used were based on an analysis of the think-aloud literature and think-aloud testing previously conducted in our laboratory. There were ten intervention types used; these are presented in Table 1. A repeated measures approach was adopted in order to reduce the possible impact of individual differences. There is evidence to suggest that verbal data production may be related to individual difference factors such as personality. For example, Barendregt et al. [1] found that personality factors were related to the amount and nature of verbal data produced by child test participants. However, the risk of using a repeated measures approach is the possibility that the participants’ experience in one test condition may transfer to the second. To reduce the possibility of practice and order effects, a Latin Square was used to control participants’ exposure to the think-aloud methods and the sites used for testing purposes. Two basic test orders were established for the think-aloud methods: in the first test order, participants were asked to think aloud in the classic way followed by the interactive think-aloud. In the second test order, participants encountered the interactive thinkaloud first followed by the classic think-aloud. For the present study, the primary concern was that participants experience with the interactive think-aloud might modify their performance using classic condition, as it could raise certain expectations about the type of verbalisations that
Research into the use of think-aloud methods within usability testing has, in the main, focused on the impact of individual methods on performance measures and usability problem discovery. The nature of the verbalisations produced has received little attention. Bowers and Snyder [4] examined the utterances from concurrent and retrospective think-alouds. They found that in the concurrent condition, participants provided utterances that were more procedural in nature and paid little attention to the comments they were making. The retrospective thinkaloud, however, led to richer and more explanatory data. Van den Haak et al. [19] analysed the verbal interactions between pairs of participants working in a constructive interaction scenario and found that the verbalisations could be grouped into a number of categories, some of which contained information that is relevant to usability testing. Indeed, around 60% of the total utterances made were in these categories, meaning that the approach led to the production of useful information. The types of verbalisations that may result from the different variants of the concurrent technique have yet to be
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should be made. The use of the Latin Square dictated that two software products would be needed for testing purposes. Website A provided information about railway services; Website B was a commercial website of a DIY store. Participants were randomly allocated to one of four testing groups controlled by the Latin Square. To reduce the possibility of order and practice effects each test was conducted one week apart and the test order was included in the analysis. Intervention Type
the tasks in the order presented and to ensure that they understood a task’s requirements before attempting that task. The evaluator remained in the test room with participants, and was seated a little way behind the participant and to their right-hand side. Following the instructions, participants began the tasks with the first website and the first think-aloud style. For the classic think-aloud condition, Ericsson and Simon’s [11] guidelines were strictly followed; the only interaction between evaluator and participant was to issue the “please keep talking” reminder when participants fell silent for 1520 seconds. For the interactive think-aloud condition, the evaluator used acknowledgment tokens, such as “Mm hmm” and “Uh huh” and followed the intervention types described in Table 1. One week later, the participants returned to the laboratory to complete the second evaluation with the second website with the remaining think-aloud condition. At the end of the second test, a short interview was conducted with each participant.
Intervention Trigger
Reminder
Participants fall silent between 15-20 seconds, remind them to keep talking. Clarification When participants solve the task with unclear goals or actions; or made vague comments. Echoing Participants give unfinished sentence, the evaluator repeats last words; or participants make important comments, the evaluator repeats key words or rephrases a sentence of it. Ask Explanation Participants express difficulties, feelings, likes, dislikes etc, the evaluator asks for an explanation. Interjection Participants make an interjection but no further comments. Exploration Seek Opinion Participants give an evaluation summary of information or outcome of their actions, the evaluator asks about the user experience and ease of task in general. Ask Suggestion Participants verbalised difficulties, negative feelings or disproval with known system based causes, the evaluator asks for suggestions. User Participants indicate something does not meet their Expectation expectations, the evaluator enquires about their expectations. Task Participants think the task is finished; too chatty; Continuation misunderstood the task; give up too easily. Help Participants become slightly frustrated, the evaluator gives encouragement; direct help for the completion of subtasks or when participants become very frustrated.
RESULTS
The authors followed the stages of verbal data analysis (from stage 2 segmentation through to stage 7 interpretation) set out by Chi [7]. The individual test sessions were transcribed and segmented into individual utterances by the first author. Utterances varied in length; however they each contained a single topic. The individual utterances were annotated with the participant number, task number and session number. Ericsson and Simon [11] argue that in order to limit the possibility of analyst-induced bias, context-free coding should be used. In other words, the analyst should randomly select utterances from a transcript and code them without considering the surrounding segments. This approach was challenged by Yang [21] who argues that for ill-structured domains, such as usability testing, the context in which the verbalisation occurred cannot be ignored, as it will be more likely to assist in the accurate interpretation of utterances through contextual checking. Therefore contextappreciative coding was used during the analysis. This meant that segmenting and coding was intertwined; the authors used contextual information by examining the surrounding utterances and revisiting the test session videos to help with utterance categorisation.
Table 1. Intervention types and triggers. Procedure
The first author welcomed participants to the usability laboratory and explained that the purpose of the study was a usability evaluation of two websites, to be completed in two separate sessions. The participants were not told about the differences between the two think-aloud methods they would subsequently experience. Once necessary consents had been completed, and participants were happy to proceed, each participant was asked to complete 5 tasks with the first website, and to think aloud. Regardless of the think-aloud condition, the same basic instruction on the think-aloud technique was used; this was taken from the guidelines produced by Ericsson and Simon [11]. Also in accordance with their methods, the evaluator provided a neutral demonstration of thinking aloud while putting a battery into a camera. Participants engaged in a brief think-aloud practice session using a neutral task of putting staples into a stapler.
The aim of the analysis was to establish the nature of the utterances produced during the two think-aloud styles. We were particularly interested to discover the types of utterances that would be helpful for usability problem analysis. The coding scheme was inspired initially by Bower and Snyder [4], who investigated the types of utterances made during retrospective and concurrent thinkaloud; and Van den Haak et al. [19] who examined the utterance types produced in constructive interaction. We did not directly apply their individual coding schemes. In the
Tasks were handed to participants at the start of the session in a printed booklet. Participants were asked to complete
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case of Van den Haak et al.’s work, because they were focused on two participants working together, therefore some categories were not relevant to concurrent methods; for example, their coding scheme included communicative acts such as physical actions between participants. In the case of Bower and Snyder’s 6 verbal categories, we believed that some of the categories were too broad. For example their design category included comments on the interface as well as change recommendations.
problem’s severity level and persistence alongside other behavioral measures. We anticipated that the remaining categories would assist analysis in a more indirect way, as they would be unlikely to contain information that could be readily used by the evaluator without requiring further analysis that would include additional data sources. Participants' Utterances and Think-aloud Style
Overall there were no unique categories of utterance for either think-aloud style; this result held for the initial categories and the final set of 10. We wanted to explore the impact of think-aloud style on the nature of the utterances produced by participants. We were particularly interested to learn which style would lead to verbalisations about usability problems, their causes, change recommendations and information about the user experience.
The utterances were initially coded by the first author; the second author crosschecked the segmentation process and utterance coding. In total, 118 out of 7255 utterances (about 1.6%) were corrected during the crosschecking process. This process was repeated for each video transcription. Initially 19 utterance categories emerged. These were reduced to the 10 categories described in Table 2, through the construction of an affinity diagram, during which the authors worked together to discuss and resolve coding disagreements and to develop the final category names. Of the 10 categories of utterance that emerged from the data, there were 5 categories (those marked with an asterisk in Table 2) in common with the Van den Haak et al.’s study [19] and Bowers and Snyder [4]. The remaining 5 categories were unique to our analysis.
Number and Types of Utterances Made
The number of utterances made in each category was calculated for each think-aloud style. A Multivariate Analysis of Variance (MANOVA) test would have allowed us to determine category distribution within a given method and would have also facilitated comparisons between the two think-aloud methods for each category of utterance. However, grouping utterances into discrete utterance categories meant that parametric analysis would be inappropriate; therefore we confined our analysis to the use of non-parametric tests [12]. There is no non-parametric equivalent to the MANOVA, therefore the Wilcoxon Signed Ranks test was used to compare utterance categories between think-aloud methods.
We anticipated that the "Problem Formulation", "Causal Explanation", "Recommendation" and "User Experience" categories would be most useful for the subsequent analysis of usability problems in that they should contain accessible information that the evaluator could utilise directly to both identify and understand usability problems. Furthermore the "Impact" category may be helpful in understanding a Categories
Definitions
Reading* Action Description* Action Explanation*
Read out texts and links Describe what they were doing or going to do or just did Explain the reason(s) for executing or going to execute or executed certain actions Summarise understanding or give evaluation of content, links or the outcomes of actions Express positive or negative feelings, aesthetic preferences towards the websites and recall of past experiences
Examples
“ Services, financial services, design…” “ I am going to go back to the home page.” “ I clicked the ‘go’ button, because that’s the only thing that I can click on that page.” Result Evaluation* “Ok, I searched for floor tiles, and now they give me £3000 conservatory.” User Experience “ This (site) is monotonous.” “ I used this site before, and I remember that I could add the discount card at the beginning of the page. But it seems not there anymore. ” Problem Formulation* Verbalise difficulties, including utterances that participants indicate “ It doesn’t provide me with information on pack coverage for uncertainty; and utterances that participants not only express a the tiles, and there is no ‘more details’ link anywhere.” negative feeling or disapproval, but also indicate that it was caused " I am not sure what are the differences between door and by system based issue(s). drawers link, and doors and drawers link." “ I am lost. This page looks different.” Causal Explanation Explain what had caused the difficulties “ This (timetable) is very complicated, like a matrix. You have to line up the columns to get the information you want. Impact Indicate outcomes or impacts caused by difficulties encountered, “ At this point, I will just give up now. I won’t waste money on including the repeated mention of a difficulty, and restart the task. something I am not sure.” “I will give this a last try.” Recommendation Give recommendations on how to improve the interface or solutions “They have all these for refining results, but they should have to difficulties experienced a category, like ‘by materials’, because it’s quite important.” Task Confusion Indicate confusion or misunderstanding about interface tasks “ Oh, I need to look for floor tiles, I was looking for wall tiles.” *: Utterance categories in common with [4] and [19]
Table 2. Utterance categories and their definitions.
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Utterance categories
CTA
Action Description 54.65 (16.18) Reading 48.50 (42.90) Result Evaluation * 26.25 (9.41) Action Explanation * 10.05 (5.89) Problem Formulation* 6.05 (4.24) User Experience * 4.70 (4.49) Impact * 3.55 (3.71) Causal Explanation* 1.00 (1.41) Recommendation * 0.70 (1.30) Task Confusion 0.35 (0.67) *Significant difference obtained p<.05
compared to the classic condition. The effects were medium to large. No significant differences were found between the two think-aloud styles for the remaining utterance categories.
ITA 66.35 (22.26) 50.25 (48.62) 35.30 (14.11) 15.95 (10.62) 12.80 (6.14) 7.60 (6.55) 7.25 (5.29) 6.00 (3.42) 4.80 (3.98) 0.65 (1.04)
Z=-1.751 Z=-0.709 Z=-3.122 Z=-2.108 Z=-3.647 Z=-1.993 Z=-2.506 Z=-3.839 Z=-3.587 Z=-1.186
Table 3. Utterances in each category for the two think-aloud styles.
Table 3 presents the mean values for each category in each think-aloud condition and the values for the Wilcoxon Signed Ranks test. The results revealed that for 7 out of the 10 utterance categories (those marked with an asterisk in Table 3), the interactive think-aloud led to the production of more utterances than the classic think-aloud. The significant results held for those categories that should be of greater use to analysts in the specific context of usability testing (Problem Formulation, Causal Explanation, User Experience, and Recommendation). The effect sizes were medium to large. No significant differences were found between interactive and classic think-aloud for the Action Description, Reading and Task Confusion categories.
Figure 2. Utterance categories made in CTA, ITA and ITA without response to evaluator interventions.
Table 4 presents the mean number of utterances in each category that were made as a response to the evaluator’s interventions during the interactive think-aloud. It can be seen that when ordered from highest to lowest, the interventions generally produced more utterances in those categories that are deemed to be more useful for usability analysis, in particular Problem Formulation and Causal Explanation, than those which are less likely to be helpful.
The statistical analysis was confined to making comparisons between methods. We did not analyse the utterance categories within a particular method to see which categories were significantly different from others, as to do so would require the use of multiple tests, thereby risking the possibility of a making family wise or Type One error [12]. However, as can be seen from Table 3 the proportion of utterances in each category was similar for the two thinkaloud methods. Indeed, when the utterance categories were sorted for each method from highest to lowest, the order of categories was the same for both think-aloud approaches.
Utterance categories
Mean No. of utterances in response to proactive interventions
Result Evaluation Problem Formulation Causal Explanation Recommendation Action Explanation Impact Action Description User Experience Task Confusion Reading
During the interactive think-aloud, some of the utterances made were in response to the evaluator's interventions. We wanted to discover what impact the removal of these utterances would have on the numbers of utterances produced in each category. Therefore, we removed the utterances that were made in response to the evaluator's interventions, and compared the data with the classic approach again. Figure 2 shows the number of utterances made in each category in classic think-aloud, interactive think-aloud and interactive think-aloud (excluding intervention response utterances). A Wilcoxon Signed Ranks Test revealed that participants in interactive thinkaloud still verbalised significantly more utterances in the "Problem Formulation" (Z=-2.163, p<.05, r=0.48), "Causal Explanation" (Z=-2.168, p<.05, r=0.49) and "Recommendation" (Z=-2.582, p<.05, r=0.58) categories, after the response to interventions utterances were removed,
4.70 (8.92) 4.65 (2.85) 3.80 (1.79) 2.80 (2.30) 2.75 (1.68) 2.10 (1.77) 2.05 (1.96) 1.30 (1.26) 0.15 (0.37) 0.10 (0.30)
Table 4. Utterance categories made in response to evaluator interventions. The Impact of Test Order
It was necessary to determine if the test order had had an impact on the nature of the utterances produced during each think-aloud. The test orders were classic followed by interactive and interactive followed by classic. As discussed previously, we were concerned that the interventions used in the interactive condition could influence participants’ subsequent performance with the classic think-aloud. If this had been the case, we might expect to see more explanatory utterance, opinions, and recommendations made by those participants who experienced the interactive then classic test order. We therefore analysed the number of utterances
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made by category for each think-aloud method by test order. The results are shown in Tables 5 and 6. For the classic think-aloud, the only significant difference as determined by a Mann-Whitney test was for the Reading category. Those participants who encountered the classic method after the interactive method made significantly more reading utterances than participants who encountered the classic think-aloud first (Z=-1.966, p<.05, r=0.44). This suggests that the participants experience with the interventions used during the interactive condition did not influence the subsequent verbalisations in the classic thinkaloud. Utterance categories Action Description Reading * Result Evaluation Action Explanation Problem Formulation User Experience Impact Causal Explanation Recommendation Task Confusion *Significant difference obtained p<.05
utterances in each category was calculated. Van den Haak et al. [19] suggest that an utterance is relevant if it is useful for problem detection. As problem causes are also important, we counted an utterance as a Relevant Utterance, if it contained information indicating a user difficulty or cause(s) for a difficulty. Table 7 gives examples of relevant and irrelevant utterance. Relevance Relevant
Irrelevant
Test order CTA first ITA first 51.70 (12.41) 28.80 (26.80) 25.60 (7.95) 9.50 (6.52) 6.30 (4.81) 4.10 (3.41) 4.00 (3.09) 1.40 (1.83) 0.70 (0.95) 0.40 (0.84)
57.60 (19.48) 68.20 (48.02) 26.90 (11.09) 10.60 (5.48) 5.80 (3.82) 5.30 (5.48) 3.10 (4.36) 0.60 (0.70) 0.70 (1.64) 0.30 (0.48)
Table 7. Example of relevant and irrelevant utterances.
The relevance of a category was determined by the number of relevant utterances compared to the total number of utterances made in this category; the higher the percentage, the more useful the utterance category. Table 8 presents the number of utterances and relevant utterances of each category made in classic think-aloud and interactive thinkaloud.
Table 5. Utterance categories made in classic think-aloud based on test order.
For the interactive think-aloud data, a Mann-Whitney test revealed that participants who had interactive think-aloud first verbalised significantly more utterances in Action Description (Z=-2.309, p<.05, r=0.52), Reading (Z=-2.496, p<.05, r=0.56) and Action Explanation (Z=-2.918, p<.05, r=0.65), than the ones who had classic think-aloud first. No differences found for the remaining categories. Utterance categories Action Description * Reading * Result Evaluation Action Explanation * Problem Formulation User Experience Impact Causal Explanation Recommendation Task Confusion *Significant difference obtained p<.05
Of the 234 relevant utterances in the classic think-aloud, over half of them were from “Problem Formulation” (44%) and “Result Evaluation” (16%). Among the 491 relevant utterances in interactive think-aloud, over half of them were from “Problem Formulation” (43%) and “Causal Explanation” (21%). However, in total, only 10% (CTA: 8% ; ITA: 12%) of the utterances made by participants were relevant.
Test order CTA first ITA first 54.20 (9.24) 21.60 (11.96) 30.80 (11.92) 10.10 (5.59) 11.30 (5.52) 5.40 (5.82) 6.60 (4.70) 5.40 (3.50) 4.10 (3.11) 0.70 (1.34)
Example P2:“ Oh, I'm not sure, not sure which ones I have clicked!" (Problem Formulation) P1: " They have IT kitchen and Select Kitchen, I am not sure what are the differences between them. But that's a good thing of using website, you could just click them and find out." (Problem Formulation. Irrelevant, as even though the participant indicated some uncertainty, but also indicated he/she was expecting to find the answers. The utterance would be relevant, if after the participant checked both links, and still did not know the differences)
78.50 (25.16) 78.90 (54.98) 39.80 (15.27) 21.80 (11.43) 14.30 (6.63) 9.80 (6.78) 7.90 (6.01) 6.60 (3.41) 5.50 (4.77) 0.60 (0.70)
Utterance categories
No. of relevant Total No. of utterances utterances made CTA ITA Total CTA ITA Total
Causal explanation 20 105 125 20 Problem Formulation 104 210 314 121 Recommendation 8 26 34 14 User Experience 22 36 58 94 Impact 11 12 23 71 Result Evaluation 37 57 94 525 Action Explanation 12 23 35 201 Action Description 11 12 23 1093 Reading 9 10 19 970 Task confusion 0 0 0 7 Total 234 491 725 3116 * Ranked from higher relevance to lower relevance
Table 6. Utterance categories made in interactive think-aloud based on test order. Utterance Categories and their Relevance
From the 10 utterance categories we would expect that the categories that would be most relevant to usability analysis would be Problem Formulation and Causal Explanation. However, we wanted to understand how useful the data in all of the utterance categories would be for subsequent usability analysis; therefore the number of relevant
120 256 96 152 145 706 319 1327 1005 13 4139
140 377 110 246 216 1231 520 2420 1975 20 7255
Table 8. Utterance categories and their relevance.
The relevance of each utterance category was very similar, regardless of the think-aloud style. As expected, “Problem Formulation” (CTA: 86%; ITA: 82%), “Causal
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Explanation” (CTA: 100%; ITA: 86%) and “Recommendation” (CTA: 57%; ITA: 27%) were the most relevant utterance categories in both conditions. All utterance categories contributed to usability analysis, with the exception of “Task Confusion”, albeit some of them with low relevance.
work in silence and then give comments afterwards. DISCUSSION
Overall our results suggest that there were no qualitative differences in the types of utterance produced using the two think-aloud methods, however there were quantitative differences in the number of utterances produced. Both approaches yielded a significant number of procedural descriptions, but far fewer utterances relating to usability problem analysis. The interactive condition did produce more useful data, and participants, in the main, appeared to prefer this approach. These results are discussed in more detail below.
Think-aloud Preferences
At the end of the study a short, semi-structured interview was conducted with each participant in order to understand which, if any, think-aloud method was preferred and the reasons for this preference. As the study comprised two individual tests that were held one week apart, and participants had not been told about the differences in the think-aloud approaches used, it was necessary for the evaluator to explain the two approaches. In doing so the evaluator was careful not to bias the participants’ responses. She simply asked each participant if they had noticed that in one test she asked them questions while in the other she remained quiet. All participants indicated that they had noted this difference. When asked which method they preferred, 17 participants out of 20 indicated that they preferred the interactive think-aloud because they felt more relaxed and natural.
The categories of participant utterances contained in our data set were somewhat different from those identified by Van den Haak et al. [19] and Bowers and Snyder [4]. This was due, in part, to the differences in the nature of the think-aloud methods studied. The categories identified by Van den Haak et al.’s study were based upon an analysis of a constructive interaction session, in which participants worked together in pairs, meaning that the verbalisations were more conversational in nature, including for example, utterances relating to agreements and disagreements between participants about proposed actions. While there was some dialogue between the evaluator and participant in our interactive think-aloud, this was limited to single question interventions. The evaluator did not pass any evaluative comments on the participants’ verbalisations, or engage them in extended dialogue, therefore no conversational categories emerged. The categories identified by Bower and Snyder’s analysis of a concurrent and retrospective think-aloud [4] were more general in nature to ours, and did not relate specifically to usability analysis. For example, Bowers and Snyder identified “Explanation” as a category, but we divided this further into “Action Explanation” and “Causal Explanation”, as these two types of explanations can be different in terms of their contribution to usability analysis. Action Explanation may only indirectly aid usability analysis; however, a “Causal Explanation” provides information that can be directly used to explain user difficulties.
For example, Participant 9 commented that “I preferred the more interactive test, it was more natural”. Participant 15 commented that “I felt more relaxed and comfortable with the interactive test, talking to myself isn’t normal”. Half of the participants commented that they believed the interactive think-aloud would be more likely to produce useful information for the evaluator, as it provided opportunities to explore important information. For example, Participant 4 commented: "in the interactive style, you can get more detailed information about what's really wrong and what can be improved from me." Participant 1 commented: "(in the interactive approach) you have the opportunity to clarify the issues that you are interested in." Two participants indicated that they preferred the classic method, as the evaluator’s interventions were distracting.
We found that there were no categories of utterance that were unique to either the classic or the interactive approach. Given that both the classic and interactive approach relied upon concurrent verbalisations, one would expect a degree of similarity in the utterance categories produced. In a previous study Bowers and Synder [4] found that when participants thought aloud using the concurrent approach they appeared to give little thought to the comments they made, meaning that their comments lacked explanatory power. However, in contrast we found evidence that when thinking aloud with the classic method (receiving no interventions apart from reminders) participants still provided what Ericsson and Simon would consider to be level 3 verbalisations. These utterances went beyond task-
Participant 19 commented: "It is difficult to speak and perform tasks together, it slows me down." Participant 6 commented: "I prefer the quiet (classic) think-aloud, it is more natural as I do tasks myself, without the need to respond to your questions, which is a bit distracting." However, although Participant 6 preferred the classic method, he doubted that it would provide as much useful information as the interactive method, commenting: “It (the classic approach) may not be very useful for you though, because you just listen to what I say, and assume you know what I mean; but I could be wrong about that." One participant indicated that he would have preferred to
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based cognitive processes and included explanations, opinions, expressions of feelings, likes and dislikes.
necessarily follow that it would produce more useful utterances with regard to usability analysis. For example Van den Haak et al. found that the number of utterances in their problem formulation category was low (5.1%). Our findings were similar with the classic method having only 4% of total utterances in this category and the interactive method yielding only 6%. Therefore, in terms of this useful category the approaches were more or less equivalent. Interestingly, in Van den Haak et al.'s categories, no "Causal Explanation" and "Recommendation" categories were identified. This is probably because when two participants work together, they do not need to explain what caused their difficulties and make recommendations to each other. This suggests that in terms of the explanatory power for user difficulties and design suggestions, the concurrent think-aloud may have more advantages. However, further comparative studies would need to be conducted.
This finding suggests that the context of usability testing may override the explicit instructions to think-aloud. Within a usability test, the focus of the evaluation is the users' interaction with the product; the participant is the medium through which that interaction is studied [14]. In such contexts, participants are made aware that they are participating in a usability evaluation; they may therefore assume their opinions and recommendations are also required. The checks made on the impact of the test order on the utterance categories produced indicated that this finding was not an artifact of our study design, as there was no increase in what would be considered level 3 verbalisations (e.g. Causal Explanation, Recommendation, Action Explanation and User Experience utterances) within the classic condition’s data for those participants who encountered the classic method after they had first experienced the interactive approach. Our findings lend support to Boren and Ramey’s [3] argument that all speech, including utterances that produced during a think-aloud session, are acts of communication. Although participants in the classic condition were meant to be verbalising what they would say to themselves, they did produce comments that clearly took account of the fact someone was listening in other words, they wanted to be understood. For example, this extract was taken from one of the classic think-aloud sessions: Participant 15: “I think it would be good, if it has a, a little thing, like, erm, click and drag the products that you found, like a little box, then maybe open them up, have a look and compare them. Do you know what I mean? Rather than going back and forwards”. The participant was checking that the evaluator understood their comment.
Our analysis revealed a number of quantitative differences in the number of utterances made with the two think-aloud styles. The interactive think-aloud led to more utterances in the main categories that were most useful for usability analysis (Problem Formulation, Causal Explanation and Recommendation). We found that participants’ recommendations were particularly helpful in facilitating the understanding of problem causes. This is because participants often drew upon causes of their difficulties as rationales to support their recommendations. The increased number of utterances in these categories would suggest that the evaluator interventions might help us to elicit data that is more relevant to usability analysis. Our results also showed that when utterances that were made in response to interventions were removed from the interactive data set, participants still gave more descriptions about difficulties, problems causes and recommendations in interactive think-aloud than in classic think-aloud. One possible explanation for this result was that participants had modified their verbalisations in line with the interventions they had already experienced. Alternatively, it may be that the more relaxed approach and the use of acknowledgment tokens helped to make participants feel that their opinions were being listened to and valued, thereby giving them more confidence to make comments. It may be useful to investigate this in a future study examining the effect of using acknowledgment tokens.
In addition to there being no unique utterance categories for either think-aloud method, we also found that two methods had similar proportions of each utterance type. When the categories of utterance are ranked from the most populated category in terms of the number of utterances made to the lowest, the order of the categories is the same for each method. The categories containing the greatest number of utterances were those relating to procedural information such as Action Description and Reading. This is in line with Bower and Synder [4] who also found that the majority of utterances made during a concurrent think-aloud were procedural descriptions of actions or reading aloud. It is difficult to compare our findings with those of Van den Haak et al.’s [19] as their action category contained physical actions, as well as verbal reports of actions. However, Van den Haak et al. suggest that the number of actions and the descriptions for the actions were not frequently verbalised by the paired participants due to their working together. This may indicate that constructive interaction would therefore be more useful than concurrent think-alouds. However, while constructive interaction may not produce as many procedural utterances, it does not
In addition to categorising participant utterances, we also examined how relevant they were to the specific context of usability analysis. An utterance was counted as relevant if it contained information indicating a user difficulty or causation for a user difficulty. For the interactive thinkaloud, the relevant utterances were primarily from the "Problem Formulation" and "Causal Explanation" categories. These two types of utterances contained information that could directly assist usability analysis with no need for additional analysis activity. For the classic
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CONCLUSIONS
approach, "Problem Formulation" was still the primary source for problem analysis. The second source was “Result Evaluation” utterances; unlike the "Problem Formulation" and "Causal Explanation" categories, utterances in the "Result Evaluation" category often needed additional analysis activity in the form of support from video files for example. The "Causal Explanation" category, which was the second primary source of relevant utterances for the interactive think-aloud, was ranked fourth for the classic think-aloud. This could suggest that the interactive thinkaloud led to the production of more of the type of utterances that would require less analysis activity. However, we cannot conclude from these findings that the interactive think-aloud produced more useful data than the classic think-aloud. Both methods yielded utterances that were useful for usability problem analysis; we need to further understand the differences in the nature and severity of the usability problems that can be extracted from the utterances. This work is currently underway.
The interactive think-aloud did yield some benefits in terms of increasing the number of utterances made in those categories deemed to be most helpful and apparent for usability analysis, and in helping users to feel more relaxed. However, the percentage of relevant utterances was not much higher than classic think-aloud and some participants found the need to respond to the evaluator's interventions distracting. Given that the benefits of interactive thinkaloud were achieved at the risk of distracting users from their tasks, and that the classic think-aloud produced the same types of utterances, it seems that replacing classic think-aloud with interactive think-aloud may not be the optimum way forward. In the classic think-aloud, where interventions were not used, participants still provided utterances that were explanatory and sometimes conversational in nature. It may be more profitable therefore to explore how we might maximise the number of useful utterances produced without the need for evaluator interventions. This might be achieved for example through the study of different instructional techniques or through the retrospective technique. Such work is currently underway in our laboratory.
The percentage of relevant utterances in both think-aloud conditions was low, averaging at about 10%. Interestingly, this result seems at odds with Van den Haak et al.’s findings [19], where they suggest that constructive interaction yields a large amount of useful data, in that 60.5% of the total number of communicative acts came from the 5 categories that most facilitated problem discovery. However, this does not mean the constructive interaction is more useful than concurrent think-aloud. What remains unknown is the actual percentage of utterances in those 5 categories that were relevant. It is possible to have a useful category that still contains a large number of utterances that may not aid coding. For example, in both think-aloud conditions, although "Result Evaluation" utterances made a contribution towards the analysis of problems, only 8% of them were useful when considering the total number made for this category. Therefore, we suggest that it may be more beneficial to investigate the actual number of relevant utterances in the examination of the think-aloud methods.
ACKNOWLEDGMENTS
The authors would like to thank the anonymous reviewers for their insightful comments. Thanks also to Alan Lumsden and Dominic Wells for their assistance with proofreading. REFERENCES
1. Barendregt, W., Bekker, M. M., Bouwhuis, D. G. and Baauw, E. Predicting effectiveness of children participants in user testing based on personality characteristics. Behaviour & Information Technology, 26, 2 (2007), 133-147. 2. Barnum, C. M. Usability testing and research. Longman, London, UK, 2002. 3. Boren, M. T. and Ramey, J. Thinking Aloud: Reconciling theory and practice. IEEE Transactions on Professional Communication, 43, 3 (2000), 261-278.
However, while our analysis is based on a large data set, in comparison with previous studies [13, 14, 19], it is not without limitations. The first author conducted all of the testing, and she is a different nationality to the participants. Clemmensen et al [8] suggest that cultural background of the evaluator is likely to affect the testing results. However, the author has lived and worked in the United Kingdom for many years, has excellent spoken English and is a permanent resident, having completed the British life and culture test. A second issue is that the evaluator was also involved in the coding of the verbal data. This was unavoidable in the context of a small team of researchers; however the coding was cross checked by the second author who was at the time unaware of which think-aloud condition the utterances were taken from.
4. Bower, V. A. and Snyder, H. L. Concurrent versus retrospective verbal protocol for comparing window usability. Proc. of the Human Factors Society 34th Annual Meeting, HFES Press (1990), 1270-1274. 5. Buur, J. and Bagger, K. Replacing usability testing with user dialogue. Communications of the ACM, 42, 5 (1999), 63-66. 6. Carter, P. Liberating usability testing. Interactions, 14, 2 (2007), 18-22. 7. Chi, M. T. H. Quantifying qualitative analyses of verbal data: A practical guide. The Journal of the Learning Sciences, 6, 3 (1997), 271-315.
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8. Clemmensen, T., Hertzum, M., Hornbæk, K., Shi, Q. X., and Yammiyavar, P. Cultural cognition in usability evaluation. Interacting with Computers, 21, 3 (2009), 212-220.
16. Nørgaard, M. and Hornbæk, K. What do usability evaluators do in practice?: An explorative study of think aloud usability tests”, Proc. CHI 2006, ACM Press (2006), 209-218.
9. Dumas, J. S. and Loring, B. Moderating usability tests: Principles and Practice for Interacting. Morgan Kaufmann Publishers, Burlington, USA, 2008.
17. Shi, Q. X. A field study of relationship and communication between Chinese Evaluators and Users in Thinking Aloud Usability Tests. Proc. NordiCHI 2008, ACM Press (2008), 344-352.
10. Ebling, M. R., and John, B. E. On the contributions of different empirical data in usability testing. Proc. CHI 2000, ACM Press (2000), 289-296.
18. Tamler, H. How much to Intervene in a Usability Testing Session”. Common Ground, 8, 3(1998), 11-15. http://www.htamler.com/papers/intervene/
11. Ericsson, A. and Simon, H. A. Protocol Analysis: Verbal reports as data. MIT Press, London, UK, 1993.
19. Van den Haak, M. J., De Jong, M. D. T. and Schellens, P. J. Constructive Interaction: An analysis of verbal interaction in a usability setting. IEEE Transactions on Professional Communication, 49, 4(2006), 311-324.
12. Field, A. Discovering statistics using SPSS. Third Edition. Sage Publication, London, UK. 2009. 13. Hertzum, M., Hansen, K. D., and Andersen, H. H. K., Scrutinising usability evaluation: does thinking aloud affect behaviour and mental workload?. Behaviour & Information Technology, 28, 2 (2009), 165-181.
20. Van Kesteren, I. E. H., Bekker, M. M., Vermeeren, A. P. O. S., and Lloyd, P. A. Assessing usability evaluation methods on their effectiveness to elicit verbal comments from children subjects. Proc. CHI 2003, ACM Press (2003), 41-49.
14. Krahmer, E. and Ummelen, N. Thinking about thinking aloud: A comparison of two verbal protocols for usability testing. IEEE Transactions on Professional Communication, 47, 2(2004), 105-117.
21. Yang, S. C. Reconceptualizing think-aloud methodology: refining the encoding and categorizing techniques via contextualized perspectives. Computers in Human Behaviour, 19, 1(2003), 95-115.
15. Kuniavsky, M. Observing the user experience: A practitioner's guide to user research. Morgan Kaufmann Publishers, San Francisco, USA, 2003.
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tacTiles - A Low-Cost Modular Tactile Sensing System for Floor Interactions Jan Anlauff
Tobias Großhauser
Thomas Hermann
Cognitive Interaction Technology – Center of Excellence (CITEC) Bielefeld University, Germany
janlauff@techfak.uni-bielefeld.de
ABSTRACT In this paper, we present a prototype of a spatially resolved force sensing floor surface. The force sensors are based on conductive paper and grouped into modules called tacTiles. Due to the cheap and widely available materials used for tacTiles, the approach is suitable as a low-cost alternative for spatially resolved tactile sensing. The necessary techniques are shared as an open source and open hardware project to provide an affordable tactile sensing for smart environments. As an interactive application of these tacTiles, we present a detection of step direction algorithm used to count steps into and out of a room.
Figure 1: Example pressure reading from connected tacTiles.
Keywords
allowing the modules to be arranged to cover exactly the surfaces of interest. Reproduction should be possible without special tools or materials and at reasonable cost. The problem of sensing pressure distribution on floor surfaces has been topic of research in the last two decades. However, most approaches do not provide an acceptable tradeoff between spatial resolution and costs. Modular approaches are often hard to integrate into an existing environment, such as the AME Floor presented by Shrinivasan et al. [6], which requires a steel framework to be embedded into the floor. Other systems, such as the Z-Tiles developed by Richardson et al. [4], are based around special sensing materials that can be difficult to obtain. In this paper, we present a low-cost1 approach to a tactile sensing based on pressure sensors made out of black art paper. Our system may be reproduced without special tools at reasonable cost for smaller numbers of modules. The implementation details are freely available to foster further development and applications.
tactile floor sensing, force sensing, HCI, modular systems, paper FSR, tacTiles, open source, open hardware
Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: Input devices and strategies; B.4.2 [Input/Output and Data Communications]: Input/Output Devices
1.
INTRODUCTION
Smart environments are in need of perceptual input to sense the location and the activities of humans. Such tracking may be accomplished by computer vision based systems. However, these systems raise serious privacy concerns and are subject to problems like visual occlusion and bad lighting conditions. Tactile sensitive surfaces avoid these problems and thus are a good complementary input and also offer information on the pressure distribution. The following requirements were considered when designing tacTiles. The system should measure spatially resolved pressure over a dynamic range sufficient to detect footsteps. Real-time readout of the entire surface, meaning approximately 30 Hz, must be possible in order to support closed-loop interaction. The surface must be robust enough for people to walk on, and the system should be flat enough to be used on top of an existing flooring. We want the system to be modular and portable, making it versatile in use and
2.
THE TACTILES SYSTEM
As the sensing element, a grid of paper-based force-sensing resistors (FSRs) was developed. Compared to standard commercial FSRs, they are much cheaper and more versatile, allowing us to merge the required wiring with the edges of each module. On each tile module, a microcontroller measures the resistance of the sensing elements. These tacTiles may either be connected to a host computer directly, or via a shared bus to a master that aggregates the measurement values and transfers them to a host computer. Figure 7 shows this information flow.
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2.1
Sensor Principle
As our system’s goal is to measure quasi-static forces, we can eliminate many alternative sensing techniques such as capacitive and piezoelectric. 1
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2.1.1
Sensor Readout
Because interference may occur between the different sensors in the matrix, for example when more than one FSR is loaded, they are decoupled with diodes, one per FSR. The diodes can not be integrated into the sensing element due to their height. They are aggregated on an external PCB, together with an Atmel ATMega microcontroller. We developed a scheme for densely wiring the individual FSRs in the sensing element that we call ribbon paper in analogy to ribbon cable. The opposite side of the sensing element with the ribbon paper is shown in Figure 4.
Figure 2: Paper FSR Layers. In addition, our restriction to low cost design prevents the use of optical sensing, also due to its high power consumption. Therefore, we have adopted resistive force measurement since it is best suited to our design needs. Given both the complexity of wiring discrete commerical FSRs and their prohibitive cost, we chose to develop our own paper-based sensors. Some types of black art paper are colored with carbon particles that conduct electricity. Custom force-sensing resistors (FSRs) can be built using this type of conductive paper as the resistive element. This was first proposed by Koehly et al. [2]. The advantages of using such custom paper FSRs include their low material costs2 and the ability to build sensors of almost any shape. The paper FSR principle is illustrated in Figure 2. Different variants of the conducting paper exist, with different resistance3 . For the sensing layer, we used paper with a resistance in the low MΩ range refereed to as MΩ paper, for the connector layer a paper with a resistance in the kΩ range, referred to as kΩ paper. The quality of the contact between the resistive and conductive layers increases with pressure resulting in a corresponding increase in conductance, as found by Weiß and Wörn [8]. Pieces of copper tape with conductive adhesive are stuck on the paper and wires are soldered onto the copper tape to connect the sensor to the electronics. The resistance of a 4 × 4 cm2 paper FSR ranges from approximately 700 kΩ to the high MΩ range.
Figure 4: Ribbon paper on the back side of the tacTile. The resistance of the FSRs is measured using a voltage divider and sampled by the microcontrollers internal analog-digital converter (ADC) with 10 Bit resolution. Time-multiplexing is used to sample the FSRs. A simplified circuit for 2 × 2 segment is shown in Figure 5. Only one of the digital output (D0, D1, ...) is switched to high level at a time, then each row is sampled by the ADC inputs. The electronics are shown in Figure 6a.
Figure 5: Circuit for a 2 × 2 Segment.
2.2
Figure 3: tacTiles sensing element. We constructed a spatially resolved force sensing element out of such Paper-FSRs. It is 40 × 40 cm2 in size and incorporates 64 custom FSRs in a 8 × 8 grid. We use conductive paper for the sensing element as well as for the connector layers. We combined a single piece 40 × 40 cm2 of MΩ paper with a matrix readout. An insulation space of 1 cm separates each sensor element. Our tacTiles sensing element is shown in Figure 3. 2 3
Communication Infrastructure
The tacTiles modules may either be connected directly to the host computer or through a bus system to a master controller unit, called master in the following. We use a standard serial link to connect directly a host computer. This provides an easy and common programming and communication interface. The connection and the microcontroller bootloader is compatible with the Arduino environment [1]. A bus system is required to combine multiple tacTiles into one coherent sensing surface. We developed a bus based on the Myrmex system by Schürmann [5], as it provides a high performance interface compatible with most operating systems. In this system, the master, acting as a USB Video Class 2.0 compliant device, aggregates the pressure readings from the connected tacTiles and transmits them as a grayscale video stream to the host computer. This transmission method allows high speeds and easy analysis of the pressure map, for example using computer vision software. An example readout of two connected tacTiles is shown in Figure 1. The darker the blue shade, the more pressure was measured on the corresponding FSR. The bus is based on the Serial Peripheral Interface (SPI) standard, as it allows high transfer speeds. The regular SPI standard
One 50 cm × 70 cm sheet of paper costs C1-2. All values for a distance of 3 cm between the ohmmeter’s probes.
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(a) Electronics of an tacTile Module
(b) NGW100 board with bus adaptor electronics.
Figure 6: Electronics of the tacTiles system. uses a slave-select line for each bus slave, but this would require a dedicated line to each module. Instead, we developed a custom protocol that implements addressing. We extended the system to power the slaves modules via power supply lines integrated into the bus connection. Each tacTile has a peak power consumption of approximately 50 mA. An NGW100 AVR32 32-Bit microcontroller development board, shown in Figure 6b, is used as the master controller and SPI bus master. Voltage regulation and level-shifting electronics are necessary to connect to the tacTiles bus. They were designed as a module that can be stacked simply on top of the NGW100 board. Using a bus clock of 250 kHz, we achieved an update rate of 430 Hz for one module. Given a stable bus clock, additional modules will simply divide this update rate amongst themselves. Tests with a total of four meters of cable between the master and the tacTiles did not show any transmission problems. Thus, the current bus clock speed seems safe and may even be increased. From the host computer, the pressure readings can be transmitted over the network to other applications as Open Sound Control (OSC) protocol [9] messages. OSC presents a well-supported, high performance network transport format.
Figure 8: Sensor test setup: Linear table with tacTiles element. sensor with a force range of ± 100 Newtons. Different pads can be mounted on the actuation end of the sensor to match the size and shape of the FSR sensor. The FSR sensor values were measured with an 80 kΩ reference resistor in the voltage divider. Both, the amplified analog readings from the beam force sensor and the FSR readings, are sampled with the internal ADC of an ATMega microcontroller at 10 Bit resolution. Figure 8 shows the test setup.
3.1.2
Paper FSR Voltage Divider
Paper FSR
ATMega MCU
Computer Vision
Paper FSR
SPI Paper FSR Voltage Divider
Paper FSR
Results
The force versus conductance plots, are generally preferred for reference, as they are invariant for a given sensor regarding the supply voltage and reference resitor. Plots for three sample FSRs in the sensing element are shown in Figure 9. The individual pads respond differently because of variations in the length of the electrical path through the kΩ paper. Since changes in path length change the overall resistance of each circuit non-trivially, the relationship between the FSR and the measurement resistor in the voltage divider is affected. However, since the effect is linear, we are able to model and predict its effect. A plot of the fitted curve constants a and b is shown in Figure 9.
AVR32 MCU
USB UVC
ATMega MCU
Host Computer
Sonification
OSC
Visualization etc.
Paper FSR
Figure 7: Information flow in the tacTiles system.
3.
EVALUATION
3.1
Sensor Characteristics
We evaluated the characteristics of the paper FSR sensing element to compare their performance to a commercial FSR from Interlink. These measurements required a test system that can provide a reproducible and clearly defined loading of the sensors while measuring the actuation force. Such a system can also be used to simulate mechanical wear by repeated actuation.
3.1.1
Figure 9: Force vs. conductance plots for three paper FSR sensor pads with overlaid fitted curves for parameters a and b.
Test Setup
We based our test setup on an three axis linear table by Isel. It has a maximum downward z-axis actuation of approximately 200 Newtons, with a peak actuation of over 300 Newtons. The actuation force is measured with a ME Systems KD140 beam force
The sensors feel very responsive when actuated by hand. An evaluation of the timing characteristics has been conducted with the linear table, but the readings do not show any significant delay
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On our website [7], we provide a demonstration video that shows such an analysis and counting of persons entering and leaving a room.
with regard to the actuation. A much faster actuation and sensing system would be required to determine the response time. Koehly et al. measured the time-response of their paper FSR with an oscilloscope. It took 75 ms for the paper to recover from a 3 kg load [2]. According to the Nyquist theorem, this equals six sensed impulses per second. We conducted a preliminary test on the durability of the paper FSR sensing element by having the linear table actuate single pads 2000 times in a row. No significant difference of force to resistance relationship could be seen in the resulting plots. Either a the number of actuations was not high enough, or another factor is limiting, such as the total time being compressed. According to personal communications with Koehly, the paper FSRs in the T-Stick musical input device [3] start to degrade slowly after a year of heavy use and hundreds of practice sessions. Our analysis showed that while the paper sensors have a lower saturation pressure and are not as linear as the Interlink FSRs, they show otherwise comparable characteristics, such as drift, time response, force sensitivity and resolution in the usable range. This agrees with the findings of Koehly et al. for their paper FSRs [2].
4.
5.
CONCLUSION
We have presented a low-cost modular system for spatially resolved sensing of pressure profiles in real-time for applications in smart environments. Our current prototype is flexible and delivers spatially resolved pressure readings at a frame rate of 430 Hz for one tacTile, but the latency of the paper-based FSRs limits the usable refresh rate per individual sensor to approx. 12 Hz. The tacTiles system uses only low-cost material, and we expect that one module will cost less than EUR 10 in sensor materials, and about EUR 20 for an integrated PCB with the electronics. The building time of one sensing element was measured to be approximately 8h. We will provide building plans and the software for the tacTiles system as an open source and open hardware project on our website [7]. We are confident that tacTiles provides a solid basis for the covering of larger surfaces in smart environments, and for many applications beyond, ranging from interactive games to assistive feedback-systems for rehabilitation.
TACTILES-BASED STEP DETECTION
6.
ACKNOWLEDGEMENTS
We thank Severin Smith, SRE McGill University, Montréal, Canada for his help with the test bed and René Tünnermann, CITEC, Bielefeld University for his help with this paper.
7.
Figure 10: Step visualized in time. Each pixel represents a row sum at time t. An application for the tacTiles system could be to assess the number of persons in a room. We here present an analysis of the pressure profile over time to detect steps and their direction on the tacTiles. If these are placed in the entrance of a room, the number of persons in it can be determined by simply counting the in-/ and outward steps. Let I(x, y, t) be the intensity at location (x, y) at time t, and X I(x, y, t) I(y, t) = x
the x-marginal. For a typical footstep in the direction of increasing y, the space-time plot appears as in Figure 10. The center of pressure is X 1 X (y, t) · I(y, t), where N = I(y, t). c = (¯ y , t¯) = N y,t y,t Then, the sign of the linear correlation coefficient rˆ is
!
XX (t − t¯) · (y − y¯) · I(y, t) sgn(ˆ r) = sgn =
t
(
y
REFERENCES
[1] Arduino. Homepage. http://www.arduino.cc. [2] R. Koehly, D. Curtil, and M. M. Wanderley. Paper FSRs and latex/fabric traction sensors: methods for the development of home-made touch sensors. In NIME ’06: Proceedings of the 2006 conference on new interfaces for musical expressions, pages 230–233, Paris, France, France, 2006. IRCAM — Centre Pompidou. [3] J. Malloch and M. M. Wanderley. The t-stick: from musical interface to musical instrument. In NIME ’07: Proceedings of the 7th international conference on New interfaces for musical expression, pages 66–70, New York, NY, USA, 2007. ACM. [4] B. Richardson, K. Leydon, M. Fernstrom, and J. A. Paradiso. Z-tiles: building blocks for modular, pressure-sensing floorspaces. In CHI ’04: CHI ’04 extended abstracts on Human factors in computing systems, pages 1529–1532, New York, NY, USA, 2004. ACM. [5] C. Schürmann. Entwicklung eines modularen und intelligenten Taktilsensorsystems mit Standard Imaging Interface zur Hochgeschwindigkeitsbildübermittlung. Diplomarbeit, Bielefeld University, 2008. [6] P. Srinivasan, D. Birchfield, G. Qian, and A. Kidané. Design of a pressure sensitive floor for multimodal sensing. Information Visualisation, International Conference on, 0:41–46, 2005. [7] tacTiles. Homepage. http://www.techfak.uni-bielefeld.de/ags/ ami/research/tacTiles/. [8] K. Weiß and H. Wörn. The working principle of resistive tactile sensor cells. In Proceedings ot the IEEE International Conference Mechatronics and Automation ’05, volume 1, 2005. [9] M. Wright and A. Freed. Open Sound Control: A new protocol for communicating with sound synthesizers, 1997.
1 step in direction of increasing y −1 step in direction of decreasing y.
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Interaction Design Qualities: Theory and Practice Mattias Arvola Linköping University and Södertörn University Dept. of Computer and Information Science, Linköping University, SE-581 83 Linköping, Sweden mattias.arvola@liu.se ABSTRACT
user experiences, as well as practical, social or even societal consequences of an artifact-in-use. Desirable and articulated qualities can be utilized for assessment of an artifact-in-use based on values people have regarding how it should be experienced. The desirable qualities are instrumental to the values that motivate the design.
This paper reports the results of an action research project investigating the articulation of interaction design qualities for a web portal for urban planning and development. A framework for analyzing interaction design qualities is presented. The framework consists of the practical, the social, the aesthetic, the structural and the ethical quality dimensions, and it was tried out in practice with developers and designers of the portal. This provided experiences used to revise the framework. The results indicate that the framework can be improved by splitting the social quality dimension into a communicational dimension and an organizational dimension. The structural dimension is also renamed to the technical dimension.
Much like functional requirements, the articulation of desirable qualities starts with the design brief and can be challenged by bottom-up field research with users and clients, much in the same way as Whiteside, Bennet and Holtzblatt early on envisioned how to work with contextual usability [23]. Methods like repertory grid may also be used to extract user experience dimensions [12]. The framework for interaction design qualities used in this paper has a background in Ehn and Löwgren’s notion of quality-in-use [10]. They borrowed their framework from the ancient Roman architect Vitruvius. The framework used here also builds on Dahlbom and Mathiassen’s ideas on ITartifact quality [8], which in turn build on the Swedish functionalist design movement [21].
Author Keywords
Quality in use, User experience, Use qualities, Experiential qualities, Interaction Design Qualities. ACM Classification Keywords
H5.2. Information interfaces and presentation (e.g., HCI): User Interfaces – Evaluation/methodology, theory and methods.
Based on these earlier frameworks, this study makes use of the following design quality dimensions: practical, social, aesthetic, structural, and ethical. This framework has also been outlined in earlier research [1, 2, 15]. Borrowing concepts from activity theory [4, 5, 11, 17, 18, 22] we characterize the design quality dimensions in the following manner:
INTRODUCTION
Design involves assessing alternative solutions, and also presenting an argument for a solution in comparison to other solutions. That is, giving the rationale for the design [6, 20]. To give a design rationale it is necessary to articulate what the criteria for assessment are. These criteria may be articulated in terms of “what individuals and groups consider to be worthwhile” [7, p. 172], as hierarchically ordered design objectives [16], or as usability attributes and goals [23]. They may also be expressed as interaction design qualities (also called use qualities or experiential qualities), which denotes the experienced attributes of artifacts-in-use [1, 2, 13, 14, 19]. It includes both subjective Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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The practical dimension. The artifact as a tool for mediating instrumental action and attention directed at a material object. The tool itself remains in the background of attention.
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The social dimension. The artifact as a sign or medium, mediating social or communicative action and attention directed at other people. The sign itself remains in the background of attention.
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The aesthetic dimension. The artifact as an objectified form, mediating action and attention directed at the user’s own experience of the artifact.
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The structural dimension. The artifact as an objectified structure, mediating action and attention directed at the construction or material of the artifact.
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The ethical dimension. The artifact as objectified concept, mediating action and attention directed at ethical concerns.
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For a design to be really thought through as whole and in its details, all of these dimensions need to be considered [1, 2, 15]. It is, however, possible that there are some dimensions that are more important for some artifacts in some situations, while other dimensions are less important.
articulated statements about how the portal was or should be experienced. The researcher then condensed them to one or a few words, and these condensed meaning units were put into a table and categorized using the five design quality dimensions. The result of the analysis was presented to the project team and the project management for discussion.
AIM
This study has an aim typical to action research [3, p. 95]: “try out a theory with practitioners in real situations, gain feedback from this experience, modify the theory as a result of this feedback”. The theoretical construct tried out in this study is the framework for interaction design qualities, and the practitioners are developers and designers of a web portal for urban planning and development.
RESULTS
46 of the categorized statements primarily had structural aspects; 98 primarily had practical aspects; 35 primarily had social aspects; 10 primarily had ethical aspects; and 16 primarily had aesthetic aspects. Structural aspects included technical issues of the quality of data and metadata, its structure, integration of systems, conformity to standards, data security, authorization functions, performance, and integration of data formats. It also included the structure of business models for the portal. The structural aspects were found in the original and revised project plans, and in comments from the construction team during the inspection. Users highlighted some practical consequences of structural issues.
METHOD
The study is a participatory action research project [24], with a focus on co-learning between the researchers and the practitioners, by jointly searching for problems, interpretations, courses of action, and meaningful concepts. Project Outline
In 2006, the Swedish National Board of Housing, Building and Planning initiated the Planning Portal project. It aimed at developing a web portal where people working with urban planning and development would be able to get as much information they needed as possible, particularly geographical information. This study focuses on Work package 1: User Needs Analysis. An iterative systems development model was used, where requirements were revised after testing in all iterations.
Practical aspects were expressed throughout the two first iterations. About half of the articulated qualities concerned practical aspects. It included the portal as a support for planners, and as a means to get information. Effectiveness and efficiency were important qualities. Making things easy and available for people, simplifying, facilitating contacts, providing useful content, and understandable user interfaces were all articulated qualities that largely concerned practical issues. These design qualities were central in the original and revised project plan, and they dominated comments from users, as well as inspections.
In the end, three online services were developed for the portal: the Search Service where you search for and can view data sets; the Wind Service, which provided support for localization of wind power plants; and finally the Overview Planning Service, which provided support for overview planning at municipalities. The design solutions in themselves and their specific qualities will not be analyzed in this short paper, the interest for this paper is instead an analysis of the interaction design qualities articulated in the documentation of the project in relation to the quality dimensions described in the introduction.
Social aspects concerned the coordinative and communicative functions of the portal including the facilitation of contacts with authorities, facilitation of a good dialogue between stakeholders, information dissemination, and co-ordination of case handling among authorities. Organizational issues, such as who should have authority to access certain data sets had strong social aspects. Another social aspect concerned trust in that the data was correct, and this may depend on the person or organization behind the data. Promoting methods in urban planning was considered a social task, as well as a practical. All of these issues were articulated in the project plans and user studies. The importance of a professional identity and branding for the portal was, however, not highlighted. That part of the social aspects was only present in the researcher’s analysis during the inspection.
Data Analysis
The analysis focused on the documentation from the first two iterations of prototyping in the project. The data for this analysis was gathered from a number of sources: original and revised project plans; hierarchies of design objectives generated in the project; interview protocols from user research, questionnaires created to be sent to users; field notes from user research; field notes from project meetings; written inspections; inspection protocols, comments from users; and e-mail communication in the project. Data was analyzed using qualitative content analysis [9]. The articulated interaction design qualities were summarized and sent out to project members for feedback on the interpretations made by the researcher. There were 205
Ethical aspects were evident in the original and revised project plans, especially regarding sustainable welfare development, citizen consultation, equal conditions, and making the right decision. Other ethical issues were considered during several meetings, but were not put down in any project documentation. Such issues included the privacy of the citizen in data sets. There were also data sets
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that needed authorized access, and requirements were written based on such considerations. In the early meetings there was also a discussion of how much the portal should support citizens who wanted to know more about a particular plan and what their abilities to influence it were. An example would be the localization of a wind power plant, and how it would affect the view from ones house. In that particular case, it was decided that the design should not particularly be aimed toward the everyday user. The ethical aspects have, however, been absent in data from users, and they did not appear in the inspections.
All articulations that were difficult to categorize were related to the organizational, communicative and business issues. The social dimension became too wide when we included all these issues in that dimension. It also got several sub-dimensions, which made it difficult to use in the analysis. This is also an area where all the frameworks covered in the introduction of this paper may be too crude, due to their heritage in relatively simple industrial products or crafts products. Interactive information technology is a complex social communication medium in all essentials. Issues of organizational change and communicative aspects are hence inescapable in interaction design.
Aesthetic aspects were completely absent in the project plans. The user study focused on practical issues like simplicity, focused content, ease of use of user interfaces, and overview. These primarily practical concerns also have aesthetic dimensions. Simplicity is, for example, connected to aesthetics, and it gives rise to user experiences like ease or overview. To the users, the portal gave the impression of being a “very technical product” with low degree of “user friendliness” and it also used a difficult language. In the researcher’s analysis during the inspection, issues concerning the lack of flow, simplicity, restfulness and professional look and feel were highlighted.
The framework for interaction design qualities used in this study was built on the basic triangle of mediated activity, which consists of subject, artifact, and object. All issues difficult to categorize fall within the domain of Engeström’s [11] extension of this basic triangle where he included a community of people, a division of labor and cultural rules. A development of the framework needs to take the extended triangle of mediated activity into account. Kuutti [18] points in the same direction in his framework where he separates between the functional, the meaningful, and the economical. In our framework, this can be achieved by splitting the social into a communicational dimension and an organizational dimension:
Reflections
The analysis was presented to the project management and project team, and it was used to highlight areas of importance. The analysis was a tool for reflection on aspects that had been emphasized and aspects that had been neglected. Looking back on the project there was agreement that people in project had focused too much on the technology and not taken a sufficient user perspective. More and tighter user participation could have provided more emphasis on the user experience. The project managers thought it would have been good to spend more time early in the project to discuss the objectives, and also return to this discussion several times during the project. Having users participating in these discussions was also considered to be good practice. DISCUSSION
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The communicational dimension. The artifact as a sign or medium, mediating social or communicative action and attention directed at other people. This includes both direct mediation of a message, and the more indirect symbolism of what the artifact means to us and signals to others. The artifact itself remains in the background of attention.
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The organizational dimension. The artifact as a business component mediating social or societal action directed at a community of people and its division of labor and its rules. The community of people that action is directed at can be either internal or external to the organization. This dimension includes issues like organizational change and business models.
Since business models in this development are thought of as belonging to an organizational dimension, the structural dimension may be renamed to the technical dimension.
The aim of this study has been to try out the framework for interaction design qualities with practitioners in a real situation, getting feedback from this experience, and modifying the framework as a result of the feedback.
In this study, the quality dimensions were used to categorize statements the future artifact. As indicated by Ehn and Löwgren [10] it may be more fruitful to analyze every statement in terms of all the dimensions. Every quality is then seen as multi-dimensional. This means highlighting, for example, the organizational aspects, the ethical aspects, and the practical aspects of a business model. The dimensions would then be used as sensitizing concepts rather than categories.
The reflections indicated that the analysis of articulated design qualities highlighted areas of importance, and project members perceived it as a tool for reflection. The analysis also provided insights on how to modify the framework. Communicative issues like facilitating networking, were categorized as social. The reason was that it concerned usage of the artifact directed towards other people rather than towards a material object. Business models were treated as structural since they concerned the structure and organization of a business.
Conclusions
The framework for interaction design qualities may facilitate a clarified view of criteria, if they are articulated
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in close cooperation with users. The framework can also be improved by splitting the social dimension into the communicational and the organizational. The structural dimension is also renamed to the technical dimension. This gives the following set of design quality dimensions:
Interaction. 2nd., M. G. Helander, T. K. Landauer, and P. V. Prabhu, Eds. Elsevier Science Inc. 1997, 299-313. 11.Engeström, Y. Learning by Expanding. OrientaKonsultit, 1987. 12.Fallman, D. Catching the Interactive Experience: Using the Repertory Grid Technique for Qualitative and Quantitative Insight into User Experience. In Proc. of Engage: Interaction, Art, and Audience Experience, University of Technology, Sidney (2006).
• Technical design quality • Practical design quality • Communicational design quality • Organizational design quality
13.Holmlid, S. Adapting Users: Toward a Theory of Use Quality. Doctoral Thesis. Linköping Studies in Science and Technology Dissertation No. 765, Linköping University, 2002.
• Aesthetic design quality • Ethical design quality ACKNOWLEDGMENTS
14.Isbister, K. and Höök, K. On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. In Proc. CHI '09. The ACM Press (2009), 2233-2242.
I wish to thank Bo Dahlbom, Stefan Holmlid, Sara Eriksén, and Jonas Löwgren for valuable comments. This study has been supported by VINNOVA and Östersjöstiftelsen.
15.Johansson, M. and Arvola, M. A case study of how user interface sketches, scenarios and computer prototypes structure stakeholder meetings. In Proc. British HCI 2007, British Computer Society (2007), 177-184.
REFERENCES
1. Arvola, M. Shades of Use: The Dynamics of Interaction Design for Sociable Use. Doctoral Thesis. Linköping Studies in Science and Technology Dissertation No. 900, Linköping University, 2005.
16.Jones, J. C. Design Methods. 2nd. Van Norstrand Reinhold, 1992.
2. Arvola, M. A use-qualities approach: Judgements in interactive media design. In Proc. The Virtual 2006, M3 Research Platform, Södertörn University (2007), 102118.
17.Kuutti, K. Activity theory as a potential framework for human-computer interaction research. In Context and Consciousness: Activity theory and Human-Computer Interaction, B. A. Nardi, Ed. The MIT Press, 1995, 1744.
3. Avison, D. E., Lau, F., Myers, M. D., and Nielsen, P. A. Action research. Commun. ACM 42, 1 (1999), 94-97.
18.Kuutti, K. Re-mediation – A Potentially Useful New Concept for Design Research. In Proc. IASDR 2009, Korean Society of Design Science (2009).
4. Bødker, S. A human activity approach to user interfaces. Hum.-Comput. Interact. 4, 3 (1989), 171-195. 5. Bødker, S. Applying activity theory to video analysis: How to make sense of video data in human-computer interaction. In Context and Consciousness: Activity theory and Human-Computer Interaction, B. A. Nardi, Ed. The MIT Press, 1995, 147-174.
19.Löwgren, J. and Stolterman, E. Thoughtful Interaction Design: a Design Perspective on Information Technology. The MIT Press, 2007. 20.MacLean, A., Young, R. M., and Moran, T. P. Design rationale: the argument behind the artifact. In Proc. CHI 1989, ACM Press (1989), 247-252.
6. Carroll, J. M. and Rosson, M. Getting around the taskartifact cycle: how to make claims and design by scenario. ACM Trans. Inf. Syst. 10, 2 (1992), 181-212.
21.Paulsson, G. and Paulsson, N. Tingens bruk och prägel. Kooperativa förbundets förlag, 1956.
7. Cockton, G. 2006. Designing worth is worth designing. In Proc. NordiCHI 2006, The ACM Press (2006), 165174.
22.Vygotsky, L. S. Mind in Society. Harvard University Press, 1978.
8. Dahlbom, B. and Mathiassen, L. Computers in Context: the Philosophy and Practice of Systems Design. Blackwell Publishers, Inc., 1993.
23.Whiteside, J., Bennet, J. and Holtzbatt, K. Usability Engineering: Our Experience and Evolution. In Handbook of Human Computer Interaction, M. Helander, Ed. Elsevier Science Publishers, 1988, 791817.
9. Graneheim, U. H., and Lundman, B. Qualitative content analysis in nursing research: concepts procedures and measures to achieve trustworthiness. Nurse Education Today, 24, 2 (2004), 105-112.
24.Whyte, W. F. Participatory Action Research. Sage Publications, Inc., 1991.
10.Ehn, P. and Löwgren, J. Designing for quality-in-use: Human-computer interaction meets information systems development. In Handbook of Human-Computer
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Virtual Fashion and Avatar Design: A Survey of Consumers and Designers Jeffrey Bardzell Indiana University 919 E Tenth Street Bloomington, IN 47405 jbardzel@indiana.edu
Tyler Pace Indiana University 919 E Tenth Street Bloomington, IN 47405 tympace@indiana.edu
ABSTRACT
Jennifer Terrell Indiana University 919 E Tenth Street Bloomington, IN 47405 jennterr@indiana.edu
even bodies and skins in a wide range of styles, from gothic lolita to haute couture. Fashion creators are supported by a network of recognized fashion studios, runway shows, professional models and modeling agencies, a multimedia education/training network (via blogs and YouTube), and an extensive fashion press, including virtual fashion magazines, such as Second Style.
As virtual worlds evolve, so does the visual language of avatars inside them. In Second Life, an emergent virtual fashion industry supports amateur fashion/avatar design. This fashion industry includes both emergent (i.e., usercreated) social institutions as well as a network of technologies, including Second Life’s virtual environment itself, which support a sophisticated fusion of technical and cultural practices. This paper presents the results of a survey, offering an empirical overview of virtual fashionistas’ shopping and content creation behaviors in Second Life. The results suggest relationships between technology and culture, giving rise to concrete forms of sociality, style, embodiment and gender in the virtual world. The paper concludes with a discussion of the role of usability (both in fashion creation and consumption) in driving the desirability of fashion products, bodies, and even gender performances in virtual environments.
In research circles, fashion has a mixed reputation. Alternately celebrated and reviled, it is often dismissed as superficial and unimportant [3]. Yet the role of fashion in the construction of modern identity and gender/sexuality [1, 7, 8], as well as its roles in consumer culture and global commerce [9], has brought increased scholarly attention to fashion, especially within the field of cultural studies [4, 5, 6]. Fashion has now entered virtual worlds, and virtual fashion has not received the attention it probably deserves as a hotspot for identity, amateur multimedia, and the social construction of cultural values in virtual worlds. Consequently, a better understanding of virtual fashion has implications both for the design of virtual worlds and also for businesses seeking to operate in virtual worlds. Indeed, in IBM’s 2007 “Virtual World Guidelines” the company spells out a code of ethics and behavior it expects of its employees, including the following statement about fashion: “Make the right impression. Your avatar’s appearance should be reasonable and fitting for the activities in which you engage (especially if conducting IBM business)”. Though IBM is hardly offering a robust theory of professional fashion, it clearly considers appropriate fashion to be part of virtual world-based professionalism.
Author Keywords
Virtual fashion, Second Life, user study, user-generated content ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
The ability to customize the appearance of one’s avatar has become increasingly available in video games over the last decade. In Second Life, a virtual world filled almost entirely with user-generated content and a set of accessible authoring tools to create it, avatar customization has progressed from a specialized hobby in the early days of the world (2004-5) to become a full-blown, for-profit, design industry in its own right, by early 2007. Today, fashion consumers can buy clothes, accessories, hairstyles, and
IBM’s paper raises the question about the relationships between virtual and physical world fashion, a distinction that hinges on the criterion of “appropriateness.” But virtual fashion raises a number of fashion-identity possibilities that lack present physical reality analogues. In Second Life, for example, gender is an editable check-box, and online gender bending is quite common. Likewise, other stable physical life personal identity features, such as race and species, are quite malleable in Second Life. These features are mediated by SL’s avatar design interfaces, import/export utilities, scripting language, and so forth. Whether or not gender/species choices are appropriate for IBM employees, it is clear that fashion in Second Life includes much more than
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland Copyright 2010 ACM 978-1-60558-934-3/10/10…$10.00
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the arrangement of virtual clothing items on the avatar; it includes the complete multimedia design of the avatar.
cally from that surveyed in other virtual worlds; for example, ([10, 11] report approximately 20% female users in game/action oriented virtual worlds), suggesting that virtual fashion research may be a fertile domain for researching women’s creativity and expertise in virtual worlds.
Understanding virtual fashion not simply as “mere fashion” but also as a multimedia design problem clarifies both its significance for the future of virtual world design and use and it also reveals the material mechanisms by which virtual fashion is embodied in practice: seams, textile weaving, and draping are replaced by 3D models and animation, bitmaps, ray tracing, and digital compositing, while scissors, sewing machines, and mannequins are replaced with Photoshop, Maya, Poser, and scripting. Yet this new embodiment and its new toolset are made meaningful by the practices of cultural production that they enable—personal style, identity performance, and amateur virtual fashion design, among others—within and by means of virtual worlds and their toolsets.
RESULTS
We asked respondents to answer questions about their fashion behaviors as they apply to what they consider to be their primary avatar (recognizing that users may have multiple avatars and that their respective fashion behaviors may vary). Our survey focused on two types of fashion-related behavior in fashion in Second Life: shopping behaviors and virtual fashion design behaviors. Shopping
Shopping in Second Life is a regular activity for most of our survey respondents. Most respondents (80%) spend more than an hour shopping every week. However, shopping is a surprisingly solitary activity; 70% of shoppers shop alone and no respondents reported shopping with more than two companions, a topic to which we return in the Discussion.
RESEARCH OBJECTIVES AND DESIGN
Virtual world fashionistas—including both fashion consumers and designers—are recognized in our research as experts of their domain. Because fashion has evolved in Second Life over a number of years to increasingly complex and robust institutional and practical forms, the HCI community has much to learn from them. We designed this survey as an early step in that process, a tool to help us understand empirically what is going on in virtual fashion and also to help us clarify what we should be asking in future research. This paper offers an empirical account of virtual fashion by reporting the results of a survey of virtual fashionistas, and, by combining these results with other work empirical and critical work the authors have done on this topic [2], we also pose new research questions to guide future research in this area.
The most popular items to purchase in Second Life are multi-item outfits, hair, shoes, separates and skin, all items that are easy to apply to one’s avatar and have a significant impact on personal appearance. Shoppers in Second Life claim to have the hardest time finding hair, shoes, skin, and animations/poses. Over half (60%) of our survey takers regularly purchase from specific designers. Most shoppers (55%) spend less than $4 USD on a single transaction, but 23% of our shoppers have spent as much as $10 USD on one transaction. Most self-identified shoppers (55%) spend approximately $250 Linden dollars (~$1 USD) on fashion per week. However, 79% of self-identified non-shoppers have never spent more than $500 linden dollars (~$2 USD) on a single purchase. It is the active shoppers, those shopping more than three hours per week, who spend the most money on a single transaction.
The survey was distributed in 2008-2009 across several Second Life websites and listservs including several fashion-related blogs, the Second Life Researchers distribution list and Second Life Educators lists. In total, 194 individuals initiated the survey while 143 completed the survey for a completion rate of 74%. Survey respondents were primarily female (74%) over the age of 25 (94%) making over $40k USD per year (56%). Respondents typically spend over six hours a week in Second Life (66% > 6 hours). Additionally, respondents generally use more than one avatar (68%) and their avatar genders are predominantly female (80%). Finally, 55% of our respondents have a Second Life income of greater than $300 Linden dollars per week thereby indicating some sort of in-world income beyond that of the standard Second Life avatar weekly monetary allowance.
Our early data on shopping practices in Second Life suggest that microtransactions are central to the virtual fashion market. Fashion-related microtransactions in Second Life reveal a shopper preference for frequent, cheap purchases ($1-4 USD) of items that require the least technical skill to produce and use (multi-item outfits, separates). Similarly, our survey data suggests that items with a higher degree of difficulty to create or use are less desirable purchases. Creation
Nearly half (44%) of our survey respondents have created virtual fashion items. Of those that design fashion, most of them create less than two items per month (53%). The majority of creators (61%) use Photoshop and the Second Life editor to create fashion items. Most creators (75%) sell less than five items each month. Fifteen percent of creators sell more than 25 pieces per month. Most of the creators (71%) make less than $10 USD per month. However, a small por-
Demographic information on virtual world users is quite sparse and the most reliable demographic data comes from more game/action oriented (i.e, MMORPG) environments rather than social/chat oriented environments like Second Life. The age of our respondents (median > 25 years) is consistent with that of other surveyed virtual worlds [10]. However, the gender of our respondents differs dramati-
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tion of our creators, 5%, claim to make over $5,000 USD per month. Our preliminary data suggests that the microtransaction fashion economy in Second Life embodies the so-called “long tail” economic model wherein there are many creators producing almost no income, but that there exist a handful of creators that collect a high amount of revenue.
more likely to use more technical and expensive authoring software such as LSL (Linden Scripting Language), Maya, and Poser, while women are more likely to use accessible, lower-end software like Paint Shop Pro. DISCUSSION
The results of our survey yield several broader themes which warrant discussion and further research. These themes focus on sociality, style, embodiment and gender.
Our survey reveals several broader trends regarding fashion item creators in Second Life. Creators are younger than non-creators [X2(5, N=139) = 13.84, p<.02] and they spend more time in Second Life [X2(3, N=140) = 16.17, p<.01]. Creators have more avatars than non-creators [X2(4, N=141) = 14.2, p<.01] and they also have more Second Life income [X2(4, N=141) = 13.74, p<.01].
Creating and shopping is foregrounded in Second Life’s promotional materials, including both the text/navigation system and teaser video on the Second Life “What is?” page [http://secondlife.com/whatis/]. Within the physical world, shopping tends to be a social activity, where friends gather together to spend time together and offer assistance and opinions in purchasing decisions. One of the criticisms of 2D Web-based e-commerce is that it is an individual experience (e.g., a thousand people might be looking at the same book on Amazon, but they cannot see each other, an effect only partly mitigated by Amazon’s customer review system). It would be expected, then, that shopping in Second Life would also be a social activity. However, our results show that very few people shop with others. The majority of shoppers in Second Life shop alone, and those who create fashion items always shop alone.
Overall, creators and non-creators are similar in shopping behavior, but there are a few notable differences, which both reflect the practical needs of creators as well as their efforts to create social capital. Key among these is the fact that creators (63%) are more likely to spend their income on animations and poses than non-creators (37%). Animations and poses involve more technical savvy to use than most other fashion items in Second Life; simultaneously, creators also need to market their wares, and having fresh poses for fashion shoots is more of a practical professional need than a luxury for these users. That said, in the world of fashion, where subtle distinctions separate fashion sophisticates from the masses, the use of custom animations and poses is one area where users can distinguish themselves. Creators are also slightly more likely (p<.10) to be loyal to certain creators (designers) when shopping [X2(1, N=141) = 3.6, p<.06]. These results suggest that creators participate in a social network as creators rather than consumers, that they buy product in units of scale that are different from those of mere consumers, and in both of these ways they reinforce a social distinction between creator and consumer.
Unfortunately, our survey offers no evidence for why this might be, but this trend raises significant questions that will be the subject of future work. Why is shopping in Second Life solitary when it’s one of the primary activities in an environment that goes to such great length to advertise and promote its sociality? Is shopping a solitary activity for creators of fashion items because it is part of the labor process for designing in Second Life? Does Second Life’s UI in some way discourage social shopping? The second theme that emerged from our survey results is style. Respondents indicated that Second Life residents are actively aware of the style they cultivate for their avatars. A particularly interesting finding is that fashion item creators are significantly more likely to dress outside of the social norm for certain social activities. For example, a fashion item creator is more likely to wear a ball gown to the beach. Non-creators indicated a sensitivity to dressing properly for social occasions that was not true for designers. It is doubtful that designers are less sensitive to social style expectations because of a lack of awareness of social norms; after all, designers typically have a heightened sensitivity to such concerns. Rather, it is perhaps more likely that fashion designers dress to show off their own fashions and/or their avatar/brand, and in doing so they are more likely to disregard norms. Further investigation is necessary to determine the extent to which this is true. If this is a reason creators are less sensitive to social norms, in what ways does this speak to the creation of a fashion brand and designer identity? Does it suggest that Second Life is experienced in a more immersive way for non-creators and in a more instrument (tool-like) way for creators?
In terms of style, we found early trends which demonstrate that creators spend more time playing with their avatar and identity. Creators change outfits more frequently [r = .16, N = 141, p < .06] and they spend more time styling their avatar [X2(3, N=141) = 9.05, p<.03]. However, creators and non-creators alike very rarely change the body or skin of their avatars, an important finding to which we will return in the Discussion. Creators are less sensitive to their social surroundings, meaning they are more likely to dress inappropriately, such as wearing a ball gown on the beach [X2(3, N=140) = 12.66, p<.02]. In open ended comments, creators were less likely to wish professional items were more available – a concern voiced quite strongly by noncreators. Finally, it is important to note that despite the majority of our survey respondents identifying as female in both the virtual and physical worlds, gender does not contribute to whether or not someone is a creator [X2(2, N=140) = .11, p>.90]. However, based on an open-ended question inquiring about design tools and processes, male creators are
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One aspect of identity that seems to be surprisingly static in Second Life fashion is body and skin type. As mentioned previously, Second Life’s UI makes switching body and skin as simple as changing clothes. Our results show that people change gender, race, and species very rarely. These results suggest that Second Life residents do not consider body types and skin as changeable in the same way they consider clothes and accessories to be changeable. Further work can explore what this means for embodiment in a virtual world like Second Life. Certainly it seems reasonable to hypothesize that users carry physical world mental models of the immutability of gender, race, and species into virtual worlds, even when doing so is unnecessary from a technical or in-world immersive standpoint.
The survey also points to several issues of relevance for technologists. Key among them was that usable fashion resources (i.e., fashion items and fashion technologies) were used much more than less usable resources. Again, as noted earlier, high-impact, easy to wear multi-item outfits were the clear favorite category among fashion consumers, while harder to apply personal animations were far less in demand and more likely to be used by the more elite content creators. The apparent preference for usable fashion suggests that virtual fashion consumers are guided by a desire to make the largest stylistic impact with the least technological effort. Moreover, we see evidence that the style:usability ratio is stronger than the style:price ratio: we know, for example, that multi-item outfits tend to be more expensive than other fashion options, including buying separates. The data also suggest, though they certainly fall short of demonstrating, that usability might influence gender preferences. That is, because it is so much easier to be a stylish female avatar than it is to be a stylish male avatar, some might choose to be female simply because it is easier to look good. Further research is needed to better understand relationships between UI features and fashion behaviors.
Finally, issues of gender identity emerge from our data. According to our survey, a significant portion (74%) of Second Life residents are female in the physical world. Yet nearly all of our survey respondents (98%) identify their avatar’s gender as female, regardless of the respondent’s physical world gender. Fashion items for females are significantly more available for purchase in Second Life: popular fashion site XStreetSL.com in July 2010 listed roughly 330,000 items of women’s clothing to 61,000 of men’s (exclusive of hair, shoes, and jewelry). As such, the availability of female gendered fashion and the proliferation of female avatars create a mutually reinforcing trend for the market to favor female avatar fashion, shaping the options a Second Life resident has for constructing and expressing gender identity. Further, because residents choose gender via a radio button within their Second Life settings, one can only be either male or female – there are no options in between or otherwise. Therefore, most gender performance must be expressed through fashion items and style.
REFERENCES 1. Arnold, R. Fashion, Desire, and Anxiety: Image and Morality in the 20th Century. I.B. Tauris & Co, New York, New York, 2001. 2. Bardzell, J., Pace, T., Brunetti, L., Huang, Q., Perry, N., Gim, H. (2009). Emerging standards in virtual fashion: An analysis of critical strategies used in Second Life fashion blogs," Proc. HICSS-42, IEEE Computer Society, 1-10. 3. Barnard, M. Fashion as Communication. Second Edition. Routledge, New York, New York, 2007.
Issues of gender identity as expressed through fashion raise questions that warrant further investigation. Why are men more likely to have female avatars than women are to have male avatars? What are the motivations and limitations of gender bending in Second Life? Our survey indicated that actual world men are more likely to read Second Life fashion magazines while women are more likely to leverage their physical world fashion knowledge in Second Life. Is this because men turn to Second Life magazines and blogs for assistance in gender bending? To what extent do fashion trends in both consumption and design in Second Life truly lend to gender bending?
4. Barnard, M., ed. Fashion Theory: A Reader. Routledge, New York, New York, 2007. 5. Bruzzi, S. and Gibson, P.C., eds. Fashion Cultures: Theories, Explorations, and Analysis. Routledge, New York, New York, 2006. 6. Crane, D. Fashion and its Social Agendas: Class, Gender, and Identity in Clothing. Chicago University Press, Chicago, Illinois, 2000. 7. Davis, F. Fashion, Culture, and Identity. University of Chicago Press, Chicago, Illinois, 1992. 8. Entwistle, J. The Fashioned Body: Fashion, Dress, and Modern Social Theory. Polity Press, Malden, Massachussetts, 2000.
CONCLUSION
9. Jackson, T., and Shaw, D. The Fashion Handbook. Routledge, New York, New York, 2006.
The work presented in this paper highlights early findings as a result of a 2008-2009 survey of Second Life users in regards to their virtual fashion consumption and creation practices. Our survey data highlights the prominence of microtransactions in the virtual fashion industry. We found empirical evidence showing differentiation between fashion creators and non-creators. Additionally, our survey suggests at least a partial transference of physical world models of fashion and embodiment into virtual worlds.
10. Williams, D., Consalvo, M., Caplan, S., and Yee, N. Looking for Gender: Gender Roles and Behaviors Among Online Gamers. Journal of Communication, 59 (2009), 700-725. 11. Williams, D., Yee, N., and Caplan, S. Who Plays, How Much, and Why? A Behavioral Player Census of a Virtual World. Journal of Computer-Mediated Communication, 13 (2008), 993-1018.
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Space-Multiplexed Input on Mouse-Extended Notebooks Florian Block and Hans Gellersen Lancaster University InfoLab21, South Drive, Lancaster UK {block, hwg}@comp.lancs.ac.uk ABSTRACT
To perform both tasks, the user can then acquire different physical handles, instead of switching between virtual handles using the mouse.
Space-multiplexed input allows the distribution of tasks across spatially separated input devices. In this paper, we present an empirical study that evaluates the practical applicability of space-multiplexed input to mouse-extended notebooks - a common configuration which integrates both a touchpad and an external mouse. Our study shows that (1) two-handed input can instantly be performed by subjects without significant loss in performance; (2) one-handed operation of space-multiplexed interfaces performs worse than time-multiplexed input; and (3) the touchpad can be faster to acquire than virtual handles of standard size.
A large body of research (such as [1, 2]) has identified several advantages of space-multiplexed input over timemultiplexed input. First, space-multiplexed input enables two-handed interaction. It has been shown that two-handed interaction can increase the performance of user input compared to a single input device [1, 4], as well as enable users to transfer their sophisticated bimanual skills to working with computer systems [1, 2, 3, 4]. Secondly, it is suggested that even in one-handed operation, spacemultiplexed input can be superior to time-multiplexed input, since switching one hand between physical handles is easier and faster than switching virtual handles with the one hand remaining stationary [2]. However, despite these advantages, space-multiplexed input is still not commonly established.
Author Keywords
Notebook, Touchpad, Space-Multiplexed Input, TwoHanded Interaction. ACM Classification Keywords
H5.2. User interfaces: Input devices and strategies; Graphical user interfaces.
In this paper, we contribute an empirical evaluation that assesses the applicability of time-multiplexed and spacemultiplexed input techniques to a wide-spread computing platform: mouse-extended notebooks. This configuration provides both mouse and integrated-touchpad, hence, supports space-multiplexed input “out-of-the-box”. We show that when using both hands in a navigation and selection task, space-multiplexed input can instantly perform as fast as traditional time-multiplexed input. Furthermore, based on our data we find one-handed operation of space-multiplex input unsuited for our configuration due to physical strain.
INTRODUCTION
We perform many of our computer interactions in a timemultiplexed fashion: a single physical device, such as a mouse, is used to interact with multiple virtual controls, such as toolbars, scrollbars or images. Since the physical device can only be assigned to one virtual control at a time, we have to sequentially attach and detach the input device to the different digital controls we want to interact with. For instance, we can use the mouse first to acquire a scroll bar to navigate a document, and in the next instance click on the volume control and manipulate the slider controlling the systems sound output. In contrast, space-multiplexed input distributes access to different virtual controls across different physical controls. In our example, one physical slider could be permanently associated with scrolling, while another servers as dedicated input for the system’s volume.
EMPIRICAL EVALUATION
The basis for our evaluation are two continuous input tasks that are often entwined: navigating large virtual contexts that exceed the boundaries of the screen (for instance, scrolling across a magnified image in photo editing) and manipulating data within the context (such as painting on the image). This type of interaction is well suited for our purposes since it is not only relatively common (e.g. map navigation, image editing, games) but also naturally consists of two separate continuous input tasks that can be either executed using mouse only (time-multiplexed) or alternatively being distributed across two separate input devices (space-multiplexed). In addition, when spacemultiplexed, both tasks can either be performed with one
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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Figure 2: Study conditions. Please see text for details. Figure 1: Study task. In each trial a target appears on the navigator (a), the user has to navigate to the target, revealing a circular target on the zoomed view (b) and then click the target on the zoomed view (c).
to drag the red rectangle across the navigator as shown in Figure 2 (left).
hand (switching between input devices) or with two hands (assigning one hand to each input devices). The study involved 15 participants from a local university (9 male, 6 female). Participants where acquired via a local mailing list on a voluntary basis. Task
The underlying task is based on photo editing, involving navigation and image manipulation. Navigation is performed using a navigator. Navigator widgets (such as the one provided by Photoshop) are controls that show a thumbnail of the loaded image and a rectangular indicator that represents the portion of the image that is currently visible in the main window. The actual task consisted of a repeated execution of navigation using the navigator and manipulation on the zoomed picture using the mouse. First, a target is shown on the navigator widget (cf. Fig. 1a). Then the user has to navigate to that portion of the screen using the navigator, revealing the actual target within the zoomed view (cf. Fig. 1b). To finish each trial, the user has to click on the target on the main view (cf. Fig. 1c) which shows the next target on the navigator. This procedure is repeated 60 times. It was made sure that targets would never appear along the border of the image, since navigation to these have higher higher W within Fitts’ Law (overshooting was prevented) and are thus easier to navigate to than areas more central in the image. Furthermore, new targets do always appear outside the currently zoomed area, so that for all trials navigation was necessary before the target could be selected. The trial sequences were pseudo-randomized across all conditions and subjects, and balanced to require the navigation across the same distance of for each trial and subject.
Space-Multiplexed 1H: Just like Time-Multiplexed, target acquisition is performed using the mouse, however, navigation is performed using the built-in touchpad. For this purpose, the touchpad is detached from the mouse pointer and finger movement on the surface is directly mapped to moving the current view in the navigator (red rectangle). In contrast to the mouse, no actual dragging has to be performed using the touchpads button. The touchpad is mapped in such a way that touching the touchpad starts dragging, moving the finger moves the viewport rectangle and releasing the finger drops the rectangle at its current location. In this condition, participants were asked to only use their dominant hand, which had to switch between touchpad for navigation and mouse for clicking the targets, thus, enforcing one-handed operation (1H, cf. Fig. 2, center). Space-Multiplexed 2H: Same than the previous condition (target selection with mouse, navigation with touchpad), only that users were asked to now use their non-dominant hand for navigating with the touchpad and their dominant hand to select targets with the mouse, thus, enforcing twohanded interaction (2H, cf. Fig. 2, right). It is important to note that independent from the input condition, the described tasks itself dictates a timemultiplexed execution of activities (because users first have to navigate before they are able to click on the target). However, once the target is coming into view, there is also a phase in which navigation and target acquisition can occur simultaneously. The dependent variables were task execution time. Furthermore, all mouse and touchpad activity was recorded, and normalized across all users, allowing us to analyze the activity based on twenty consecutive segments of the average trial. Procedure
Design
The study uses a repeated measure factorial design with one factor Input Technique (Time-Multiplexed, SpaceMultiplexed 1H, Space-Multiplexed 2H). The three levels of Input Technique are defined as follows (cf. Fig. 2): Time-Multiplexed: Both navigation and manipulation are performed with the mouse. In order to navigate, the user has
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After an initial questionnaire, all subjects had to go through the described three conditions (Time-Multiplexed, SpaceMultiplexed 1H, Space-Multiplexed 2H). For each subject the sequence of targets were different in between conditions to prevent learning effects. Additionally, the overall distance between targets was balanced across all three conditions. The order in which the three conditions were
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On average, it is faster to acquire the navigation via the touchpad (527 ms for Space MP1H) than with the mouse (844 ms for Time MP).
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Navigation was on average performed faster with the mouse than with the touchpad, even when performed with the dominant hand (Time MP: 931ms, Space MP1H: 1193ms, Space MP2H: ~1600ms).
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Despite the fact that acquiring the touchpad is initially faster than acquiring the navigator via the mouse, the necessity to move the hand back to the mouse after navigation introduces additional time for Space MP1H (515ms).
Condition
Figure 3: Trial execution broken down to its elemental parts (values for Space MP2H, as well as the visual seek time are estimates derived from analyzing parallel usage of mouse and touchpad).
executed, as well as the assignment of different target sequences to conditions was balanced across all subjects using Latin Square. After completing the experiment, participants were asked to fill out a questionnaire (subjective rating) and in an open interview were given the opportunity to freely comment on the three conditions.
Note that the partial times for Space MP2H can only be estimated since and overlap of activities occurs. Figure 4 shows the normalized activity for both mouse and touchpad across all subjects (each data-point represents the percentage of mouse / touchpad activity that was recorded in each fraction of a trial across all subjects). Two observations can be made:
Results
Effects of Input Technique. There was a significant main effect of Input Technique (F2,28 = 7.22, p < 0.01). Post-hoc tests showed that Space-Multiplexed 1H (mean 3.41 sec / trial, s.d. 0.37 sec) performed significantly slower than both Time-Multiplexed (3.02 sec, s.d. 0.44 sec) and SpaceMultiplexed 2H (2.98 sec, s.d. 0.53) (p < 0.01 for both tests, all post-hoc test were adjusted using Bonferroni). However, there was no significant difference between TimeMultiplexed and Space-Multiplexed 2H (p = 1.00).
Visual seek time: navigation to a new target only starts after 2/20th of a trial (~300ms), which represents the approximate time it takes for a participant to visually seek the new target on the navigator. This time was taken as baseline for all conditions (cf. Figure 3) and subtracted from the recorded values for Navigation Acquisition.
Mouse / Touchpad Activity. To get more insight into the performance of the different techniques we analyzed the recorded mouse and touchpad data. Based on this data, we could isolate the following elemental parts of a trial:
Transition from navigation to target acquisition: navigation and mouse interaction intersect within the 13th segment of the trial. We interpreted this intersection as the point in time from which target acquisition becomes the dominant activity. Our estimates in Figure 3 are based on this intersection (13/20 * average completion time = 1637ms, 7/20 * average completion time = 1043). From approximately the 10th segment, increased mouse activity can already be measured. This indicates that the target has either already entered the main view at this point or can at least be anticipated by the subject. In general, an overlap of navigation and target acquisition can be observed between the 10th and approximately the 15th segment of the trial. However, independently from where one sets the transition between navigation and target acquisition, it can be observed that navigating with the non-dominant via the touchpad takes on average nearly twice as long as with the mouse and the dominant hand.
1) Visual Seek Time (on navigator): time it takes to detect the new target in the navigator; same for all conditions. 2) Navigation Acquisition: for Time-Multiplexed this is the time used to grab the navigation rectangle on the navigator with the mouse; for Space-Multiplexed 1H, the time used to switch hands from mouse (used to click target in previous trial) to touchpad (used for navigating to new target); for Space-Multiplexed 2H this time is always zero, since both hands already rest on their respective task and thus no switching is necessary. 3) Navigation Time: time used to navigate to the target (applies to all condition with their respective input device / hand). 4) Mouse Acquisition: for Space-Multiplexed 1H this is the time to move the hand from the touchpad (used to navigate to the target); for Time-Multiplexed and Space-Multiplexed 2H, this time is zero since in both conditions the respective hand already rests on the mouse.
Qualitative Feedback. Friedman ANOVAs on the survey data showed a significant difference for all items Efficiency (χ2(2) = 12.54, p < 0.01), Comfort (χ2(2) = 10.72, p < .01) and Overall Rating (χ2(2) = 8.48, p = .01). The results are illustrated in Fig 5. Wilcoxon post-hoc tests showed that
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Figure 5: Subjective feedback of efficiency, comfort and overall rating.
Space-Multiplexed 1H were rated significantly worse than both Time-Mutliplexed and Space-Multiplexed 2H for all items (p < 0.05 for all tests). However, in neither of the items there was a significant difference between TimeMultiplexed and Space-Multiplexed 2H (p > 0.08 for all tests). These results were also reflected by several comments in the open interview. On the one hand, twohanded interaction (Space MP2H) was considered beneficial by 9 participants, however, 5 participants also mentioned that navigating with the non-dominant hand was challenging. On the other hand, one-handed interaction with the mouse was also positively rated by 7 participants (“easy”, “would work similarly well”). This highlights the fact that time-multiplexed input is well established and easy to perform. The strongest feedback received the one-handed operation of space-multiplexed input, which was considered uncomfortable and slow by most of the participants (12).
(3) The touchpad can be faster to acquire than virtual handles of standard size. Subjects acquired the navigation via the touchpad faster than acquiring the navigator using the mouse. However, due to the frequent necessity to move the hand back to the mouse in our task, this performance gain was lost. In other tasks, particularly tasks where the fast acquisition of a touchpad-controlled function is timecritical, moving the dominant hand from mouse to the touchpad input might be a feasible interaction (e.g. for emergency functions).
DISCUSSION
In this paper, we present a first evaluation of spacemultiplexed input on mouse-extended notebook computers. Our most important findings are: (1) Two-handed operation of space-multiplexed input performs instantly as fast as time-multiplexed input with the mouse. Despite being challenged by performing twohanded input, subjects could instantly match the performance of the well established time-multiplexed input with a single mouse (this concurs with [4]). With more training, two-handed, space-multiplexed input might even yield significant performance gains compared to timemultiplexed input. This has to be subject of longitudinal evaluation. (2) One-handed operation of space-multiplexed input performs worse than time-multiplexed input. While onehanded and two-handed operation was not explicitly compared in earlier experiments [2], we can conclude that in our context, space-multiplexed input, per se, does not perform better than time-multiplexed input. In our experiment, one-handed operation of space-multiplexed notebook input leads to a significantly worse performance, and introduces physical strain. In contrast, single-handed time-multiplexed input is more convenient, in that it allows users to rest their hand on one input device at all times.
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These findings are specific to the described task. We also enforced a scenario, in which the user cannot instantly spot the target on the navigator’s thumbnail (such as when searching for impurities on a photograph). Consequently, we did not allow users to simply click the navigator (but enforced drag-and-drop). However, in some workflows the user might be able to directly identify and click target areas on the navigator, which might make time-multiplexed input faster than two-handed space-multiplexed input. CONCLUSION
Notebooks are replacing traditional desktop computers and are commonly used with external mouse. We have contributed a first evaluation of space-multiplexed input notebooks based on touchpad and mouse. Our results show that two-handed operation of space-multiplexed input on notebooks can instantly match established forms of input. Generally, we think that mouse-extended notebooks are an exciting platform for developing novel and innovative input techniques that can be used by millions of existing users. REFERENCES
1. Buxton, W., Myers, B. A Study in Two-Handed Input. In Proc. CHI’86, 321-326. 2. Fitzmaurice, G. W., Buxton, W. An empirical evaluation of graspable user interfaces: towards specialized, spacemultiplexed input. In Proc. CHI'97, pp 43 - 50. 3. Guiard, Y. (1987). Asymmetric division of labour in human skilled bimanual action: The kinematic chain as a model. In Journal of Motor Behaviour, 19, 486-517. 4. Kabbash, P., Buxton, W. and Sellen, A. Two-handed input in a compound task. In Proc.CHI'94, pp. 417 423.
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The Impact of Cognitive Load on the Perception of Time Florian Block and Hans Gellersen Lancaster University InfoLab21, South Drive, Lancaster UK {block, hwg}@comp.lancs.ac.uk ABSTRACT
three different ways of invoking commands via the keyboard and the mouse. There was strong evidence that one keyboard technique caused significantly higher cognitive load than the other techniques, and participants took 25% longer to complete the given task using that technique. However, subjective feedback shows that subject rated the performance of that technique not significantly different than the other two techniques, indicating that participants did in fact not perceive the additional time.
In cognitive psychology it is well known that cognitive load can have a significant impact on time perception. In this paper, we present an observation made during an empirical evaluation of several input techniques, showing that the cognitive load occurring during user input can significantly reduce perceived time. We provide a discussion of our findings, proposing that existing work in cognitive psychology, such as the Cognitive-Timer Model is applicable to HCI; and that this understanding can provide valuable information for predicting and actively modeling perceived input performance when designing user interfaces.
Based on our findings and existing work in cognitive psychology we provide a discussion of how the impact of cognitive load on the perception of time can contribute to the field of designing human computer interfaces. Existing work, such as the Cognitive Timer Model [4], would predict the observation made in our experiment. However, experiments so far have mostly concentrated on cognitive load introduced by stimuli that are passively consumed by the user, such as images, animations or progress bars. Our experimental results suggest that the Cognitive Timer Model as well as results of related studies might also be applicable to cognitive load occurring while the user actively performs input. We propose that this understanding could be beneficially used in the design of input techniques, for instance to predict and actively model perceived performance of user interaction.
Author Keywords
Cognitive Load, Perception of Time, User Interface Design. ACM Classification Keywords
H.5.2 User Interfaces. INTRODUCTION
In cognitive psychology, the impact of cognitive load on the perception if time is well understood: higher cognitive load is generally causes a less accurate perception of time [3, 7]. Specifically, it has been found that an increase of cognitive load leads to a decrease in perceived time [3]. In the area of HCI and user interface design, cognitive load has not been commonly associated with the perception of time. There is, however, understanding of how the perception of time can be beneficially manipulated, for instance, to make interfaces more enjoyable, support flow, build systems that are perceived as faster and to make users feel more productive [5, 8].
EMPIRICAL EVALUATION
The following sections will describe an empirical evaluation that was originally designed to assess quantitative and qualitative aspects of hardware-augmented keyboards for command invocation in the context of graphical user interfaces (conventionally called hotkeys), compared to selecting graphical controls via the mouse. However, this paper will concentrate on a set of peripheral results that were accidentally captured by the experiment.
In this paper, we contribute an observation made during and empirical evaluation of different input techniques, showing that cognitive load can significantly alter time perception when performing user input. In our study we compared
Two different hardware-augmented keyboards were tested: (1) a display-capable keyboard, able to directly show graphical hotkeys on the surface of its keys (similar to [1]) and (2) a touch-sensing keyboard, able to sense the finger's touch on a key before it is pressed (cf. [2]). We implemented three different techniques for invoking application commands via mouse and the hardwareaugmented keyboards:
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
• GUI: Graphical controls on a toolbar are clicked using the mouse (cf. Fig. 1a).
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• Display Keyboard: on a display-capable keyboard, the graphical toolbar is moved onto a row of keys on the keyboard (cf. Fig. 1b). • Touch Keyboard: on the touch-sensing keyboard, the graphical toolbar remains on the primary screen, but elements are selected via the keyboard. In order to aid the navigation of commands via the keyboard, keys that are touched cause their associated element in the toolbar to be highlighted as illustrated in Fig. 1c. Consequently, the row of keys acts like a touch-sensitive, indirect pointing device. Like with the display-keyboard, commands are then invoked by pressing the currently touched key.
Figure 1: Command invocation by mouse (a), and two hardware-supported keyboards: using display capable keys (b) and touch-sensing (c).
Additionally, we also tested two techniques that were based on a conventional keyboard (without any hardware extension) and which served as a control condition. However, these two conditions had no significant influence on the results presented in this paper and will not be further discussed. Task Design
The task was motivated by applications such as image editors, CAD or games, which combine frequent command invocation (e.g. switching tools) with mouse interaction on the screen (e.g. drawing, manipulating objects, etc.). Each task consisted out of 60 trials. Figure 2 shows a schematic view of one trial: (1) the user is shown a visual prompt, depicting a command icon. The user then (2) has to trigger the appropriate command, e.g. by clicking on the toolbar or hitting the appropriate hotkey. Triggering the correct command causes the prompt to disappear and subsequently, (3) a target spawns at a random position on the screen. The user then has to click the target with the mouse, starting the next trial (repeat). For each trial, a set of 10 different commands was used, represented by unique icons. For all keyboard conditions, the number row 1 - 0 was populated with the respective commands. The set of icons/commands as well as the order of the targets were pseudo-randomized across all subjects and conditions. Study Design
We used a 5x2 repeated measurement factorial design with two factors Command Input (GUI, Normal Keyboard, Optimized Keyboard, Display Keyboard, Touch Keyboard) and Block (1, 2, 3). Command Input was the actual main factor and represented the different conditions of issuing commands, including two conditions with our extended keyboard hardware. In total, users had to execute 60 consecutive trials for each command input. The factor Block (=20 trials) was created in retrospect to analyse the learning effect for each command input. While in the original study Block was introduced to assess learning curves, it is of no significance in the context of this paper and will not be further discussed. The dependent variables were task completion time and error rate. The task completion time could be divided into
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Figure 2: Each trial consists of three steps: (1) a command icon is prompted; (2) the user triggers that command, the prompt disappears and a target at a random screen location is shown; (3) the user clicks on the target ( 1) .
(a) the time required for command invocation (time measured from prompting the command to successful invocation) and (b) the time required for clicking on the targets (time from successful command invocation and appearance of the target respectively to clicking the target). Any command which was fired but did not match the prompted symbol was counted as an error. All trials were video-taped and the screen was recorded. Study Apparatus
The Study was run on a Dell XPS 420 and a 19” Dell Monitor with a resolution of 1680 x 1050 pixels. All keyboard types where based on the ADVENT KBW100. The Display Keyboard was implemented using overhead projection on a spray-painted KBW100. A separate KBW100 was augmented with touch-sensing for a row of 10 keys, which could sense independent touch-events for each key (using multi-channel chips from QPROX). Study Procedure
15 participants were recruited from a local university (mean age 32.0y, s. d. 9.2y, 8 male, 7 female). Each subject first had to fill out a personal questionnaire and then perform the described task with all 5 input conditions. Subject were asked to complete each condition as fast as possible. Before each condition, participants were shown how they can invoke the commands once. Participants also had to perform 2 test-trials before starting the actual tests (with different symbol sets / targets). The order of the input conditions was balanced amongst all participants using latin
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Figure 3: Mean times and standard deviations for command selection per block (20 trials) for each input method (top), ordered from best to worst.
Figure 4: Subjective ratings of performance for each command input.
There was a significant main effect of Command Input on target acquisition time (F(2.22, 31.12)=4.24, p = .020). The post-hoc test revealed a significant difference (p = .043) between GUI and Touch Keyboard with GUI (mean, s. d.) being 2.8 seconds faster per block than Touch Keyboard (mean, s. d.). This was surprising, since target acquisition took place after command invocation and was performed identical for all conditions, using the mouse. This indicates that the time penalty must have been caused by a higher switching time from invoking commands via Touch Keyboard to target selection than in the other conditions. In two-handed interaction, high switching times are well known and have been measured when performing tasks with the non-dominant hand that require a high cognitive load [6].
square. Every condition was followed by a quick questionnaire as well as an interview. STUDY RESULTS
The following sections contain the results of three separate ANOVAs, which were performed on command invocation time, error rate and target acquisition time. Sphericity was not given for the collected data and degrees of freedom were adjusted accordingly using Greenhouse-Geisser. Subjective ratings were analysed using a Friedman Anova and Wilcoxon post-hoc tests. All post-hoc tests were adjusted using Bonferroni. Cognitive Load
There were both quantitative as well as qualitative evidence that Touch Keyboard caused significantly higher cognitive load than the other conditions. First of all, it performed significantly worse than the other conditions for command invocation (F(2.68,37.44)=69.36, p < .001). The mean times and standard deviations for each input method and block are shown in Figure 3. The post-hoc test showed that across all blocks Touch Keyboard (mean 39.38s, s. d. 8.76s) was significantly slower than both Display Keyboard (26.91s , s. d. 3.78s) and GUI (31.48s, s. d. 3.41s) (p <= .002 for all comparisons). The first indication that this drop in performance was caused by a higher cognitive load was provided by video and screen recordings: for Touch Keyboard, users had to use their non-dominant hand in a cursor-like fashion on the row of keys (sliding across it until the desired command was acquired), while focusing on the visual feedback on the primary screen. Consequently, in contrast to the other conditions, users had to split their attention between tactile acquisition of keys and visual focus on the screen. Qualitative feedback also confirmed our observation: 5 participants stated that the Touch Keyboard and the concept of finger-preview needs some time getting used. Touch Keyboard also showed the highest amount of errors. This effect was significant (F(2.46,34.49)=3.28, p = .042) with Touch Keyboard being most error-prone (mean 1.9 errors, s.d. 2.1) and Display Keyboard bearing fewest errors (mean 0.20 errors, s.d. 0.4).
Qualitative Ratings
As mentioned, participants were asked to perform the trials as fast as they could. Consequently, based on the quantitative data we expected that subjects would rate their performance with Touch Keyboard as worse than both GUI and Display Keyboard. However, even though there was a significant difference of perceived performance (χ2(4) = 15.11, p = .004, there was no significant difference after the post-hoc test between GUI, Display Keyboard and Touch Keyboard. Figure 4 shows that subjects rated Touch Keyboard even slightly higher than GUI. DISCUSSION
It is important to note that we did not measure perceived time, but subjective performance. However, subjects were explicitly asked to perform the task as fast as possible. Consequently, it is reasonable to assume that if subjects had perceived a significant difference in the task completion time, it would have been reflected in the their perceived performance. Considering that that with both GUI and Display Keyboard subjects were about half a minute faster after all sixty trials (a 25% increase), we believe this loss in time was actually not perceived by the users and did not influence user’s perceived performance with Touch Keyboard, respectively. At the same time we have collected strong evidence showing that Touch Keyboard caused a significantly higher load than the other techniques.
The second evidence for an increased cognitive load was provided by the peripheral measurements taken for the target acquisition times - the time it takes after command invocation to actually select the target using the mouse.
To help us explain the relation between both observations, we can consult well founded models of describing the
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perception of time, such as the Cognitive-Timer Model [4], which is based on three assumptions: "(1) The very existence of a cognitive timer whose purpose it is to process and generate temporal information; (2) this temporal information is processed by the timer by storing the number of subjective time units which have accumulated during a given interval; and (3) attentional resources are allocated continuously to enable both temporal and nontemporal information processing, with a trade-off in allocation between the cognitive timer and other cognitive modules. " [3] Point 3 describes an interesting trade-off between the ability to process temporal information and performing other cognitive activities. Consequently, the perception of time competes on the same level than other cognitive activities for our limited resources. The Cognitive-Timer Model provides us with a feasible explanation for why subjects did not perceive the significantly longer time they spend using Touch Keyboard: because the high cognitive load that was measured for this technique caused subjects to perceive less time during the experiment. This effect was also observed by a series of experiments in cognitive psychology (such as [8, 3]). However, these experiments, as well as work in the area of HCI (such as [8]), mainly focus on “passive” stimuli to influence the user’s perception of time, such as showing pictures, videos or progress bars. This might be particularly helpful to reduce the perceived time when the user is inactive, for instance, while waiting for an application to respond. Our results give also raise to the possibility of actively manipulating cognitive load and the perception of time when the user is actively performing input. In this context, several issues need to be discussed: Trade-off between actual and perceived performance. Our results have captured a two-way effect of cognitive load. On the one hand, cognitive load is known to reduce the user’s actual performance (e.g. [6]) and our experiment has confirmed that. On the other hand, cognitive load can also have the positive effect of increasing the user’s perceived performance. We argue that balancing actual and perceived performance is highly dependent on the task. For very monotonous tasks, where performance is not critical, one could artificially increase the cognitive load of input in order to make the task appear shorter. For time-critical application, this is rather not suited, and the aim should be to minimize cognitive load. However, it is unclear whether the measured trade-off is fixed. Our results are very specific to the described task and the respective input techniques. An interesting research question is if cognitive load can be introduced without significantly reducing the actual performance. In an extreme case, it might be possible to design an input technique that performs both subjectively and objectively better than other techniques. This has to be subject to further research.
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Persistency of measured effect. Based on our data, we cannot say if the effect would have continued over repeated work-sessions. However, parts of the cognitive load might persist. The following example can illustrate this issue: playing football and doing administrative tasks are likely to cause very different perceptions of time (in contrast to admin work, playing football will make time fly by). Even when repeatedly executing these activities, this difference in perception of time might not significantly change, since playing football, compared to doing admin work, inherently requires more cognitive processes that we have to minimally perform (e.g. motor control, spatial orientation, vision). Similarly, even for experts, acquiring keys by touch while receiving visual feedback on the screen, and facilitating both hands might consistently require more cognitive effort than simply clicking icons with the mouse and thus consistently influence our perception of time with Touch Keyboard. The effect of learning on cognitive load, as well as determining how much of the measured effect is happening on a “low level” and thus would consistently apply has to be determined in longitudinal studies. CONCLUSION
In this paper, we have presented empirical evidence showing that cognitive load during user input can significantly reduce the users’ perceived time. We propose that understanding in cognitive psychology is applicable to the area of HCI, and that cognitive load can be beneficially used to model the time perceived during user input, for instance, to improve subjective performance or to make monotonous tasks go by faster. REFERENCES
1. http://www.artlebedev.com/everything/optimus/ 2. http://www.fingerworks.com/ 3. Ahn, Hee-Kyung, Liu, Maggie Wenjing and Soman, Dilip, Memory for Time: A Cognitive Model of Retrospective Duration and Sequence Judgments (March 7, 2006). Available at SSRN: http://ssrn.com/abstract=897933 4. Glicksohn, J. Temporal Cognition and the Phenomenology of Time: A Multiplicative Function for Apparent Duration. In Consciousness and Cognition, 10, 1-25, 2001. 5. Hildebrandt, M., Dix, A., and Meyer, H. A. 2004. Time design. In CHI '04 Extended Abstracts on Human Factors in Computing Systems. pp. 1737-1738. 6. Kabbash, P., Buxton, W. and Sellen, A. Two-handed input in a compound task. In Proc.CHI'94, pp. 417 423. 7. Khan A., Sharma N. K. and Dixit S.. Effect of Cognitive Load and Paradigm on Time Perception. In Journal of the Indian Academy of Applied Psychology, January 2006, Vol. 32, No.1, pp. 37-42. 8. Seow, S. C. Designing and Engineering Time: The Psychology of Time Perception in Software. AddisonWesley Professional, 2008.
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Experiencing the non-sensuous On measurement, representation and conception in urban art installations.
Morten Breinbjerg, Morten S. Riis, Tobias Ebsen & Rasmus B. Lunding Centre of Digital Urban Living Information & Media Studies, University of Aarhus, Denmark mbrein@multimedia.au.dk ABSTRACT
Author Keywords
moments of concentration and reflection [1], we chose to create an audiovisual interface that allowed the public to follow and compare variations of CO2 in the air, at three chosen locations in Copenhagen. Due to the ambition of creating an artistic and experience-oriented installation, we decided to avoid conventional forms of visualization like graphs and diagrams, since they, in our opinion, would bias the installation towards a scientific approach. Instead we chose to use more abstract forms of expression. Looking back on the process it is clear that we from an early stage on were caught in the dilemma of creating an installation that on one hand could express a readable truth of reality (what we here call a scientific approach) and on the other hand could function on artistic premises alone, i.e. be an interesting audiovisual experience in itself. In the remaining part of the paper we will hindsight, critically reflect, on which levels in our design process the so-called scientific and artistic approaches collided, and how that influenced the design and the conception of our installation.
Visualization, sonification, interface design, representation, measurement and epistemology.
HOW IT WORKS
In this paper we discuss the conflict between a scientific and an artistic approach to interface design in an urban experience-oriented installation, we designed for the Hopenhagen LIVE activities in Copenhagen during the COP15 climate summit meeting in December 2009. The installation called “Atmosphere – the sound and sight of CO2” converted data from CO2 measurements to sound and visuals presented through headphones and on a 2-meter high, quadrant sculpture that functioned as a transparent, low resolution LED screen. Hereby a normally nonsensuous phenomenon became visible and audible giving the public sensuous access to the symbolic villain of climate change: Carbon dioxide. What the sound and visuals actually represented and how it was conceived is a rather complex question that is fundamental to the artistic concept and of epistemological concern for this paper.
Basically, the installation consists of two parts: the CO2 meters (Figaro TGS 4160/ CDM 4160-L00) [2] and the audiovisual sculpture.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
CO2 meters INTRODUCTION
The CO2 meters were individually connected to wireless WIFI-routers through Arduino boards [3], installed in impact resistant boxes and placed at three chosen locations in Copenhagen: In front of 1) the City Hall, 2) The National Art Gallery and 3) the School of Fine Arts. From the meters the data was uploaded to PACHUBE [4] a server for storing and sharing real time sensor data.
At COP15 we were invited to be part of Hopenhagen LIVE, a public oriented festival at the City Hall Square with exhibitions, NGO activities, art installations and concerts. Our commission was to design an artistic and experience-oriented installation dealing with climate change. Inspired by “Informative Art” i.e. working with information displays as aesthetic objects that dynamically reflect information of their environment, giving way to
The sculpture
From PACHUBE the data were streamed and mapped to a sonic and visual output through a software program written in MaxMSP. The visuals were displayed on a monolithic, quadrant sculpture made of four 1x2-meter high lowresolution LED-screens, placed in a pavilion at the City Hall Square. Next to the sculpture headphones were available for listening to the corresponding sounds. See Fig.1
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Also, the sculpture was subdivided in a top, middle and lower part each representing one of the three chosen locations. The subdivisions would individually blink with a rhythmic pulse due to the concentration of CO2 at the corresponding site. So a fast blinking pulse in the upper part of the sculpture would indicate a relative high concentration at the City Hall. Like wise a relative low concentration at the School of Fine Arts resulted in a slow, blinking pulse in the middle part of the sculpture etc. See figure 3.
Fig. 1. The sculpture seen from the outside of the pavilion. The experience
Each of the three locations was assigned an individual colour: Red for the City Hall, green for the School of Fine Arts and blue for the National Art Gallery. The choice of colours was due to the construction of the LED screen that followed the RGB colour code with clusters of RGB LED’s placed for every 4 centimetres. As such the choice of colour was based on a pragmatic rather than an artistic account, which, as we will later discuss, turned out to be problematic. The overall experienced colour of the sculpture resulted from a combination of the colours from the two sites, where the measured concentrations of CO2, at a given moment in time, were highest. If the overall colour of the sculpture were e.g. orange it would indicate that the concentrations in that moment was highest at the City Hall followed by the School of Fine Arts. If it were yellow the concentration would be of equal amount at the two places. See figure 2.
Fig 3. The sculpture was visually subdivided in 3, each part representing one of the three sites. The same principle was applied to the sound, which was composed in the genre of electronic glitch music [5]. The overall frequency range was divided into three frequency bands with high frequencies representing the City Hall, mid-range the School of Fine Arts and bass frequencies the National Art Gallery. When the level of CO2 changed at one of the three locations it affected the pitch of the corresponding frequency band respectively as well as the tempo of beating pulses. Furthermore, each time a CO2 value changed, a short audio and visual glitch, displaying the actual ppm value, emerged as a contrast to the repetitive pulsating drones. Imagine the amount of CO2 evolve from a low to a high concentration at each location. Then you would experience a similar evolving visual and audible pulsation at a constantly higher pace. In short, the higher concentration of CO2, the faster the visual and audible pulse. At what pace the overall colour would shift depended on the relative variations of CO2 at the three locations. So the shift of colour would not follow the logic of “more is more”. On a table next to the installation, a computer was accessible with detailed information of the project, the artistic conception and illustrations of how the installation worked. The information
One thing is what to experience, another the information the experience represents. In our case the information that could be drawn from the installation was: 1) The ongoing relative variations of CO2 in the air at the three chosen
Figure 2. A map of Copenhagen showing the locations of the CO2 meters and the assigned colours of the sites.
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locations designated by the visual and audible pulsations of the sculpture, 2) an indication of the site at which the concentration of CO2 at a given moment in time was highest, i.e. is the overall color mainly red, green or blue?
subset of the icon, a sign or a representation that works by resemblance, illustrating internal relations. In our case a simple bar chart to illustrate the relative concentration of CO2 at each site would have been an example of a diagrammatic representation. For reasons already mentioned, we chose to avoid stereotyped diagrams like bar charts and hereby an iconic representation in favour of another class of signs often seen in artistic forms of representation – the symbol. The symbol represents its object not by virtue of resemblance but by convention e.g. the relation is arbitrary. For us the symbolic representation offered a larger palette of expressiveness, but it also resulted in a more abstract form of representation, which are not directly comprehensible since the symbol must be learned before the relation between the aesthetic expression of the installation and the information it provides can be understood. The point is, that the readability of the information depends on the choice of representation, but so do the expressiveness although not in a linear way. In our installation we actually ended up mixing both symbolic and iconic forms of representations although we did not make that clear to our self beforehand. While the overall colour of the sculpture is surely symbolic, the blinking pulses are more iconic since they as a directly translation works by resemblance: the higher amount of CO2 the faster the pulse.
DISCUSSION
In the design of the installation it became clear that the scientific and artistic approaches collided on three levels: 1) at the level of measurement, 2) at the level of representation and 3) at the level of conception. As a scientific approach we understand the installation to be informative and with the ambition of being true of reality in a precise and unambiguous way, while an artistic approach although informative not necessarily is true or precise, but e.g. critical, tentative, ambiguous and with strong aesthetic focus. This is of course a caricatured opposition that could easily be criticised from a “Latourian” perspective, holding that technology of science – the apparatus itself - is part of the construction of the picture of reality [6]. In this paper we will bypass this larger cultural and philosophical discussion of science technology studies since we only want to point out what we experienced as inherited problems in designing an installation that we wanted to be both informative/scientific and expressive/artistic. Measurement
The concentration of CO2 in the atmosphere is measured in parts per million (ppm). According to NOAA [7] the average ppm is of 2010, 391,06 ppm per volume. The concentration of ppm varies seasonally and is of course locally dependent on a number of regional factors. In urban areas the concentration is normally higher. In our measurements the concentration varied from approximately 400 ppm (which was the lowest ppm value we were able to register, due to the construction of the meter) and up to 600 ppm, but only occasionally. Most of the time during a 24hour cycle the value would fluctuate within a maximum of 100 ppm and with large differences between the individual meters. This probably had to do with the chosen locations and with the exact position of the meters. For instance how close they were placed to the ground, and to the city traffic.
Looking back, we believe the complexity and abstractness of the installation failed at three points when considered in the context of scientific information. First, the visual subdivision of the sculpture in three parts by the use of blinking pulses each representing the measured amount of CO2 at the three chosen locations was challenged and blurred by the overall uniform colour of the sculpture. Second, while a change in one dimension (the overall colour) is easy to follow, a simultaneously change in two dimensions is more difficult to comprehend especially when the second dimension (blinking pulsation) is happening on three simultaneous levels. Also, blinking pulses with different speeds is complex to observe and when expressed in sound as beating pulses, although at different pitches, they tend to be perceived as one complex musical identity rather than as three individual layers of sound [8].
From a scientific point of view it is reasonable to doubt the precise validity of our measurements, but it is fair to say that they reflect the tendency of the variation throughout the day due to e.g. traffic density, humidity etc. However from an artistic point of view the scale of fluctuations were rather small. In order to visualize and sonify the fluctuations so that people would notify and observe the variation, we felt it was necessary to change the scale, letting even a small variation in the actual data result in a larger variation of the visual and sonic expression.
While one of course could learn to read the representation and deduce the information, it became clear to us that the chosen expressiveness was too complex to comprehend in the short time span that people would normally spend on observing the sculpture, and too abstract for people to immediately understand. From observation we saw that most people used lees than a minute on watching and listening to the sculpture and that only a smaller and more interested audience could use up to 5 minutes or sometimes a little longer. Even so, they had difficulty in explaining the installation and the information it provided when we asked them to.
Representation
At the level of representation, it was our choice to map the measured data into sound and visuals. In scientific visualizations we often see representations of diagrammatic origin that in the semiotic theory of Charles S. Pierce is a
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From this we learned that as designers we need to concern 1) the readability in relation to the expressiveness which concerns also the type of semiotic signs (symbol, icon, index), 2) whether the choice of representations conflict with already established semiotic conventions e.g. that the colour of red in many cultures is a distress signal 3) whether the context supports the necessary learning-time for establishing the proposed symbolic convention. Although not exclusive to the encounter of scientific and artistic design approaches, these aspects are however clearly outlined in this relation.
and artistic expression. We have exemplified the dilemma of this balance on three levels: measurement, representation and conception. On the level of measurement the dilemma concerned the scale of measurement versus the scale of expression. On the level of representation and conception it concerned the choice of semiotic encoding and how it is balanced between readability and expressiveness and relates to already established symbolic conventions. Favouring a symbolic representation for an iconic (diagrammatic) in order to work with a more open, abstract tentative and in our understanding artistic expression, than often seen in scientific forms of representation might in this case have contributed to the complexity of perception and to peoples misunderstanding of the information conceived. This of course is something we need to address in future design practices of this kind. One could argue that we should have foreseen these conflicts since they are to some extent trivial, but it is our experience that it is through the actual process of designing and constructing the installation that the knowledge described has become evident for us.
Conception
Although we did not carry out any systematic analysis of the way in which people understood the installation, we performed however a few informal talks, interviews and observations of people’s reaction to it. This brings us to the following observations. First, the physical context – a pavilion on a public square, was not the right place for reflecting on and understanding the symbolic relation between the aesthetic expression of the installation and the reality being measured. The mapping was simply too complex for an immediate understanding in the short time span people would use on observing it in this context. The choice of a symbolic representation might have contributed to this complexity. Second, the symbolic use of the colours red green and blue collided with already established conventions. We observed, how the colour of green was sometimes interpreted as indicating a healthy environment i.e. a low concentration of CO2, probably because green often is used as a symbol of nature. What it really meant was that the concentration of CO2 was clearly highest at the School of Fine Arts. But more often when the sculpture suddenly became all red, which meant that the concentration of CO2 was clearly higher at the City Hall, it was understood as a distress signal and led to comments like “Ohh, I did not realize it was that bad” as an observed elderly woman concluded. Examples like this show us, how an artistic expression, chosen for a certain state (a relative high concentration at one site), was wrongly interpreted as truthful information of reality.
ACKNOWLEDGMENTS
This research has been funded by the Danish Council for Strategic Research, grant number 2128-07-0011 (Digital Urban Living). REFERENCES
1.
Redström J., Skog T. and Hallnäs L Informative Art: Using Amplified Artworks as Information Displays In: Mackay, W. (ed.): Proceedings of DARE 2000, 103114.
2.
http://www.figaro.co.jp/en/top.html
3.
http://www.arduino.cc/
4.
http://www.pachube.com/
5.
Kelly, C., Cracked media: the sound of malfunction. Cambridge, Mass.: MIT Press. -2009.
6.
Latour, B., Woolgar S. Laboratory Life: the construction of scientific facts, Berverly Hills, London: Sage Publications. 1979
7.
ftp://ftp.cmdl.noaa.gov/ccg/co2/trends/co2_mm_mlo.tx t
8.
Bregman, A. S., Auditory Scene Analysis: The Perceptual Organization of Sound, Cambridge, Massachusetts London: MIT Press. 1994
CONCLUSION
To conclude we can say that designing an experienceoriented installation in the context of COP15 has made clear to us the fine balance between scientific information
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DisQo : A user needs analysis method for smart home Joëlle Coutaz, Emeric Fontaine
Nadine Mandran
Alexandre Demeure
Grenoble University Grenoble Informatics Laboratory BP 53, 38041 Grenoble Cedex 9 +33 4 76 51 48 54
CNRS Grenoble Informatics Laboratory BP 53, 38041 Grenoble Cedex 9 +33 4 76 57 48 96
Grenoble University, INRIA 655 Avenue de l'Europe 38330 Montbonnot-Saint-Martin +33 4 76 61 54 71
{joelle.coutaz,emeric.fontaine}@imag.fr
nadine.mandran@imag.fr
alexandre.demeure@inrialpes.fr
ABSTRACT
system designers. A number of tools and techniques have been developed to support this view including the Jigsaw editor [6], CAMP [12], iCAP [3], or Newman’s work on end user composition with OSCAR [8]. The major focus of this prior work is on exploring novel interaction techniques and on technical frameworks. In this paper, we are concerned with the fundamental meaning (and human needs) of building confederation of interoperating smart artifacts.
How can people identify the services that they might expect from their smart home when they have little to no knowledge about novel technologies? This paper reports on a user needs analysis method designed to answer this question: DisQo. We have recruited 17 families and used a combination of interviews and playful cultural probes. Results show that families are willing to couple smart objects to improve their lives. KEYWORDS
In ubiquitous computing, we are unable to predict which artifacts of everyday life end users would be willing to couple (and decouple) to obtain new services. In addition, would such coupling be commutative, associative, distributive over some other operation? In other words, is it possible to define an algebra over smart artifacts so that we can generalize the problem and reason at a high level of abstraction in a rigorous manner?
End-User composition, smart artifacts coupling, smart home, ubiquitous computing, service-oriented computing. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Human sciences offer tools and methods for exploring human needs and behavior. However, the novelty of our problem requires to solicit participants imagination while at the same time controlling the experimentation and respecting the privacy of their intimate home. In this paper, we analyze representative methods that have been developed for analyzing domestic activities. Based on these previous experiences, we propose our own improvement followed by the detailed presentation of the experimental material. Our findings are discussed in the last section.
Ubiquitous computing promises unprecedented empowerment from the flexible and robust combination of software services with the physical world. Software researchers assimilate this promise as system autonomy where users are ―conveniently‖ kept out of the loop. Their hypothesis is that services, such as music playback and calendars, are developed by service providers and preassembled by software designers to form new service frontends. Their scientific challenge is then to develop secure, multi-scale, multi-layered, virtualized infrastructures that guarantee service frontend continuity. Although service continuity is desirable in many circumstances, end users, with this interpretation of ubiquitous computing, are doomed to behave as mere consumers, just like with conventional desktop computing.
EXISTING NEEDS ANALYSIS METHOD FOR HOME
Analyzing domestic needs requires to respect people privacy and to avoid overloading inhabitants with temporal and cognitive constraints, all of this within the context of an uncontrolled field study. Interviews [3, 4], journal studies [10] and playful cultural probes [1] are unable, used in isolation, to respond to all of these requirements. In addition, they do not trigger subjects’ imagination, and they are prone to observers’ bias and to social conformity. To avoid these limitations, multiple techniques must be combined in a complementary way.
Our hypothesis is that end users are willing to shape their own interactive spaces by coupling smart artifacts, building imaginative new functionalities that were not anticipated by Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Rode et al [9] use a three-step method. The first step consists of dining with the inhabitants. The goal is to turn the observers into guests in order to promote convivial mood and free talk. The second step consists of visiting the home with the inhabitants. The observers ask inhabitants
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about their use of the technological equipments and electrical appliances. Last, inhabitants are invited to place pieces (representing rooms, peoples, artifacts and activities) on a board. This method satisfies all our requirements but privacy: observers somehow impose themselves to the inhabitants’ intimacy.
asked to take a picture of one object that they considered to be necessary in their everyday life or that would help them in organizing their lives, as well as a picture of one object that they considered to be superfluous but valuable (typically, a painting). The volunteers (in general, the parents) were not supposed to be in the same room at the same time so that they would not know which pictures the other member had taken. Meanwhile, the experimental team would wait sitting at a place indicated by the parents (typically, the living room where they usually meet with friends and visitors).
Similarly, Davidoff et al. [2] propose that observers visit the appliances of the home with the inhabitants. However, observers have to focus their questions on the key moments of the day such as “morning” and “come back home” times. At the end of the visit, a cultural probe [5] is left to the family for collecting complementary data. Privacy is respected, but the temporal constraint imposed to the family spans from one to two weeks.
Step 2: Interview. We then conducted an interview with all the family members, using the pictures as input material. (Pictures have been quickly transferred from the cameras to a tablet PC by one of the observers.) Questions were directed at understanding the reasons for their choices, the value attached to the objects or the services provided in daily use. Special attention was given to the (many) remote controller(s) typically found in the household environment. We progressively oriented our questions towards novel uses of smart artifacts. In particular, we asked which objects of the house (including those on the pictures) they would qualify as ―programmable‖ (e.g., TV’s, washing machines, alarm clocks), ―communicating‖ (e.g., computers, mobile phones), or emotional (i.e. carrying intimate value). This was used as a means to elicit routines and exceptional needs as well as to prepare the game developed in Step 3.
THE STUDY
Our method, DisQo, includes a pre-study of industrial solutions proposed on the market in relation to technology acceptability. In short, this study has permitted to measure the gap between the industrial point of view and that of users, and has helped us to identify the ―right‖ questions for the interview phase of DisQo. Participants
Drawing on Davidoff’s et al. method and conclusions (i.e. ―families want more control of their lives‖ [3]), we focused on ―busy‖ families. The participants have been solicited through bulletin board advertisements, email, as well as from personal relationships. We have recruited 17 families representing a total of 40 persons (35 adults and 5 children), all living in the area of Grenoble (France). Of the 17 families, 12 were dual income families, 1 was single parent, 2 were house mates, and 2 were retired couples. All families were well educated with medium to high standard of living. Method
DisQo was designed to reconcile the following requirements: to collect meaningful data in a minimum of time while respecting privacy. As presented above, we are interested in determining how far people are ready to envision the interconnection of everyday devices to improve their lives, and to which extent coupling objects is commutative, associative and distributive. For so doing, we have used a combination of interview [11] (good for clarification), playful cultural probe (appropriate for respecting privacy and for improving subjects involvement [1]). The presence of the experimental team (ourselves, from 1 to 3 persons) was limited to 1h30 per family home. Fieldwork was structured as a four-step process: photographing, interview, game, and debriefing.
Figure 1: An example of 2 play cards association presenedtd on the tablet PC and its related question: “What services, whether it be useful or not, could result from a communication/cooperation between your washing machine and your TV ?”
Step 3: Association game. The association game drew on people creativity using the pictures as play cards. Pictures were sorted randomly and presented two at a time (then, three at a time) on the tablet PC. Family members were asked to imagine which service(s) and value(s) these two (or three) objects coupled together would provide them with (figure 1). Random coupling was designed to solicit imagination in unexpected ways as solutions creativity grows with the semantic distance between elements [7]. Another reason for this random coupling is to get hints about the existence of a ―natural‖ algebra over smart artifacts.
Step 1: Photographing. Using digital cameras provided by the experimental team, two volunteer family members were asked to take pictures of 10 objects at the rate of 2 objects per room. For each of the 5 rooms of their choice, they were
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Step 4. Debriefing and informal discussion. The last stage was dedicated to debriefing, including opened friendly discussions.
believe that these results are original with respect to prior literature. About Coupling
Overall, we have collected comments and objective data for 349 couplings for a total duration of 25 hours of our presence in the 17 family homes.
Our data from the association game shows two important results: (1) Family members are prone to envision new services when coupling involves one ―communicating‖ object, or one ―programmable‖ object, at least. (2) The ―communicating‖ capability has more impact than ―programmability‖ on the capacity of family members to imagine new services. However, 78 of the 349 couplings resulted in service finding although none of the objects were programmable or communicating. For example, the couple ―bed-shower‖, whose objects had not been classified as programmable nor communicating, suggested that ―getting up from the bed in the morning would turn the shower on in order to provide water at the right temperature when coming back from the toilet‖. This means that there is a large body of potentiality for novel services based on mundane everyday objects.
Data Analysis
Interviews and debriefings helped us to identify recurring facts between home families such as key moments during weekdays for which families would expect support from a smart home, or attitudes with regard to ―programming the home‖. Data from the association game as well as from the interviews were used to find answers to our theoretical questions. More specifically, we classified the objects that have been photographed into four categories: objects that have been denoted as ―programmable‖ by the subjects, objects that have been declared as ―communicating‖, objects that support both capabilities, and objects that have none of these two properties. Using the Chi-square test, we have been able to find strong significance between the abilities of the subjects to envision (or not) services depending on the capabilities of the assembled objects. In particular, the communication capability allows people to more easily imagine new services from the assembled object.
The services suggested by our family members fall into four categories. We illustrate them with the most typical examples drawn from our fieldwork. Service substitution. People have observed that, for the same (sport) events, commentaries on radio broadcasts are richer than those provided by TV. As a result, they would like to replace the TV sound service with that of the radio to improve the overall quality of the informational experience. Another example is user interface substitution: some people are quite skilled at setting up alarms on their mobile phone, but they do not know how to do this for their physical home alarm clock. As a consequence, they would find it quite convenient to replace the user interface of their alarm clock with that of their phone thanks to a convenient opportunistic coupling of the phone with the alarm clock.
FINDINGS
Our study has led to three types of results: recurring facts across families, early answers to our theoretical questions, as well as insights about our method. Recurring Facts
We found a number of facts that are quite consistent with the results reported in prior literature: 1. ―Wake-up‖ time, ―on-the-way-to-home‖ and ―arrivinghome‖ times are key moments to people. To save time and improve efficiency, activities are organized into wellpolished procedures. As a result, exceptions to these routine tasks are sources of stress. Support for avoiding or for solving exceptions is one class of services expected from a smart home. This includes the management of possessions (laundry to be launched because of a business trip planned in a couple of days, food on the point to be missing, medicine close to expiration date), decision-making (what to buy, what to wear today), reminders (doctor appointment), security (door properly locked), resources consumption and resource sharing among family members (typically, hot water and bathroom occupation in the morning), etc.
Service improvement. Some household appliances such as washing machines and storage areas, do not provide any convenient way to control and monitor their current internal state. Appliances than are not sufficiently equipped could be improved by coupling them with additional input and output facilities such as those of the TV set. Service chaining. Service chaining is intended to improve comfort, wellbeing as well as resources for the routine, but hectic, activities. For example, ―picking up the towel after the shower would trigger the coffee machine so that coffee would be ready just in time, at the right temperature, along with the radio turned on in the kitchen broadcasting the news using the appropriate sound level‖. Service “starter”. We have observed that some appliances serve as triggers for services that are expected to be precomposed to support routine activities. The towel and the bed mentioned above, play this role, implicitly. Not surprisingly, people also want to have an explicit and reliable control over the home (cf. the worry that 1% of the time, the house would turn into hell). Some people came up
2. With regard to programming, attitudes range from ―I do not want to be assisted‖ to ―It will work 99% of the time, but it will be hell for the other 1%‖. Motivation for programming is systematically grounded on a clear straight forward observable benefit. Next section presents results obtained about the coupling of everyday life objects. We
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with the ―morning starter push button‖ conveniently located close to the bed that would gently ―wake up‖ the house when pushed.
REFERENCES
[1] Bernhaupt, R., Weiss, A., Obrist, M. & Tscheligi, M. (2007) Playful Probing: Making Probing more Fun. In INTERACT 2007, Springer LNCS, 606-619.
We found some results about algebra’s properties of couplings. The need for chains of services underpins some form of associativity. For example, one family qualified the ―towel-coffee machine‖ coupling as a ―morning package‖. During the discussion, our family members thought of adding the ―morning starter push button‖ to get a controllable chain.
[2] Davidoff, S., Lee, M.K., Yiu, C. Zimmerman, J. & Dey, A. (2006) Principles of Smart Home Control. In Ubicomp 2006, LNCS 4206, Springer Verlag Berlin Heidelberg, 19-34. [3] Dey, A., Sohn, T., Streng, S. & Kodama, J. (2006) iCAP: Interactive prototyping of context-aware applications. In Pervasive 2006, Springer, 254-271.
Coupling for service improvement entails some form of distributivity. Typically, the TV has often been mentioned as a way to observe and control the state of a number of appliances such as the washing machine or the oven.
[4] Drazin. R., M.A. Glynn & R.K. Kazanjian, (1999), Multilevel theorizing about creativity in organizations: a sense making perspective, Academy of Management Review, vol. 24, 286-307.
Commutativity between two coupled artifacts has generally been satisfied with notable exceptions when there is a causality relationship between the artifacts.
[5] Gaver, B., Dunne, T. & Pacenti, E. (1999). Design: Cultural Probes. Interactions 6, 1, 21-29. [6] Humble, J., Crabtree, A., Hemmings, T., Akesson, K.P., Koleva, B., Rodden, T. & Hansson, P. (2003) ―Playing with the bits‖ user-configuration of ubiquitous domestic environments. In Ubicomp 2003, 256-263.
About the Method
The ―Snapshots taking‖ of our fieldwork has multiple advantages: (1) It serves as an ice breaking between the family members and the experimental team; (2) Family members ―reveal their house‖ naturally while we, the experimenters, do not intrude their private spots. (3) Family members get truly involved (and intrigued by what will come next). (4) As opposed to playful probing proposed by R. Bernhaupt [1], our game uses images of intimate objects, not that of generic entities. This increases the interest and imagination of the participants while improving the meaningfulness of the data collected. In future work we will explore the benefits of providing them with a journal for a duration of two weeks in order to test whether their creativity can be increased after the interview [4].
[7] Mednick S.A. (1962). The associative basis of the creative process. Psychological Review, Vol 69, No 3, 220-232. [8] Newman, M.W., Elliott, A. & Smith, T.F. (2008) Providing an integrated user experience of networked media, devices, and services through end-user composition. In Pervasive 2008, Springer Verlag, 213-227. [9] Rode, J.A. & Toye, E.F. & Blackwell, A.F (2004). The fuzzy felt ethnography—understanding the programming patterns of domestic appliances. Personal and Ubiquitous Computing, Vol. 8, No.3, pp 161-176.
CONCLUSION
We have presented DisQo, a method for investigating the fundamental meaning of building confederation of interoperating artifacts for future smart homes. DisQo combines several techniques to reach a satisfying balance between experimental control, privacy issues, and ecological validity. The key element of the method is for observers to be able to ―visit‖ people homes through the pictures of intimate objects taken by the participants themselves and to use these pictures as playful cultural probes to envision future use.
[10] Rode, J.A. & Toye, E.F. & Blackwell, A.F (2005). The domestic economy: A broader unit of analysis for end user programming. Conference on Human Factors in Computing Systems, pp. 1757-1760. [11] Silverman, D. (1997). Introducing qualitative research. In D. Silverman (Ed.), Qualitative research. Theory, method and practice London:Sage, 1-7.
DisQo has provided us with preliminary answers to our problem of finding an algebra for coupled artifacts. Although additional investigations are necessary, early results from our fieldwork support our hypothesis.
[12] Truong, K.N., Huang, E.M. & Abowd, G. (2004) CAMP: A Magnetic Poetry Interface for End-User Programming of Capture Applications for the Home. In Ubicomp 2004, Springer, 143-160.
ACKNOWLEDGMENTS
This work has been supported by the ANR CONTINUUM project reference ANR-08-VERS-005.
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User Perception of Interruptions in Multimedia Annotation Tasks Chris Creed, Chris P. Bowers, Robert J. Hendley, Russell Beale Advanced Interaction Group, School of Computer Science University of Birmingham, UK [C.P.Creed|C.P.Bowers|R.J.Hendley|R.Beale]@cs.bham.ac.uk must reason over the ambiguities and how they will impact on the annotation of the system and present a suitable set of questions to the user at an appropriate time. This must be done in an efficient manner to ensure that annotation is improved and interaction enhanced. This type of interaction raises a number of important research questions. For instance, what is the optimal approach for interrupting users in an annotation task? What types of questions should users be asked? How does the importance/urgency of a question influence how and when it is asked?
ABSTRACT
For mixed-initiative multimedia annotation systems an effective dialogue between the system and user is critical. In order to inform the development of such dialogue a clear insight into the impact of interruptions upon the perceptions of the user is required. We present preliminary results of an investigation into interruptions in the form of queries to the user. We show that a user can perceive differences between trivial and important queries. Whether a query is shown in or out of context, or at some opportune time, is also shown to have an impact on user perception of the system.
This paper describes preliminary results from an investigation into these questions. The results will inform the development of reasoning and dialogue within mixed-initiative annotations systems. An overview of related work is presented. The experimental design is then outlined along with details of the results found. Discussion of the results is then provided along with suggestions for future research.
Author Keywords
Multimedia annotation, interruptions ACM Classification Keywords
H.5.1 Information Interfaces and Presentation: Multimedia Information Systems
BACKGROUND
INTRODUCTION
Mixed-initiative annotation systems often work by automatically filtering and categorising segments of video based on content and allowing the user to annotate these segments [6,9]. Limited evaluations have been conducted on the benefits of mixed-initiative approaches. The majority of research has focused on the effectiveness of the algorithms that enable autonomous annotation rather than on the user interaction experience. This makes it unclear whether a mixed-initiative approach to multimedia annotation actually enhances the interaction. It is clear that more research needs to focus on how users respond to multimedia annotation systems to gain a clearer understanding of how effective these systems are.
Annotation of multimedia content is a time consuming process which typically involves an annotator watching a video closely to find all important and interesting events that best describe the content. This has prompted research into technology to facilitate the annotation process which can be divided into three different areas: those that focus on systems where the user drives the process [8, 17], those where the system is driving the process [3] and mixed-initiative (the focus of this paper) where the system and user work collaboratively to annotate a video [4, 7, 9, 13, 14]. In mixed-initiative annotation the system attempts to detect certain elements of the video whilst the user annotates everything else that they believe to be relevant and important. This includes aspects such as people, objects, events, emotions and in more advanced systems the ability to reason over ontologies. During this process the system will inevitably generate some ambiguities that will need to be resolved and so a suitable dialogue with the user is required. The system
The impact of interruptions in human-computer interaction has received much attention from researchers. Results have found that interrupting users from their primary task can result in a negative impact on their performance [10, 15] and cause frustration [1, 12, 18]. Other studies have found that interruptions can also have a detrimental impact on the time taken to complete a task [5,11], decision making ability [16], a user’s emotional state [1, 18] and increase user error during a task [10]. Researchers have investigated interrupting users at “opportune” moments in order to reduced negative impact. This may include times of lower mental workload or inherent breakpoints [1, 2].
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16 - 20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
In systems where the user and system perform collaborative annotation asynchronously [4], there is scope for the system
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The experiment comprised of 6 test cases utilising two conditions related to the content of the questions (IMPORTANT and TRIVIAL) and three conditions related to the time at which questions were presented to users (IN-CONTEXT, OUT-CONTEXT, OPPORTUNE). Questions displayed in the IMPORTANT conditions were intended to be questions that users could easily perceive to be valuable during the annotation process, whilst questions presented in the TRIVIAL conditions were intended to be questions that would appear to add little value to the overall annotation quality. Questions in the IN-CONTEXT conditions were presented at the relevant point in the video. In contrast, questions presented in the OUT-CONTEXT questions were presented at any time during the video, so users may have to navigate back to the relevant place to answer the question. Questions in the OPPORTUNE condition were asked at shot breaks. There were eight shot breaks in total, and each user was asked eight questions during the experiment.
Figure 1. Screenshot of the experimental prototype
to display questions: • as soon as generated by the system. They may be presented out of context to the user’s current task. • when they are in context to the user’s current task. • at an opportune moment during the interaction.
90 subjects (15 in each condition) were recruited from the University of Birmingham via an email advertisement. Subjects were provided with some details about the experiment and explicitly instructed that they would be asked questions related to the video during playback. The video chosen for the experiment was a short (two minutes) news report on the decline of bees in the United States. After the video had finished subjects were directed to a questionnaire. Table 1 outlines the questions presented to user after the task. Visual analogue scales were used to measure user response with a scale of 0 being very low to 100 being very high.
The system and user will require a dialogue that helps the system understand what is in the video and what is important to annotate. It is therefore important to understand how and when it is acceptable for the system to interrupt the user without creating strong negative responses. The system must determine whether the potential benefit of an interruption is greater than its cost. Another factor is the content of the questions. Due to the complex nature of the processing task, it is possible that the system may generate what appears to the user as trivial questions that have little relevance to the core concepts of the video. How do users respond to these types of questions? Do questions, perceived by the user to be trivial, lower user perceptions of the system and interaction? Is it better to present perceived important questions at certain times (during annotation) and trivial queries at other times (end of a session)?
A two-way analysis of variance (ANOVA) was performed to examine how subjects responded to interruptions. Box plots are also used to depict the five-number summary of each of the responses in various conditions. These results are used to address the following four hypotheses: H1: Subjects in the IMPORTANT conditions perceive questions as more important/useful to the system than those presented in TRIVIAL conditions.
Examining the effects of interruptions, within the context of a multimedia annotation task, has not been widely examined. Neither has the interaction between the content of the interruption and the time at which it has been presented. This work will contribute to the discussion of the role of interruptions in a multimedia annotation task and the wider implications of interruptions in human-computer interactions.
This is a baseline check to ensure that users perceive a difference in the importance of questions that are displayed between different conditions. There was a significant main effect for the content of questions with regard to the extent subjects perceived the questions to focus on the key points of the video, F (1, 84) = 24.98, p < 0.05 (see fig. 2). Subjects in the IMPORTANT conditions perceived the questions to focus on the key points of the video significantly more when compared with subjects in the TRIVIAL conditions. There were no significant main effects in relation to the INCONTEXT, OUT-CONTEXT or OPPORTUNE conditions. There were also no significant interactions.
EXPERIMENT
An experimental prototype was developed to examine the effects of interruptions during an annotation task (fig. 1). The experiment was designed so that subjects could take part via a Web browser. The prototype was developed using Adobe Flash and provides a simple interface to users. On the left is an area where the system’s questions are presented to users. Whenever a question is displayed, the video would pause, creating a clear interruption, and the user would be given the chance to provide an answer. Once the user had answered the question the video would continue playing. On the right side of the interface is a video player that includes some standard playback functions. For this experiment all questions presented to users are hard-coded and relate directly to the content of the video.
However, there were no main effects or interactions with regard to question usefulness. This suggests that whilst subjects could clearly distinguish between the two different types of questions they did not fully understand how their answers to questions influenced the system’s processing.
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Mental Demand Effort Irritation Quality Question Usefulness Key Points Overall Perception
Question How mentally demanding was the task? How much effort did it require for you to answer the system’s questions? How irritated were you with the questions the system asked? How well do you think the system will have annotated the video given the nature of the questions asked? How useful do you think the questions were in helping to enhance the system’s processing? To what extent do you think the system’s questions focused on the key points of the video? What is your overall perception of the interface?
User response - Irritation
Table 1. Questionnaire presented to user after the task 100 90 80 70 60 50 40 30 20 10 0 In-Context
Out-Context
Opportune
Conditions
Figure 4. Level of irritation during the task
User response - Effort
Figure 2. Extent to which questions address key points 100 90 80 70 60 50 40 30 20 10 0
conditions (see figure 3). This was an expected finding as the questions in the IN-CONTEXT conditions are presented at the relevant points in the video.
In-Contex
Out-Context Conditions
H3: Subjects in the OPPORTUNE conditions will perceive the interaction as less mentally demanding and less irritating than the IN-CONTEXT and OUT-CONTEXT conditions.
Opportune
A significant main effect was found in users perception of irritation (F (2, 84) = 4.62, p < 0.05). However, there was little support for hypothesis H3 with no significant difference in perceived irritation between OPPORTUNE and INCONTEXT conditions (t = 1.490, df = 51, p = 0.142) or between OPPORTUNE and OUT-CONTEXT conditions (t = 1.490, df = 58, p = 0.167). In fact, subjects in the IN-CONTEXT condition rated the interaction as significantly less irritating than the OUT-CONTEXT condition (t = 3.26, df = 51, p < 0.05). There were no significant main effects or interactions in the perceived level of mental demand of each condition.
Figure 3. Perceived level of effort
H2: Answering questions in the IN-CONTEXT condition will require less effort than questions in the OUTCONTEXT and OPPORTUNE conditions. Questions in the IN-CONTEXT condition will be presented to users at the time they are relevant. This means that users should be able to answer these questions without too much effort. In the OUT-CONTEXT / OPPORTUNE conditions, however, the user may have to navigate back to the point at which the question applies, requiring more effort. There was a significant main effect for the question display time with respect to the perceived amount of effort subjects had to exert during the task, F (2, 84) = 3.718, p < 0.05. There were no significant effects regarding the content of questions. There were also no significant interactions.
This finding contradicts much of the related research where it has been found that presenting questions at OPPORTUNE moments significantly reduces the negative impact of an interruption [1, 2]. However, in this case, subjects preferred questions displayed when they were relevant to the current task. It may be the case that the OPPORTUNE points were not chosen carefully enough, or that the task was too trivial.
There was support for hypothesis H2 as subjects in the INCONTEXT conditions rated the interaction as requiring less effort than those in the OPPORTUNE and OUT-CONTEXT
H4: The IMPORTANT condition will be rated more positively than the TRIVIAL condition.
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Users presented with TRIVIAL questions will likely perceive the interaction to be less useful and feel their input is having less impact on the quality of the final annotation. This will therefore lower their perception of the system. However, there were no significant main effects with regards to question content, or interactions in the question usefulness, quality or overall perception of the system.
ACKNOWLEDGMENTS
This work was support by EU grant FP7-217061. REFERENCES
1. P. Adamczyk and B. Bailey. If not now, when?: the effects of interruption at different moments within task execution. In Proc. SIGCHI conference on Human factors in computing systems, volume 6, pages 271–278. ACM Press, 2004. 2. B. P. Bailey and S. T. Iqbal. Understanding changes in mental workload during execution of goal-directed tasks and its application for interruption management. ACM Transactions on Computer-Human Interaction, 14(4):1–28, 2008.
Therefore, hypothesis H4 had no support. Despite subjects clearly being able to distinguish between important and trivial questions, this had no impact on their perceptions of the system or the way in which they interacted with the interface. This may have been because the users had little investment in the interaction or did not fully understand the potential benefits of important questions.
3. S. Bloehdorn, K. Petridis, C. Saathoff, N. Simou, V. Tzouvaras, Y. Avrithis, S. Handschuh, Y. Kompatsiaris, S. Staab, and M. Strintzis. Semantic annotation of images and videos for multimedia analysis. In Proc. 3rd Euro. Semantic Web Conference, pages 592–607. Springer, 2005. 4. C. Creed, P. Lonsdale, R. Hendley, and R. Beale. Synergistic Annotation of Multimedia Content. In Proc. 3rd Intl. Conference on Advances in Computer Human Interactions, pages 205–208. IEEE, 2010.
DISCUSSION
The results show the time at which the system presented questions to the user had some influence on their perceptions about the effort required and irritation experienced whilst completing the annotation task (H2 & H3). Also, that the user perceived IMPORTANT questions to focus on the key points of the video more than trivial questions (H1). However, it was unclear if users perceived how this could impact on the performance of the systems (H4).
5. E. Cutrell, M. Czerwinski, and E. Horvitz. Notification, disruption, and memory: Effects of messaging interruptions on memory and performance. In Human-Computer Interaction, INTERACT 2001, pages 263–269. IOS Press, 2001. 6. N. Diakopoulos and I. Essa. Videotater: an approach for pen-based digital video segmentation and tagging. In Proc. 19th ACM symposium on User interface software and technology, pages 221–224. ACM Press, 2006. 7. E. Horvitz. Principles of mixed-initiative user interfaces. In Proc. SIGCHI conference on Human factors in computing systems, pages 159–166. ACM Press, 1999.
There are limitations to this experiment. The subjects were not representative of users most likely to use such a video annotation system. This may explain why users did not perceive the conditions that displayed IMPORTANT questions more positively. Also, the subject’s only task was to watch the video and answer questions. It is possible that the results would have been different if the user had performed some annotation (e.g. writing or selecting relevant tags). Interruptions could be more costly in this scenario and therefore users may appreciate the OPPORTUNE condition more. However, this experiment remains a practical step toward understanding the impact of interruptions in such a system. Ideally, the user would need to do little annotation, and the system would only ask the user questions when necessary. As such, the experiment described in this paper is a useful test of user response in this case. However, if users do need to do some extra annotations whilst answering the system’s questions, it is important to understand how this can potentially influence their perceptions of the system and the interaction experience.
8. M. Kipp. Anvil: A generic annotation tool for multimodal dialogue. In Proc. 7th European Conference on Speech Communication and Technology, 2001. 9. R. Kubat, P. DeCamp, and B. Roy. Totalrecall: visualization and semi-automatic annotation of very large audio-visual corpora. In Proc. 9th Intl. Conference on Multimodal Interfaces, pages 208–215. ACM Press, 2007. 10. K. A. Latorella. Effects Of Modality On Interrupted Flight Deck Performance: Implications For Data Link. In Proc. of Human Factors and Ergonomics Society, pages 87–91, 1998. 11. D. C. Mcfarlane. Coordinating the Interruption of People in Human-Computer Interaction. In Human-computer interaction, INTERACT’99, pages 295–303. IOS Press, 1999. 12. C. Monk, D. Boehm-Davis, and JG. The attentional costs of interrupting task performance at various stages. Proc. Human Factors and Ergonomics Society, pages 1824–1828, 2002. 13. H. Neuschmied, R. Trichet, and B. Merialdo. Fast annotation of video objects for interactive TV. In Proc. 15th Intl. Conference on Multimedia, pages 158–159. ACM Press, 2007. 14. S. Patel and G. Abowd. The ContextCam: Automated point of capture video annotation. In UbiComp 2004, pages 301–318. Springer, 2004.
Other limitations include the use of a single short video. Future studies should require subjects to interact for longer periods using a range of videos. Additionally, it would be useful to run some longitudinal studies where subjects used the tool for an hour or two on a daily basis. The current prototype would obviously need to be enhanced for longitudinal studies, but this type of test over time would be useful in understanding the true cost of interruptions and how they impact the user’s experience. It would also be interesting to examine the balance between costs of interruption and potential benefit to annotation, and how the urgency of a question influences user perceptions.
15. J. Rubinstein, D. Meyer, and J. Evans. Executive control of cognitive processes in task switching. Journal of Experimental Psychology Human Perception and Performance, 27(4):763–797, 2001. 16. C. Speier, J. S. Valacich, and I. Vessey. The Influence of Task Interruption on Individual Decision Making: An Information Overload Perspective. Decision Sciences, 30(2):337–360, 1999. 17. D. Yamamoto and K. Nagao. iVAS: Web-based video annotation system and its applications. In Proc. 3rd Intl. Semantic Web Conference, pages 7–11, Hiroshima, Japan, 2004. Springer. 18. F. R. H. Zijlstra, R. a. Roe, A. B. Leonora, and I. Krediet. Temporal factors in mental work: Effects of interrupted activities. Journal of Occupational and Organizational Psychology, 72(2):163–185, 1999.
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Seeking a Theoretical Foundation for Design of In Sitro Usability Assessments Yngve Dahl SINTEF ICT 7465 Trondheim, Norway yngve.dahl@sintef.no +47 905 27 892 ABSTRACT
Usability assessment, simulation, training simulation, fidelity, user-centered design
Seeking a theoretical basis for design of simulation-based or in sitro [4] usability assessments, we have explored training simulation theory. Training simulations are extensively used in high-risk industries such as aviation, naval shipping, and medicine for acquisition and development of human work-related skills. Despite serving a different purpose than evaluating product usability, professionally designed simulation exercises are carefully constructed to accommodate specific goals and underlying premises. This paper is a theoretical attempt to establish the relationship between training simulations and in sitro usability assessments. It aims to draw attention to mechanisms by which training simulations often are adjusted, and to discuss their relevance in the design of controlled usability assessments that simulate phenomena of real-world use settings.
ACM Classification Keywords
MOTIVATION
Recent studies on usability assessment methodology suggest that features of real-word use settings can be replicated in laboratories in order to combine realism with a high level of control. The field of human-computer interaction, however, lacks theoretical foundation for how to design well scoped and targeted in sitro, or simulationbased usability assessments. In this paper, we draw parallels between usability assessments and training simulations. We argue that the same mechanisms through which training simulations are adjusted to optimize transfer of skills can also be used in usability assessments conducted in sitro to trigger user reflections on specific design aspects. Author Keywords
Much of growing need to simulate real-world phenomena in controlled usability assessment can be seen as a consequence of increasingly mobile nature of humancomputer interaction. Compared to the usability of conventional desktop computer systems, the usability of mobile information and communication technology (ICT) is much more likely to be influenced by factors that go beyond graphical user interfaces (GUIs). This includes the immediate physical and social factors of mobile use situations [5]. These factors are difficult or impossible to address in conventional laboratory settings used for evaluation of PC-based systems, and are often a primary motivation for conducting usability assessments in the field.
H5.2. [Information interfaces and presentation]: User Interfaces–Evaluation/methodology, User-centered design. INTRODUCTION
The issue of realism versus control in usability assessments has a long history of debate in HCI literature (e.g., [1-3]). Assessments that take place in usability laboratories tend give more experimental control, but fail to reflect the realworld realism of field experiments. Recent studies on usability assessment methodology [2, 4, 5] suggest that it is possible to replicate features of realword use settings in laboratories to combine realism with a high level of control. Existing HCI literature, however, provides little guidance on how to effectively configure such evaluation so that they can help inform specific design issues.
Conducting usability assessments in the actual performance context, however, generally makes it more difficult to control how different factors influence usability of a product [6]. In addition, it can be challenging to set up the technical infrastructure required to run assessments in the field. The technical preconditions (e.g., network, hardware and software installations) for evaluating a functional prototype in the field are not always in place and require preparation to be made ahead. Likewise, recording equipment for capturing audio and video need to be set up prior to the assessment.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10…$10.00
While the challenges described above give good reasons for mimicking real-world phenomena in controlled
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environments, it is difficult to find a theoretical basis in HCI literature for what aspects to give priority, and what aspects to ignore or replicate in a more simplified form. The obvious risk of lacking such a basis is that simulated use context for usability assessment purposes are designed without definite aim or direction.
skill transfer, or transfer of training [9]. This corresponds to the extent to which participants are able to put into practice, in the actual performance context, what they have trained on in simulations. The objective in usability assessment, in contrast, is to evaluate product performance relative to specific use setting. Product performance or usability, as defined in ISO 9241-11 [10], is “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use”.
USABILITY ASSESSMENTS VS. TRAINING SIMULATIONS
Before we discuss how training simulation theory can inform the design of usability assessments conducted in sitro, we first need to consider how the two programs relate to each other.
In addition to the fundamental distinction in the objectives between the two programs, there are also other related features that set them apart. This includes the type of knowledge transferred from the two programs and who the beneficiaries (knowledge recipients) are, the role of technology, and the role of participants. The key distinctions between usability assessments and training simulations are summarized in Table 1.
Key similarities
The conceptual link between usability assessments and training simulation becomes more apparent if we consider general features of training simulations described by Gagné [7]. Firstly, simulations attempt to represent the real situation in which actions are performed. Secondly, simulations offer participants some control over the situation. Thirdly, and most importantly in the context of this paper, simulations exclude some aspects of the realworld situation being recreated. For each of the above features we can draw parallels to general usability assessment characteristics. Similar to training simulations, usability assessment also tries to replicate a particular real-world situation. This is also the case for traditional PC-based evaluations, which typically replicate an office setting. Common for all usability assessments of ICT is that they specifically address situations for which the evaluated technology is designed, i.e., use situations.
Usability assessments
Training simulations
Objective
Evaluate product performance
Knowledge recipient Role of technology Role of participant
Product evaluators
Representative user
Enhance human skill performance Simulation participants (trainees) Training device and/or part of the simulator (e.g. as training device) Trainee
Output
Product usability
Skill
Product to be evaluated
Table 1. A conceptual comparison assessments and training simulations.
Concerning means for participants to control the simulated situation, the primary tool in usability assessment of ICT is the technology being evaluated (typically a prototype). In training simulations the medium to control the situation often correspond to the training devices that one aims to develop skills in how to operate (e.g. the instruments of an aircraft simulator).
of
usability
TRAINING SIMULATION THEORY
Having established a conceptual link between usability assessments and training simulations, we will take a brief look at how training simulations are composed to optimize transfer of training and meet acceptance among participants. Our view is that many of same principles underlying systematic skill transfer in training simulation can be used to construct targeted usability assessments that address specific design aspects of a product.
Regarding aspects of real world situation that are excluded in the constructed situation, we find that usability assessments, particularly in early phases of design, often address cut-down use scenarios and frequently involve simplified representations of user interfaces. Examples of the latter can be found in Refs. [5] and [8].
Simulation fidelity
The concept of simulation fidelity plays a key role in transfer of training [11]. Simulation fidelity corresponds to the reality of the simulation as experienced by participants [12]. It can be understood both in terms of the physical and the psychological experience [13]. The notion physical fidelity denotes the physical resemblance between constructed situation and its real-world counterpart. Psychological or cognitive fidelity is the degree to which the simulation captures key psychological processes of the performance domain. The physical and psychological fidelity of training simulations are often divided into subcomponents [11, 13]. Physical fidelity typically includes equipment fidelity and environment fidelity. The first refers to the appearance and feel of tools, devices, and systems
In addition to the similarities described above, both usability assessments and training simulations are typically conducted iteratively, adding more complexity for each cycle. Key differences
Although usability assessments and training simulations share some features, there are obvious distinctions between the two. Most notably, they serve different purposes. The objective in training simulations is to develop human workrelated skills. The focus is on human performance. The effect of training simulations is often described in terms of
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including hardware and software, while the latter relate to the extent to which physical characteristics of the realworld environment, beyond the training equipment, are realistically replicated in the simulation. Task fidelity and functional fidelity are typical subcomponents of psychological fidelity. Task fidelity concerns the degree to which the training tasks are operationally realistic vis-à-vis real-world tasks. Functional fidelity describes how the simulation responds to actions carried out by participants compared to the real world.
simulated environment, tasks and responses vis-à-vis the actual performance context. The main rationale for adjusting various fidelity dimensions in training simulations according to the goal of the simulation is that the wide range of factors affecting human cognition and behavior in the real world makes it infeasible take all into account at once and at the same time understand their impact on the trial. The same rationale can also be applied in the design of in sitro usability assessments. By tailoring various fidelity dimensions one can draw users attention toward pertinent elements of a prototype that one wants to gather feedback on, while leaving out others. Previous in sitro assessments [17, 18] indicate that to provoke user reflection on how mobile interaction techniques accommodate mobile and bodily work require relatively realistic physical environments, while GUI elements can be simplified.
What is of interest here is the way training simulations are carefully adjusted across multiple fidelity dimensions to meet particular goals and premises. The essence of simulation is simplification. To optimize training transfer, physical fidelity and psychological fidelity are set to help participants maintain focus on particular elements of the simulation [13]. For example, in the training of basic task skills, advanced equipment and undesired interference actually diminish transfer as they can divert trainees’ attention from the goal of the simulation [14]. Thus, features of the actual performance context are often deliberately removed if they are considered irrelevant for the particular skill being trained or to complex to handle for the trainee at his or her current level of experience. For other cases, such as in the training of aircraft control stick maneuvers, realistic simulator equipment and responses are required in order for trainees to learn the consequences of their actions. As such, there is no direct correlation between the level of fidelity and effectiveness of training transfer.
Tailoring usability assessments the way it is described above however requires that we think of fidelity as multidimensional concepts extending beyond the look and feel of the technology, or prototype, being evaluated. It requires that one also systematically consider the fidelity of the simulated use context, and that one gradually increases the realism of the simulated use context. The systematic approach for dealing with the complexity of real-world use situations separates simulation-based usability assessments from other user-centered methods, such as roleplaying [19], which also involve users enacting scenarios.
In addition to the pedagogical rationale for tailoring various fidelity dimensions in training simulations, issues related to cost effectivness also play a part when training simulations are designed. High-fidelity simulations are often associated with high costs [11]. Studies by Alessi [15], however, suggest that increasing simulation fidelity beyond a specific level does not yield the extra amount of training transfer to make it worth the additional cost.
Simulation acceptance in usability assessments
Training simulation theories also highlight that in order to achieve positive transfer simulation participants need to accept the simulation as a substitute for the “real thing”. Accordingly, there are limits to how low one can go across various fidelity dimensions in order to achieve acceptance. We consider simulation acceptance to be a critical factor also for simulation-based usability assessments. The usability of a product is always relative to the situation of use [10]. Consequently, if the participants of usability assessments fail to “make sense” of the simulated use situation we cannot expect them to provide feedback that can inform further design. On the contrary, negative acceptance cues can lead to unrealistic behavior during the trial and potentially even raise negative attitudes toward the evaluated technology.
Simulation acceptance
While training simulations often tailor fidelity to achieve systematic and targeted training it is critical that trainees accept the premises of the simulation; in other words, that the simulation represents a plausible substitute for reality. Simulation acceptance is a prerequisite for training transfer [14]. Negative user acceptance cues can potentially bring forth different behaviors during training vis-à-vis the realworld performance [16]. Hence, each fidelity dimension must reflect a minimum level of realism.
Conventional usability assessments typically focus exclusively on the extent to which the evaluated product is accepted among users. In sitro usability assessments require evaluators to also mind whether users accepts the illusion fostered by the simulation or not.
LEARNING FROM TRAINING SIMULATION Designing targeted in sitro usability assessments
While the fidelity concept is not new to HCI, it has generally been used only to describe the look and feel of GUI prototypes (roughly corresponding to equipment fidelity). In the design of training simulations the fidelity concept extends beyond the equipment or training devices that participants use, and also describes the realism of the
CONCLUDING REMARKS
In this paper we have investigated theories from the training simulations domain and discussed their applicability in the design of usability assessments that replicate real-world
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phenomena. While conducting trials in sitro for usability assessment purposes is a fairly novel approach, in sitro trials have a long history in, and are at the core of training design. Trainings simulation theories suggest mechanisms, in the form of fidelity dimensions, that can help draw the attention of participants toward certain design aspects while blurring out others. At the same time they highlight that participants need to accept the premises of the simulation to provoke realistic behavior. Taken together, then, these theories suggest that effective design of in sitro usability assessments (as with training simulations) should not strive for maximum realism, but rather for “just enough” realism.
6.
7. 8.
9.
10.
Similar to the field of Human-Computer Interaction, the training simulation domain is complex and multi-faceted. As is to be expected, training simulation theories do not offer a silver bullet for how to design optimal trials that reflect a sufficient degree of realism. However, being aware of the key elements at work can give designers of simulation-based usability assessments a good starting point.
11.
12.
13.
ACKNOWLEDGEMENTS
This work is part of a joint research collaboration between Telenor ASA and SINTEF. REFERENCES
1.
2.
3.
4.
5.
Kaikkonen, A., Keklinen, A., Cankar, M., Kallio, T. and Kankainen, A. Usability testing of mobile applications: A comparison between laboratory and field testing. Journal of Usability Studies, 1, 1 (2005), 4-16. Kjeldskov, J., Skov, M.B., Als, B.S. and Høegh, R.T. Is It Worth the Hassle? Exploring the Added Value of Evaluating the Usability of Context-Aware Mobile Systems in the Field. In Proc. Mobile HCI 2004, ACM Press (2004), 61-73. Nielsen, C.M., Overgaard, M., Pedersen, M.B., Stage, J. and Stenild, S. It's worth the hassle!: the added value of evaluating the usability of mobile systems in the field. In Proc. NordiCHI 2006, ACM Press (2006), 272-280. Kjeldskov, J. and Skov, M.B. Studying Usability In Sitro: Simulating Real World Phenomena in Controlled Environments. International Journal of Human-Computer Interaction, 22, 1 (2007), 7-36. Alsos, O.A. and Dahl, Y. Toward a best practice for laboratory-based usability evaluations of mobile ICT for hospitals. In Proc. NordiCHI 2008, ACM Press (2008), 3-12.
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Goodman, J., Brewster, S. and Gray, P. Using Field Experiments to Evaluate Mobile Guides, In Proc. HCI in Mobile Guides, workshop at MobileHCI 2004. Gagné, R.M. Simulators. In Training Research and Education, R. Glaser, Editor. Wiley: New York, 1962. Svanæs, D. and Seland, G. Putting the users center stage: role playing and low-fi prototyping enable end users to design mobile systems. In Proc. CHI 2004, ACM Press (2004), 479-486. Liu, D., Blickensderfer, E.L., Macchiarella, N.D. and Vincenzi, D.A. Transfer of training. In Human Factors in Simulation and Training. CRC Press, 2008. ISO 9241-11, Ergonomic Requirements for Office Work with Visual Display Terminals (VDTs). Part 11: Guidance on Usability. 1998. Liu, D., Macchiarella, N.D. and Vincenzi, D.A. Simulation Fidelity. In Human Factors in Simulation and Training. CRC Press, 2008. Gross, D.C., Pace, D., Harmoon, S. and Tucker, W. Why fidelity? In Proc. of the Spring 1999 Simulation Interoperability Workshop. 1999. Kozlowski, S.W.J. and DeShon, R.P. A psychological fidelity approach to simulation-based training: theory, research and principles. In Scaled Worlds: Development, Validation and Applications, Ashgate Publishing, 2004. Maran, N.J. and Glavin, R.J. Low- to high-fidelity simulation – a continuum of medical education? Medical Education, 37, 1 (2003): 22-28. Alessi, S.M., Fidelity in the Design of Instructional Simulations. Journal of Computer-Based Instruction, 15, 2 (1988) 40-47. Rehmann, A., Mitman, R. and Reynolds, M. A handbook of flight simulation fidelity requirements for human factors research. Tech. Report No. DOT/FAA/CT-TN95/46. Wright-Patterson AFB, OH: Crew Systems Ergonomics Information Analysis Cente, 1995. Dahl, Y. and Svanæs, D. A comparison of location and token-based interaction techniques for point-ofcare access to medical information. Personal and Ubiquitous Computing, 12, 6 (2008) 459-478. Alsos, O.A. and Svanæs, D. Interaction techniques for using handhelds and PCs together in a clinical setting. In Proc. NordCHI 2006. ACM Press (2006), 125-134. Seland, G. System designer assessments of role play as a design method: a qualitative study. In Proc. NordiCHI 2006. ACM Press (2006) 222-231.
Short Papers
Proceedings: NordiCHI 2010, October 16–20, 2010
Why do users communicate via such or such media? Some insights from users’ daily experiences Françoise Détienne1
Béatrice Cahour1
1
2
LTCI, CNRS - Telecom ParisTech 46 rue Barrault, 75013 Paris, France firstname.name@telecom-paristech.fr
Alcatel-Lucent Bell Labs Villarceaux - route de Villejust 91 620 NOZAY, France
ABSTRACT
not. A field study has been conducted to collect and analyse daily lived experiences of communication. After a short presentation of our theoretical framework, we report on our methodology and develop our quantitative and qualitative results.
The objective of this study is to understand why people choose to use such or such media of communication in their daily activity. In a field study, twelve young adults were requested to narrate daily communication experiences on a storyboard, some of them being interviewed afterward. Quantitative results show a significant relationship between the choice of media and the affective or socio-relational link with the recipient. Qualitative analyses highlight (1) more or less deliberate choices of media, (2) strategic choices of media for emotional interactions or for reinforcing social relationships, (3) management of communication focus, (4) management of information complexity and ambiguity, (5) management of interruptiveness and modeling interlocutors’ availability and preference, (6) management of time-distributed communication with conversational progress and context switches. These results are put into perspective in the framework of mediated communication theories.
THEORETICAL BACKGROUND
The fundamental goal of mediated communication theories has been to explain the relationship between the affordances of different mediated technologies – e.g. interactivity, visibility, audibility, reviewability, revisability - and the communication that results from using those technologies. While some theories (e.g. [1]) propose more complex sets of affordances, Whittaker [5] suggests that modality and interactivity are most important. One major technology affordance is the different modes that technologies support: linguistic and visual modes. Visual modes are assumed to provide non-verbal information, e.g. facial expressions, important for the transmission of social and affective information. The second major affordance is interactivity. It supports bidirectional communication, allowing participants to provide immediate feedback to speakers about whether their communication has been understood or accepted.
Author Keywords
Media affordances, users’ experience, communication, socio-affective relationship.
Liv Lefebvre1,2
mediated
Mediated communication research has employed a variety of methods: laboratory studies, field trials, interviews, surveys, and ethnographic techniques. Most laboratory studies are comparative (for a review see [5]), and aim to explain how these different affordances produce differences between mediated and face to face communication in process, content or outcome of communication. Ethnographic studies (e.g. [2; 3]) document naturalistic situations but are often focused on the use of a single media, e.g. use of Instant Messaging [3]. They highlight forms of communication referred as «connected mode » or « communication zone » in which intimate interlocutors keep contact over long period of time via sometimes content-free signs of connected presence.
ACM Classification Keywords
H5.2.: Ergonomics; H5.3.: asynchronous interaction; synchronous interaction; H5.m.: Miscellaneous. INTRODUCTION
The objective of this study is to understand why people choose to use such or such media of communication (audio - phone or cell phone-, visioconference, chat, email, SMS, social media...) in their daily activity. Our aim is to understand the various dimensions (socio-relational, affective, contextual, content-related) of naturalistic situations which are relevant for this selection, deliberate or Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Few studies have been conducted on users’ experiences about the choice between various medias in naturalistic situations and their subjective viewpoint on media affordances. Some studies [4] rely only on users’ selfdeclaration on media choices based on proposed scenarios in work situation. The originality of our study is (1) to rely on user experiences on the basis of self-reported stories of
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communication via a storyboard; (2) to cover situated experiences which cross the various daily situations (work, home, mobility) as well as the use of various medias ; (3) to document more or less deliberate choices of media and users’ knowledge on media affordances which might motivate these choices.
media. Seventeen events are “complex” as they require several (two or three) communication medias. If we decompose complex events into simple ones, we have a total of seventy-two simple communication events using the following medias: e-mail (26 events), audio by mobile phone (15), SMS (14), audio by phone (8), chat (7), visioconference (1), social media (1).
METHODOLOGY Methods of analysis
Storyboard “the diary of my communications”
Descriptive statistical analyses have been conducted on the basis of simple communication events. Each event has been characterized by the media used and by the following descriptors: socio-relational link, intimacy link, context (work/home; alone/not alone), objective of communication (e.g. giving an appointment), cost of communication (urgency, money). Qualitative analyses have been conducted on the basis of the collected events to have a more holistic view of how the various elements of the context intervene in specific choices of media .
As it was too intrusive and difficult to videotape users in their daily activity (at work, at home, in mobility) we asked users to describe, via a storyboard, contextualised cases of communication related to user experiences in mediated interactions. A paper storyboard entitled “the diary of my communications” had to be completed by users. For each communication story in the storyboard, the users had to answer an open question: “tell about a communication event (or several of them) that you experienced during this day”. After this narrative description, they were requested to answer some questions (if not answered yet in the narration itself) documenting: (1) the socio-relational link with the interlocutor(s): private, professional, public (or other) spheres; (2) the degree of intimacy with the interlocutor(s): freely described and ranked on a likert scale; (3) the frequency of contact with the interlocutor(s); (4) the communication media(s) and device(s) used: e.g. email by mobile phone; (5) the eventual reasons for choosing this particular media and/or device; (6) the history (before/during/after communication) and the content of the communication; (7) the emotional state during the communication event of the interviewee and of his/her interlocutors(s); (8) the context of the communication: e.g., alone or not, at home. At the end of each day, they were requested to quantify their daily communications according to each media used. After a week or two, each diary was collected and interviews were conducted to complete the information given in the diaries.
RESULTS Quantitative analyses - a significant effect of sociorelational and affective links on the choice of media
The collected communication events show a frequent use of quite “classical” communication media, with dominant use of email, and very marginal use of social media (facebook) and visio-conferencing which might be surprising for this young population. We checked that this distribution reflected their daily use of various media as quantified by the users themselves in the storyboard. Our statistical analyses show a significant effect of the socio-relational and affective links on the choice of media. Other statistical analyses are not significant. Quantitative results show that the type of media which is used to communicate with the others depends on the social sphere (X2(4;72)=12.06; p<0.05) as well as the intimacy relation with the interlocutor (X2(4;72)=10.00; p<0.05) with quite similar effects. The range of media used is greater for intimate relationship and interlocutors in the private sphere compared to non intimate relationship and interlocutors in the professional sphere. When the interlocutor is intimate, these young adults tend to use either kind of media: e-mail (13), SMS (13), audio by mobile phone (11), audio by phone (6), chat (6). Similarly, when the interlocutor is in the private sphere: e-mail (9), audio by mobile phone (11), SMS (12), audio by phone (5), chat (6). There is no dominant use of media with respect to their interactivity or linguistic (audio/textual) characteristics. Nevertheless, we will see in our qualitative analyses that the choice between these medias may be motivated by other factors.
Population and collected data
Sixteen young adults (22-31 year old), highly educated (master level), were requested to narrate daily communication experiences on the paper storyboard. Whereas sixteen storyboards have been delivered, only twelve have been completed (by seven females and five males) and collected back. These users were mostly academics (9/3). They all lived in Paris, either alone (7), or not (3 in a couple and 2 with roommates). Five of the users (three females and two males, chosen for their availability) were interviewed on the basis of their storyboard to help them recover a vivid memory of the events and complete their description.
By contrast, when the interlocutor is not intimate, the young adults use mainly non interactive (asynchronous) and textual media: e-mail (13), SMS (13); compared to synchronous media: phone (2), mobile phone (3), SMS (1), chat (1). This tendency is also found for communications in
Fifty communication events have been collected. All of them describe communication with one or several interlocutors. Thirty three events have been qualified as “simple” in so far as they required only one communication
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the professional sphere but with predominance of e-mail (15) over other medias : phone (3), mobile phone (4), SMS (2), chat (1). Users highlight motivations related to e-mail use, such as traceability, respect for institutional rules or a lowered degree of intrusiveness.
response exchange without need for clarification. A user explains this way her choice for switching to the phone: ”It was a complex story also. There was a lot of actors of her life who intervened and then I thought that there was a need of rapid interactions, since I don’t know all these people, so as her story was complex I needed to ask her: hum and who was he? or…” .
Qualitative analyses –multi-dimensional determinants of choice
Users are also aware that phone is better to disambiguate a message compared to textual media. It is the case of one user, traveling by car, who had written a SMS to her boyfriend saying that she will be late “because of an accident”; then she regretted not to have used the phone because he could panic, thinking that she had an accident herself. Here the context explains why she did not decide to call him: she was at that moment surrounded by people that she did not know in the car, and did not want them to overhear her conversation.
Managing emotional interactions or reinforcing social relationships
Our data on communication events show that the choice of the phone, as an audio media, may be done for better sharing emotion or reinforcing social relationships. The following excerpts are taken from a complex communication event between a young woman and her cousin with whom she shares an intimate relationship. Started by chat, she decided to switch to phone because her cousin had to tell her a rather complicated story, a little bit “crusty”. She says “I told myself it was not possible to share that by chat and it was worth doing it orally because, I don’t know, for more real exchanges […] I felt like hearing her telling her story because chat is less…well emotions are not shared the same way […] she was under emotional chock and I wanted to feel it in order to respond as appropriately as possible…”. This way emotions associated with story telling are better shared and emotional reaction is expected to be more adequate. We can assume that the affects are more easily exchanged with the voice prosody.
Managing interruptiveness availability and preferences
and
modeling
interlocutors’
Two difficulties in initiating a communication event are availability of the (intended) interlocutor and interruptiveness. Indeed the recipient may be present but the request for talk may happen at an inconvenient moment. Most of the used media documented in this study have no awareness features (like e.g. Instant Messaging) and the interviewees rely on the use of no intrusive media, SMS or email. They make explicit that it is for not disturbing their recipients as in the following excerpt: “the SMS is the only way to contact friends rapidly and be sure not to disturb them at work, and that they read the message”. Indeed SMS or email are less intrusive than phone which generates interruptions in the course of action of the others. It is clear in the following excerpt from a user speaking about the media used to communicate with a good friend : “why with her I send an SMS and I don’t call her directly, it’s because she has a child and she nearly ever answer […] she would stop everything for me, I prefer the SMS, then she reads it when she has time.”
Whereas the quantitative data indicate that the phone is less used in professional situations where the interlocutor is not intimate, it may be used in work situations with a strategic objective of establishing a more convivial and affective relationship. The following excerpts are taken from a communication event in which a commercial professional contacts his new important client by mobile phone. He underlines that communicating by phone generally allows him “to play with affect” and motivates his particular choice: “I wanted to show him my intent to seduce him and my reactivity”.
The users rely on hypotheses upon recipients’ availability and interruptiveness. When the interlocutor is a well-known person with a link of intimacy, like in the example above, hypotheses are generated on the basis of a model of the interlocutor : his/her activity, the place he/she is presently, and also sometimes about the media they prefer. The use of a model of the interlocutor, which is based on the previously shared experiences, is of course much rarer when the other is not intimate. In that case, more generic knowledge is used about, for example, “what people usually do at this time of the day”.
Managing focus
The choice of the communication media may be linked to conversation topic and its openness. Whereas for very focused topics (taking an appointment, specific information request, giving information), our data indicate that textual media tend to be preferred, for open topics (taking news, discussing) any media are used. We may assume that it is linked to the interactivity and textual/verbal characteristics of media. We also found that users may make an explicitly strategic use of email for limiting topics as explained by a commercial professional “the use of email allows limitation of conversation topics”.
This use of model can be perturbing since when the hypothetical anticipation is not confirmed, then the surprise (and sometimes the worry) can be more important. For example a user had tried to contact by phone a friend to ask her to call the doctor (the user suffered from aphonia). She assumes that her intended recipient is in her office and send
Managing information complexity and ambiguity
Some users made explicit that phone as an interactive media is preferred when the exchange is supposed to be complex: when it is expected not to be just a question-
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her a SMS first without receiving any answer then she tries a phone call to her office number. Without answer she tries email “I know that she reads her e-mail quite instantaneously so I decide to send an e-mail to her work address and personal address”. Later on, her friend has sent her a SMS to warn her that she was at a meeting. Managing time-distributed communication conversational progress and context switches
In other cases reflexive activity may be conducted afterward by users about what would have been the best choice: it was illustrated in the example of the SMS “because of an accident”. In these latter cases, we may wonder to which extent the questions of the storyboard may have induced rationalization. Indeed, we also found evidences that users rely on global explicit routines they have developed to communicate, showing that the choice is not always conscious or strategic. For example, one user writes about his use of media “emails at work, SMS with friends, phone with two members of my family (no cost), short phone calls with others, chat at home.” Indeed, these routines may be adapted to context.
with
Users report on complex communication events which spread over a long period of time, sometime all day long. These cases are similar to the “communication zones” described by Nardi et al. [3]. We found such examples with intermittent conversation over a single media (e.g. email) but also with switches of media in order to adapt to context and conversational progress. An example refers to two friends who were connected five times during a day. The day before they had discussed about a common project and they wanted to continue the discussion. The interviewee writes : “beginning of the conversation in the morning by chat on my personal PC during my breakfast. Continuation at work (by chat). Reconnection after lunch. Then again at home by phone, and finally a real encounter”. They wanted to stay connected and continue their conversation and they adapted the choice of media to the situational context of each others, chatting at work and using a verbal mode of communication and finally meeting at home.
Limitations and perspectives
Our study provides rich data on situated cases. The users commented about playfulness in using the storyboard they often brought with them all day along. However we can wonder to which extent explicit questions in the storyboard may have induced rationalizations in the way of describing the lived experience. In a further study we plan to let the users describe freely their experience (with the open question of the storyboard) and to complement with interviews avoiding inductive questions like in the Explicitation interview. We plan also to target other populations of users in order to have a broader perspective and also question the use of social media.
DISCUSSION
ACKNOWLEDGMENTS
Our quantitative results show a significant relationship between the choice of media and the affective or sociorelational link with the recipient. Our qualitative analysis shows that the choice of a media is a complex process, often linked to many factors. It shows that communication episodes may be spread out over a long period of time.
This work has been funded in the framework of the Ubimedia joint research laboratory between Alcatel-Lucent Bell Labs and Institut Telecom. REFERENCES
1. Clark, H., & Brennan, S. (1991). Grounding in communication. In L. B. Resnick, J. Levine & S. Teasley (Eds.), Perspectives on socially shared cognition (pp. 222-233). Washington DC: APA Press.
More or less deliberate choices
Our qualitative analyses reflect that many factors coinfluence the decision of using a specific media, decision which can be relatively deliberate or much more automatic, when the person goes directly to one media without any reflection about this decision. In the preceding sections we have documented choices based on users knowledge about media affordances - interactivity, traceability, audibility, intrusiveness – and depending on the focus of communication (and its openness), the nature of communication – informational and emotional content -, the recipients’ characteristics - availability and interruptiveness -. Our data highlight also that the audibility affordance of the linguistic mode is judged important for convening emotions. Some choices are strategic, as in the example of the professional commercial choosing email for limiting conversation topics or choosing phone for reinforcing the social relationship with his client. Choices are also deliberate when there are switches of media following some kind of communication failure or conversational progress.
2. Licoppe, C. (2004). Connected' presence: the emergence of a new repertoire for managing social relationships in a changing communication technoscape. Environment and Planning: Society and Space, 22(1), 135 - 156. 3. Nardi, B., Whittaker, S., & Bradner, E. (2000). Interaction and Outeraction: Instant Messaging in Action. Proceedings CSCW 2000. 4. Sitkin, E., Sutcliffe, K., & Barrios-Choplin, J. (1992). Dual-Capacity Model of Communication Media Choice in Organizations. Human Communication Research, 18(4), 563 - 598. 5. Whittaker, S. (2003). Theories and Methods in Mediated Communication. In A. C. Graesser, M. A. Gernsbacher & S. R. Goldman (Eds.), Handbook of Discourse Processes. Mahwah: NJ: L.
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The impact of concept (re)presentation on users' evaluation and perception Sarah Diefenbach, Marc Hassenzahl, Kai Eckoldt, Matthias Laschke Experience Design and Ergonomics Folkwang University of Arts, Essen, Germany {sarah.diefenbach, marc.hassenzahl, kai.eckoldt, matthias.laschke}@folkwang-uni.de ABSTRACT
are biased by the way the concept is (re)presented. Intuitively, one could assume that users require first-hand interaction with a concept to provide a valid evaluation. At least, one would expect differences in the assessment of the same concept, depending on the way it was (re)presented.
Early product concept evaluation, which is based on descriptions or conceptual sketches instead of functional prototypes or design models, has many practical advantages. However, a question at hand is whether the format of representation impacts the results of empirical "user studies". A study with two different design concepts and 326 participants revealed that global product evaluation (i.e., goodness) and high-level product perceptions (i.e., pragmatic quality, hedonic quality) are not influenced by differences in the concept (re)presentation (text, pictures, video, functional prototype). Only the assessment of interaction characteristics, such as its speed, was affected.
In Human-Computer Interaction (HCI) research, this topic has rarely been studied systematically. The general debate on low versus high fidelity prototypes is nothing new [e.g., 6], but so far, this discussion aimed mainly at costs and practical benefits rather than the comparability of results. There have been some valuable comparative studies in the recent years [e.g., 4, 5, 7]. However, they rely on contrasting selective kinds of prototypes, such as video and storyboard format [e.g., 7] or paper, computer, and fully operational prototypes [e.g., 4, 5], often with a focus on usability measures, and only one tested concept.
Author Keywords
Prototyping, concept testing, representation, evaluation, user experience, interaction,
The aim of the present study is a further exploration of representation format, which enhances previous research in two ways: First, we were interested in whether there is a systematic effect of the "richness" of representation on different aspects of concept evaluation and perception. We used the probably simplest form of representation, i.e., textual description, as a baseline, which was then systematically enriched by additional information, resulting in four representation conditions. Second, any potential effect of different representations should be checked for stability. To do so, we studied two different design concepts at once. This allowed for testing potential interaction effects, which would indicate an unsystematic and unpredictable effect of the format of representation, and thus a continuous risk of bias in evaluation studies. In addition, studying two different concepts allowed for a check of the general reactivity of measures, since we expected to detect differences between the two concepts.
ACM Classification Keywords
H5.2. Information interfaces and presentation (e.g., HCI): User interfaces -- Evaluation/methodology INTRODUCTION
A major challenge for product designers and industry is the early identification of product concepts, which will be understood, accepted, and at best "loved" by potential future customers. It is common practice to decide on promising and less promising ideas by means of early "user studies." At that stage, however, concepts are available rather as textual descriptions or rough conceptual sketches than functional prototypes or design models. The benefit of "testing" descriptions or sketches early on is obvious. It demands fewer resources and, thus, allows for the empirical exploration of a greater number of alternative concepts or more revisions over time. However, it is an open question, whether concept evaluations gathered from potential users
In the following, we present a study of two product concepts, each (re)presented in four different ways. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
STUDY
Three-hundred twenty-six individuals (215 female, mean age=35, SD=12.81, min=15, max=70) participated in the study. They were randomly assigned to assess one of two concepts, each presented in one of four different representation conditions. Consequently, the study had a
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4x2 between-subjects design, with representation and concept as independent variables.
of the type of representation on different assessments we intentionally addressed different levels of product evaluation and perception.
The two product concepts
Both concepts suggested a novel and unusual way of interacting with a lamp. The candle lamp looked like a standard lamp, hanging above a dining table (Figure 1). Switching it on required to "light" an attached, wick-like element (actually a heat sensor) with a match or a lighter. It was switched off by blowing against the shade. Forget-menot, the second concept, resembled a flower. In the moment a "petal" is touched, forget-me-not opens and lights up. However, the petals start to close again, which dims the light. To get light over time, thus, requires the user to touch the lamp repeatedly. The objective of both concepts was to make the interaction with the lamps and the according energy-consumption more conscious, i.e., to re-emphasis the value of energy.
Figure 1: Pictures representing the candle lamp (left) and forget-me-not (right).
(Re)presentations
Inspired by media richness theory, which considers documents as the leanest and face-to-face contact as the richest form of communication [1], we studied an according continuum of (re)presentations, reaching from textual description to first-hand interaction:
Figure 2: Stills from the video representing the candle lamp (left) and forget-me-not (right). Measures
Text (Baseline). Participants got a short text describing the concept. For example, the candle lamp was described as follows: "The operation of the lamp is based on the candle metaphor. The lamp is switched on by briefly heating a wick-like element (attached to the lamp shade) with a lighter. Blowing into a circular opening in the middle of the shade switches off the light. The concept aims at making energy consumption more conscious."
After the presentation of the concept, participants were asked for a number of assessments common in user studies: global product evaluation, perceptions of the product character (i.e., pragmatic, hedonic), and interaction characteristics (e.g., slow–fast). The global product evaluation was measured with a single seven-point semantic differential item, capturing a product's general "goodness" (i.e., bad–good) [3]. Such global, high-level evaluations might be the only basis for decisions on which concept seems worthwhile, especially at an early conceptual stage, with a high number of alternatives. The perceived product character was assessed with an abridged version of the AttrakDiff2-questionnaire [3]. It consists of eight sevenpoint semantic differential items, four measuring taskrelated, pragmatic quality (e.g., simple–complicated, Cronbach's Alpha=.74), and four self-related, hedonic quality (e.g., dull–captivating, Cronbach's Alpha=.82). Scale values were computed by averaging the according item values (the inter-scale correlation was .42, which is substantial, but still considerably smaller than the Alpha's). To capture the participants' perception of interaction characteristics, we used the Interaction Vocabulary [2]. The vocabulary consists of eleven dimensions capturing aspects of the perceived aesthetics of interaction: speed, power, continuity, precision, directedness, spatial proximity, immediacy, change, delay, evidence, and need for attention. Each dimension is represented by a single seven-point semantic differential item with according verbal anchors, such as slow–fast, gentle–powerful, or approximate– precise. All materials were in German.
Text and pictures. In this condition, a sequence of four pictures, which demonstrated the single steps of operating the concept, was added to the textual description (see Figure 1). The photos showed a real person interacting with the concept in a real environment. However, the product was only roughly sketched and was added subsequently, producing the impression of a montage. Text and video. In addition to the descriptive text, there was a short video of a person interacting with a prototype and thereby demonstrating the operation of the lamp (see figure 2 for sample screenshots). Text and real interaction. In addition to the descriptive text, participants experienced the interaction themselves by means of a functional prototype (the same as used in the video condition). Note that the descriptive text served as a "baseline of information" in all the four representations. The crucial factor between the conditions was the richness of additional information. Significant differences between judgments based on leaner and richer formats of concept representation would indicate that the former were not sufficient to get the product idea across – at least regarding certain aspects. In order to identify such differential effects
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While the global evaluation may easily be based on a mere description of a product concept, the perception of whether an interaction with a product – even if well-described – is gentle or powerful, precise or proximate may be difficult without hands-on experience. Though the study was essentially exploratory, we expected the effect of representation on assessments to be stronger on the level of interaction (i.e., captured by the Interaction Vocabulary) than on the level of global evaluation and product perception.
318)=3.30, p<.05. The pairwise post-hoc comparison of group means (Scheffé test) showed that the interaction felt significantly faster (real interaction condition: M=4.47, SD=1.59) than it had been expected on the basis of the textual description (text condition: M=3.75, SD=1.75) or the static pictures (pictures condition: M=3.65, SD=1.76). Assessments based on seeing a video of someone interacting with the product (video condition: M=3.79, SD=1.69) converged to those based on first-hand interaction, the difference failed to reach statistical significance. Regarding change, only one significant difference between representations emerged: the interaction was perceived as more stable in the real interaction condition (M=3.46, SD=1.89) compared to the picture condition (M=4.37, SD=1.72).
RESULTS AND DISCUSSION Goodness
A 4x2 analysis of variance with representation (text, text and pictures, text and video, text and real interaction) and concept (candle lamp, forget-me-not) as independent and goodness as dependent variable revealed no significant effect. Neither did representation take effect on how good or bad participants rated the concept, F(3, 318)=1.05, p>.05, nor was one concept rated as better than the other, F(1, 318)=0.39, p>.05. The interaction effect remained insignificant. A t-test comparing the overall mean goodness (M=4.49, SD=1.63) against the mid-point of the scale (4) showed that the concepts were valued rather positive than negative, t(325)=5.89, p < .001. The textual description was obviously sufficient to convey the general idea. Additional information (pictures, video, real interaction) did not impact the global product evaluation.
Besides representation, also a main effect of concept on speed, F(1, 318)=8.83; p<.01, and change, F(1, 318=19.50; p<.001) was found. Interacting with forget-me-not was assessed as fast (M=4.19, SD=1.68) and changing (M=4.39, SD=1.85) whereas interacting with the candle lamp was assessed as slow (M=3.66, SD=1.74) and stable (M=3.58, SD=1.66). Those differences are quite obvious. The action of "lighting up" and "blowing out" the candle lamp takes time and, thus, appears as rather slow compared to the touch of the petals of forget-me-not and their immediate reaction. Moreover, while the light of forget-me-not is dimmed automatically and, thus, changing, the light intensity of the candle lamp remains stable (until blown out). However, the differences between the two concepts are independent of representation, i.e., there is no significant interaction effect. Nevertheless, the apparent effect of representation on two dimensions of the Interaction Vocabulary suggests that assessments on the level of actual operations require first-hand experience.
Pragmatic and hedonic quality perception
Two separate 4x2 analyses of variance with representation and concept as independent and either pragmatic quality or hedonic quality as dependent variables revealed no significant main effect for representation (pragmatic quality, F(3, 318)=1.44, p>.05; hedonic quality: F(3, 318)=1.85, p>.05). However, there was a main effect of the concept, F(1, 318)=19.80, p<.001: forget-me-not was assigned a significantly higher degree of pragmatic quality than the candle lamp, see Figure 3 for means in the four representation conditions. Forget-me-not was also perceived as more hedonic F(1, 318)=3.94, p=.048, see Figure 4 for mean values in the four representation conditions. However, the difference between concepts was less pronounced for hedonic compared to pragmatic quality. No interaction effect was found. Hence, no matter whether participants' assessments were based on real interaction, seeing a video, a picture story, or reading the concept description only, they all came more or less to the same conclusion.
7 Pragmatic Quality
Candle Lamp
Forget-me-not
6 5 4 3 2 1 Text + Pictures + Video + Real interaction
Interaction vocabulary
Eleven separate 4x2 analyses of variance with representation and concept as independent and the 11 dimensions of the interaction vocabulary as dependent variables revealed significant main effects for representation on the dimension speed (i.e., slow–fast), F(3, 318)=3.89, p<.01, and change (i.e., stable–changing), F(3,
Representation Figure 3: Mean pragmatic quality of the two concepts for each representation
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picture of how a concept's representation impacts various aspects of product evaluation and perception.
7 Candle Lamp
Forget-me-not
We believe that the present research addresses an important but surprisingly neglected issue. So far, academics and practitioners of HCI alike seem to simply assume that a proper empirical product evaluation requires a first-hand experience. Textual representations or mere pictures of products are eyed suspiciously – at least this is a common critical comment on studies that rely on humans' power of imagination, and the ability to develop a rich internal model of a concept, based on only "impoverished" descriptions. The present failure to demonstrate the impact of representation at least on high-level measures is by no means a proof that first-hand experience is unimportant. However, research is needed to differentiate when high fidelity representations are needed and when not, and to qualify, which representation is best for which measure of empirical product evaluation.
Hedonic Quality
6 5 4 3 2 1 Text + Pictures + Video + Real interaction Representation Figure 4: Mean hedonic quality of the two concepts for each representation
ACKNOWLEDGMENTS
This work was supported by the German Federal Ministry of Education and Research (BMBF), project FUN-NI (Grant: 01 IS 09007). For more information, see http://www.fun-ni.org.
CONCLUSION
Neither the global evaluation (i.e., goodness) nor pragmatic and hedonic quality perceptions were significantly influenced by the representation of the respective concept. However, plausible significant differences between the two concepts emerged, which rules out a simple general nonreactivity of the employed measures. The AttrakDiff2 questionnaire was able to detect differences between concepts but was unaffected by differences in the way concepts were presented. On the level of concrete interaction and its aesthetics, two dimensions of the Interaction Vocabulary were affected not only by the concepts but also by representation. As interaction is timebased per se, its characteristics may only be disclosed in representations that support the conveyance of according information, which in consequence, leads to assessments depending on the representation. Thus, while general product evaluation and high-level product perception are less susceptible to the way a concept is (re)presented, the assessment on the interaction level requires representation formats that convey the according information (here: timebased attributes of an interaction).
REFERENCES
1. Daft, R.L. and Lengel, R. H. Organizational information requirements, media richness and structural design. Management science, 32, 5 (1986), 554-571. 2. Diefenbach, S., Hassenzahl, M., Kloeckner, K., Nass, C. and Maier, A. (2010). Ein Interaktionsvokabular: Dimensionen zur Beschreibung der Ästhetik von Interaktion. In H. Brau, S. Diefenbach, K. Göring, M. Peissner, and K. Petrovic (Eds.) Usability Professionals 2010, 27-32. Stuttgart: Fraunhofer.. 3. Hassenzahl, M. The Interplay of Beauty, Goodness, and Usability in Interactive Products. Human-Computer Interaction, 19 (2004), 319-349. 4. Ince, I. F., Salman, Y. B., and Yildirim, M. E. A user study: the effects of mobile phone prototypes and task complexities on usability. In Proc. ICIS 2009, ACM Press (2009), 300-302. 5. Lim, Y., Pangam, A., Periyasami, S., and Aneja, S. Comparative analysis of high- and low-fidelity prototypes for more valid usability evaluations of mobile devices. In Proc. NordiCHI 2006, ACM Press (2006), 76-85.
The present study is certainly limited. One specific aspect of the study design, however, may be especially important to explain the null finding concerning representation. We used the textual description as a baseline, which was then enriched by different forms of additional information, such as a video. While this study design definitely reduces the likelihood of finding differences between representations, it appeared to be the most ecologically valid. From our practical work in industry, we learned that a textual description is the most basic and common representation of concepts in early development phases. Future studies will certainly use alternative study designs and additional measures and concepts, in order to develop an exhaustive
6. Rudd, J., Stern, K., and Isensee, S. Low vs. high-fidelity prototyping debate. interactions 3, 1 (1996), 76-85. 7. Sellen, K. M., Massimi, M. A., Lottridge, D. M., Truong, K. N., and Bittle, S. A. The people-prototype problem: understanding the interaction between prototype format and user group. In Proc. CHI 2009, ACM Press (2009), 635-638.
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Exploration of direct bi-manual interaction in digitally mediated stop-motion animation Mariza Dima John Lee University of Edinburgh University of Edinburgh 12 Nicolson Square, EH8 9BX 12 Nicolson Square, EH8 9BX marizadima@ed.ac.uk J.Lee@ed.ac.uk ABSTRACT
Mark Wright University of Edinburgh 12 Nicolson Square, EH8 9BX Mark.Wright@ed.ac.uk
of interaction, in the mass-market the Window/Icon/Menus/Pointer (WIMP) and keyboard have been, in most cases, the predominant interfaces through which digital software are accessed. Arguably, those interfaces fail to communicate the richness and complexity of human gesture [12] and consequently, embodied skills cannot be accommodated properly in a digital setting. Hence, the tacit skills of traditionally trained practitioners cannot be utilized efficiently in digital workspaces. We illustrate this issue in the dichotomy between traditional physical Stop-motion and digital Computer Graphics aided animation and further explore it as a case-study. Our design-led research explores the application of intuitive interfaces and creative mapping for transferring the rich tacit skills of traditional Stop-motion practice in a digital setting.
In this paper we present the development of a digital system prototype for character animation, with the primary focus on enabling direct bi-manual interaction through the employment of haptic sense and gestural control. The aim of the research is to explore the design of digital animation systems that build upon and augment the rich tacit knowledge embodied in the traditional creative practice of stop-motion animation. A team of highly skilled stopmotion animators participated in the design process of the prototype system evaluating and reflecting upon the key aspects of the design. We describe our design approach and the methodology employed in two design key studies framed around the concepts of direct tactile manipulation and two-handed interaction. We identify the components that enabled immediacy and enhanced engagement with the new system. The outcomes of the studies illustrate the system's potential for enabling immersive physical interaction in a digital animation setting. Author Keywords
Animation, interaction
tacit
knowledge,
haptic
I/O,
embodied
ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation] User Interfaces – Input devices and strategies, Interaction styles, Haptic I/O, User-centred design INTRODUCTION
Practitioners trained to work with digital media have access to a wide range of digital software which ease the production process, yet, little change has been made regarding the physical ways to interact with the digital workspace [5],[6]. Although in the research domain there is growing interest in exploring physical interfaces as a means
Figure 1. A stop-motion animator adjusting the head of a chrysalis character
Stop-motion is one of the earliest animation techniques. A physical object, usually an articulated character, is moved through different postures and photographed in each one of them. The photographs are then combined and played back in a fast sequence thus creating the illusion of movement. Today the process is being enhanced with digital cameras and digital recording software for the arrangement and playback of a sequence. The technique can be used, amongst others, for rigid or deformable objects such as clay. Animators who work with stop-motion develop a particular set of skills which unfold around unencumbered two-handed tactile interaction with the physical models (Figure 1).
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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We focus on exploring the development of a hybrid system that connects the physical and digital animation practice, drawing on the concept of direct bi-manual1 interaction which prevails in the traditional practice. In the following paragraphs we will describe the methodology that was used to develop our prototype. We will further present the results of the key-studies and the overall outcomes of the user tests, identifying significant points that need to be taken into account in future designs of such applications.
the hopes of making use of tacit knowledge animators have that do not easily map to current computer interfaces' [11]. Monkey 2 [7] was a tangible input device comprised of individual pieces that could be combined to form a skeleton. The product, which is now discontinued, was used to perform instrumented puppetry. METHODOLOGY
Throughout the whole process, we have collaborated with a team of three stop-motion animators. Two were final year animation students at Edinburgh College of Art, and the third was working as stop-motion technician at the same College. All three were specialized in modeling and animating physical objects and characters, both human and non-human. Through a collaborative process, we followed an analysis-composition-synthesis design model.
RELATED WORK
We have decided to employ physical interfaces as research has showed that, by being more apt to human motorsensory and kinesthetic abilities, they create an enriched interaction space [5], [9], [12]. In they initial discussions with stop-motion animators, as described in the methodology section, they identified the lack of touch in a digital environment and the immense complexity of commercial animation packages to be salient drawbacks for working in a digital space. Following this comment, we employed, from
Analysis – Composition – synthesis model
We observed the animators during studio practice over a period of time and conducted a series of in-situ discussions in order to gain in–depth knowledge and analyse the bimanual tactile interaction between the animator and the animated character. The outcomes of this contextual investigation were combined to construct a series of design key studies. These studies aimed to explore user’s perception of the new, digital workspace by framing direct bi-manual interaction as the central element under investigation. All initial investigations and evaluation sessions were recorded in video to capture bodily motions and gestures as they unfolded in time.
the wide range of physical interfaces, haptic technology for the dominant hand gestures due to its ability to operate in 3D space and simulate the sense of touch. Haptic technology
Haptic devices allow the user to feel the surface of the virtual models by exertion of forces and vibrations to the user via motors. In addition, they are dynamically reconfigurable since parameters like the weight of an object, the stiffness of its surface and the material it is made of can be easily adjusted. A number of research projects make use of haptic devices to edit geometric paths of preanimated virtual characters and adapt their motion in real time [1], [3]. These projects have explored the application of haptic technology in a limited area of digital animation. However, they have not considered the deeper implications of designing haptically-augmented systems which build upon the skills embedded in traditional stop-motion.
Constructing design key studies
Two main key-studies were defined based on two important physical elements of stop-motion: The direct tactile manipulation of a puppet and the bi-manual interaction. For every study a system prototype was built, where functionality was restricted to the main element under investigation. Each study included a series of design iterations aimed at refining the initial prototype by developing the software and adjusting the hardware. The reason behind restricting the functionality of the system prototypes to each particular element under investigation was that we sought to focus on in-depth evaluation of each element separately. In the end, all elements were combined to a final prototype and further tests were carried out.
Tangible Interfaces
In order to investigate bimanual action, we followed Guiard’s kinematic chain dictum of asymmetric division of labour in skilled bimanual action [4], and assigned tangible interfaces to the non-dominant hand which were used to perform secondary actions. Research projects which have explored the use of tangible interfaces for animation have, in contrast to our set-up, mainly employed them as the central gestural input to control locomotion of digital characters. Oore et al [9] presented a physical interface for low-level control of a digital character where the input device consisted of two motion trackers embedded in two bamboo rods. Tangible Handimation employed three Wii Remotes to control parts of a character. The goal of the project was to 'explore more expressive interaction, with
Evaluation
Intensive ‘hands-on’ experimentation facilitated our understanding of the requirements of a group of people with a certain expertise which is primarily exercised than verbalised or even sketched down on paper. Moreover, our system employs physical interfaces which need to be used and 'felt' before the exact design of their use is determined. By involving our end-users in an iterative and interactive 'hands-on' experience, we create an open-ended evaluation space apt to revealing unexpected, emergent aspects of their practice and challenges for our design. Video recordings provided insightful complimentary clues.
1
Using or requiring the use of both the dominant and nondominant hand
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CONDUCTING THE KEY-STUDIES
Design I – Haptic sense
The workspace (Figure 2) was a 21/2D space on the computer screen with no other graphical user interface apart from a text area that displayed the performed actions and kept track of the Key-frames 2 timeline. Keyboard buttons were used for the basic animation actions such as Set/Advance/Retrace a Key frame and Stop/Playback animated movie sequence. A 3-D sphere represented the haptic device in the digital space and followed its movement. The virtual scene included a customizable 3-D background and a set of virtual characters modeled as rigid bodies. A Skeleton, a hierarchical chain of bones and joints, was attached to each body and was given dynamic properties through a kinematics algorithm. There are two main kinematic algorithms, Forward (FK) and Inverse Kinematics (IK). In FK, if a bone is moved or rotated, the bones that follow it in the chain move accordingly. In IK, motion of an end bone determines the motion of the chain (i.e. if fingers are moved then motion of all joints up to the shoulder is computed automatically). We have initially chosen to work with FK since the animators highlighted the necessity of having total control over the character’s motion. For the same reason, we did not implement interpolation3 or other form of algorithmically-driven automated motion computation between posed frames. In order to keep the virtual space simple, no physics were implemented.
We employed two haptic interfaces: the Sensable’s Omni™, a stylus-type, six-degrees-of-freedom (DoF) haptic device and the 3-DoF Novint Falcon device which could not provide rotation (Figure 3).
Figure 3. The setup with Novint Falcon and the Wii Remote (left) and the Sensable Omni™ (right)
Both devices were used to map the primary gestures of the dominant hand in a mimetic way as the central control input. However, due to each device's specifications, different configurations were tested for each device. For the Omni™ we exploited the three rotational degrees and we created a mapping in which the animator rotates the joints of the skeleton in order to move the bones. For the, limited to translation only, Falcon, and because we worked with FK, translation of the bone was designed to produce rotation on the corresponding joint (Figure 4). The animators were asked to use each device in turn.
Figure 4. Mappings for bone control for each haptic device
The animators were impressed by the sense of touch and confirmed that it enhanced the interaction with the characters in the digital setting. The first problem we encountered was that the 3-D work space of the haptic device was not directly perceivable. The animators would often move the camera to get closer to the character instead of moving the visual representation of the device. To assist perception of the 3-D space, we discussed the necessity of visual cues which indicate when a character or parts of it are selected.
Figure 2. The 3-D virtual space. The white sphere is the visual representation of the haptic device
For each of the key-studies described below, the animators were asked to create an animation of one or more of the virtual characters based on a storyline of their choice.
The 6 DoFs Omni™ stylus device was overall preferred due to the extended freedom of action it provided. The device was also regarded delicate and precise enough to perform subtle actions that deform the character, e.g for facial animation. However, the action of selecting and moving a bone, as performed with the Falcon device, instead of rotating the joints felt to them ‘closer to stop-motion’. This was an interesting realization for further development. Although FK is used in digital 3-D animation to provide
2
A Key Frame is a rendering of a specific position of the animated entities captured at an instance of time. 3
Algorithmic computation of possible postures in the frames between the Key-frames so that there is smooth transition of motion between Key-frames
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user controlled motion and our original thoughts were that it would act in the same way for stop-motion, we realized that the way stop-motion animators work is ‘translated’ as a combination of FK and IK. The tactile feedback augmented their engagement with the system but the fact that they could not seamlessly manipulate the different parts of the character subsided the immersiveness of the interaction.
order to achieve unencumbered embodied interaction with the character in the 3-D virtual space, it is important to identify first the limitations and abilities of the selected physical interface and then to carefully instrument how it will act as a mediator of the users' gesture. The need for visual cues was a sign of the close and complimentary connection between visual and haptic perception. It is essential that future designs take into account and exploit the power of visual feedback combined with well-designed mappings to ensure continuity of artistic experience in the new setting. The above outcomes apply to how successfully the action of animating becomes embodied in the final hybrid system.
Design II – Bimanual interaction
The interface of the non-dominant hand was used to control several cameras. Six cameras in total were placed in the virtual scene. Five were positioned in each direction, one was placed at the top and one was placed in front of the character and acted as its eyes. This last camera was designed into the system after observing during studio work that the animators often used ‘first-person’ viewpoint for creating parts of the animation. Each camera would become the main viewpoint by pressing a keyboard button.
As a final remark, our method of iterative system prototyping, restricted to one study element each time and the hands-on sessions proved to be ideal for eliciting the local tacit knowledge and informing the design in a rigorous manner. Interdisciplinary collaboration with a group of creative practitioners provided a fascinating ground for engaging in HCI design by creative practice.
Moving the camera was originally assigned to the 3-D Connexion’s Space Navigator, a 3-D mouse with 6 DoFs offering control of zooming, panning, spinning, tilting and rolling. From the first evaluation sessions, it derived that the 3-D mouse did not prove to be an adequate controller for navigating in the digital space. It was regarded as a rather static device, an extended joystick. Its functionality did not support smooth navigation, limiting seamless direct engagement with the system. Further discussions regarding freedom of motion in two handed practice led to the decision of testing another gestural interface.
REFERENCES
1. Donald B. R., Henle F. Using Haptic Vector Fields for Animation Motion Control. Workshop in “Motion Support in Virtual Prototyping. (Stanford , 1999) 2. Dourish, P. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: Massachusetts Institute of Technology, 2001 3. Garroway D. A Haptic Interface for editing Space Curves: with applications to Animation Authoring. MSc, McGill University, (Montreal, Canada, 2005) 4. Guiard, Y. Asymmetric Division of Labor in Human Skilled Bimanual Action: The Kinematic Chain as a Model, 1987 5. Jorgensen, T. Binary Tools, In Proceedings of ‘In the Making’ - Nordic Design Research Conference, Copenhagen, Royal Academy of Fine Arts (2005) 6. McCullough, M. Abstracting craft: The practised digital hand. MIT Press, 1998 7. Monkey 2. http://tiny.cc/u2g01 8. Novint. http://home.novint.com/ 9. Oore, S. Terzopoulos, D. Hinton, G. A Desktop Input Device and Interface for Interactive 3D Character Animation, Graphics Interface, (2002), 133-140 10. Sensable.www.sensable.com/ 11. Svensson, A., Björk, S., Åkesson, K.P. Tangible Handimation: Real-time Animation with a Sequencer-based Tangible Interface, In Proceedings of the 5th Nordic Conference on Human Computer Interaction, Lund, 2008 12. Scali, S., Wright, M., Shillito, A.M., 3D Modelling is not for WIMPs, Proceedings of HCI International. (Crete, 2003)
For this purpose we selected the Wii Remote and conducted further tests with different configurations to discover the setup that corresponded to the preferred camera movement. The Wii Remote provided more freedom of motion and more direct response to the animators' gestures. Its motion also eased the design of a seventh camera with the functionality of orbiting around the character for quickly changing the angle of view. When we combined both interfaces, we observed that by assigning to the Wii Remote the task of translating/rotating/orbiting the camera and using the haptic interface on the dominant hand, we create an asymmetric way of working with the hands, encountered in many twohanded practices including stop-motion. DISCUSSION
The kinematics issue showed that the design space is formed around the mapping of user's gestures to character motion. The fact that the animators were interacting with the system through a device led us to observe the difference between using a tool as opposed to directly interacting with the hands. We recognised here the possible test of other interfaces as input devices such as data gloves augmented with vibro-tactile feedback via sensor motors. However, in
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Choosing Field Methods: A Reflection on a RepGrid Study Helen M Edwards Sharon McDonald S. Michelle Young Department of Computing, Engineering and Technology, Faculty of Applied Sciences, University of Sunderland St Peter’s Campus, Sunderland, SR6 0DD, UK {helen.edwards, sharon.mcdonald, michelle.young}@sunderland.ac.uk barrier to their use [10]. More recently, Monahan et al’s [6] survey on field methods’ usage in research and practice, perceived effectiveness, and possible improvements, again identified timescales and cost as the primary barriers to their adoption. In addition respondents also highlighted a lack of literature and resources to inform the design and implementation of field studies.
ABSTRACT
Usability researchers increasingly need to get into the field to study emerging technologies and new contexts of use. Success in such endeavors requires an appropriate toolbox of techniques, to use in specific settings and with a broad range of user groups. In this study a user group of elderly citizens considered what benefits mobile technologies could offer them. Two techniques (repertory grids and semistructured interviews) were used. Reflection on the study has led to identification of a number of criteria to consider when choosing field methods.
To contribute to this area we have begun analysis of the effectiveness of a range of field methods for use with nontraditional participants in varying social situations. In this paper we focus on elderly citizens. There have been a number of field studies of the elderly and their usage and desires for digital devices. A range of research methods have been used including: user and concept studies [5], ethnographies with in-situ observations and conversations [8], photo diaries and participatory observations [9], and traditional card sorting and affinity diagrams [11]. However, papers reporting such studies do not focus on either how accessible the participants found the chosen approaches, or what the cost/benefit balance was for the researchers involved. In contrast, we focus here on these aspects for a particular field method, the repertory grid (repgrid) used with a group of elderly citizens; and report on their perception of the technique and the cost/benefit balance as assessed by the research team.
Author Keywords
Field methods, repertory grids, semi-structured interviews, elderly citizens, mobile technology. ACM Classification Keywords
H.5.2 User Interfaces: Evaluation/methodology, Theory and methods, User-centered design. INTRODUCTION
As technology emerges to meet the needs of a changing and diverse society; usability testing methods must also undergo change if they are to keep pace and remain useful. For an ever growing number of digital products and services it may not be possible to recreate a realistic user experience in a laboratory [7]. Moreover, emerging technology brings with it new user groups; for example, the elderly, children, and the socially isolated. Field methods have the potential to yield contextually sensitive data sets, that allow us not only to iterate our understanding of design, but also our understanding of how the design may have changed both the context and the intended value of the product [4]. Moreover, field methods can reveal a broad range of systemic problems that could not be detected through a standard laboratory investigation [4]. However, despite their many advantages, field methods continue to be underused within user centered design. The cost and timescales of conducting field studies seems to be a primary
A repgrid is used to understand individuals’ views on a particular topic, it emerged as a supportive mechanism for Kelly’s personal construct theory [3]. The building blocks of the repgrid are elements (the focus of the investigation) and constructs (the participant’s views of the elements).
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Table 1: An example repgrid for academic publication types.
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The example in Table 1 shows a completed repgrid for an academic’s views on publications types and their contrasting merits. The elements (e.g. reviewed journals, edited books) are in the columns and the constructs in the rows identify a participant’s views of these. Bipolar constructs are used to enable evaluation in terms of similarity and difference. In Table 1 ratings of 1 or 5 indicate that the left or right pole most accurately describes an element.
six developed repgrids based on focus group elements, six were interviewed using SSIs for these elements, five developed repgrids based on research literature elements.
This paper considers the data elicited within the first two groups (since both groups considered the same elements). Finally, follow-up interviews were held with participants to gather their reactions to the research process and techniques used: their feedback is considered in the next section.
In the remainder of the paper we outline the design and implementation of the study and present a summary of the empirical findings. We discuss what the study has revealed in terms of: the depth and quality of data gathered; the costs and benefits from the researcher’s perspective; and the participants’ reactions to the field work methods. Finally, we offer some tentative criteria for choosing field methods.
The interviewer’s background and experience
Field data is typically collected within a social interaction (such as an interview) therefore the technical and social skills of the field researcher can significantly affect the success of a field-based study. In this study the third author interacted directly with the participants; she is experienced in both working with the elderly on usability projects and also in the use of repertory grid studies (a technique she has used for a number of studies, and in a variety of formats). Therefore, she was alert to the need to avoid biasing results through either the process or prompts used, and also to the importance of ensuring participants felt relaxed so that they would freely contribute to the data elicitation process.
STUDY DESIGN AND PROCESS
The study investigated what elderly citizens would perceive as beneficial in a mobile digital device for everyday use (for the purpose of the study an iPhone was chosen as the mobile technology). “The elderly” were classified as being 70 years or older, since this was seen as providing a clear break between those who might still be in paid employment and those who would be classed as “old age pensioners”. Twenty-three volunteers were recruited: the average (mean and median) age was 76, with a range from 70 to 82. All resided in Sunderland (where the local government council had been operating a Digital Inclusion project for all (http://www.sunderland.gov.uk/wherepeoplematter). There were 17 women and 6 men in the study. It was not difficult to find willing participants: but we could not create a gender balance since several (available) men in the age group who were approached did not want to participate.
The interviewing process
Repgrids can be used in many ways (e.g. [1; 2]) the most common form (with fixed elements and elicited constructs) was used here. To elicit constructs the participant selected an initial triad by studying all elements and choosing a pair that he/she considered most similar and an element that differed. Such initial selection can enhance the understanding of the interviewee’s perspectives and identify the extremes between the elements [2]. The interviewee then identified how the triad pair was similar but differed from the singleton: this generated bi-polar contrasting constructs. The process was then repeated with other triads until either all elements had been considered, or no further constructs were forthcoming. The repgrid was then constructed and the participant rated each element against each construct. This identified the extent to which its strengths lay with either one of the construct’s poles. A rating of 1 was used for alignment with a left pole, and 5 for a right pole.
The study had three phases. Initially a focus group of six participants (three men, three women) elicited the features that were to be considered by the individual interviewees. This resulted in six elements each demonstrated by an illustrative iPhone application or usage: i) one button for one action (Weather Forecast), ii) screen that can be used in the sun (no specific application was found, so demonstrated by having device in strong light and then shade), iii) easy price selector (Fuel Prices UK), iv) a single item to do a single thing (maps), v) controlling manually (Control4’s My House UI), vi) controlling vocally (Alarm Clock NightTime Plus).
Within the SSIs the interviewer used the elements to provide the structure and asked participants to identify the benefits they might gain from its use. During the interview process probing was used to focus the participants on the theme of the study.
Thereafter individual interviews were held. In the individual interviews we used either repgrid (RG) technique or a semi-structured interview (SSI) with the participants. The use of the SSIs provided a comparative aspect to the study. The interviews took place in the participants’ homes or community centers. The 17 participants were divided into three groups and for each group a different data elicitation mechanism was used:
Data gathered using the two approaches
Each of the six repgrid participants completed a grid: these are collated into one table as shown in Table 2. During the process the interviewer observed that the participants struggled to identify constructs and found the use of triadic elements difficult. The numbers of constructs finally generated by each participant was between 1 and 5.
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one button for one action . . . . ↓Themes convenience of accessibility
. P7, P8, P11
safety - less worry get more from limited budget reduced need to travel notification to others of a problem saves time easy access universal device confidence in the future instant access portability reduces isolation
Table 2: The concatenated six repgrids based on the focus group’s elements.
P7, P8, P10 P11
P9 P11, P12 P7, P8 P11,P12
P9 P12
P12 P12
P7 P8 P9 P12
Table 3: The themes identified during SSIs based on the focus group’s elements.
Once the constructs were identified the participants assigned values in the cells quite readily.
The SSIs had a loose framework to encourage conversation based on the focus group elements. The participants focused on two questions: (i) how they would apply this type of technology in their life and (ii) what the benefits would be. In contrast to the repgrid sessions (where the elements were compared with one another) the SSIs considered the elements one at a time. The number of themes identified by each participant was between 3 and 7. Table 3 shows the mapping of themes to elements (and the extent to which they were duplicated by participants “P7 to “P12”). Unlike the repgrids there are neither poles nor ratings associated with the themes.
convenience of accessibility (6 participants) safety - less worry (3 participants) get more from limited budget (4 participants) reduced need to travel (2 participants) notification to others of a problem (2 participants) saves time (2 participants) easy access (2 participants) universal device (1 participants) confidence in the future (1 participant) instant access (1 participant) portability (1 participant) reduces isolation (1 participant).
Even though the data are limited it is interesting to note that the repgrid outputs tended to focus on the device itself whereas the SSI data had more relevance in terms of the benefits (of the applications) to the individuals.
EMERGENT ISSUES Quality and quantity of data
Interviewer’s perspective on the process
Tables 2 and 3 summarize the data that was gathered in the two interview processes.
The interviewer felt that the repgrids process was an efficient use time since the data collection and initial analysis is self-contained within the interview itself. Whereas for the SSI there was a significant additional time requirement in undertaking post-interview transcriptions and coding, which more than trebled the time devoted to the data elicitation.
If we look more closely at the bipolar constructs we can see that they can be categorized as dealing with:
screen that can be used in the sun . easy price selector . . single item to do a single thing controlling things . . . manually controlling . . . . things vocally P7, P8, P9, P10, P9, P10, P11 P9 P9 P12 P10, P11, P12 P11
ease of use (8 instances), being in command/control (7 instances), visibility (5 instances), ease of retrieval/access (3 instances), usage anywhere (3 instances), identifies potential choices (3 instances) control at a distance (2 instances) , hands free (2 instances).
In both set of interviews a limited number of interventions were needed. For the repgrids these focused around explanation and support in terms of the use of the technique; whereas for the SSIs they were content-based (which gives more opportunity for the researcher to bias the results). The interviewer’s observation led her to believe that the repgrids participants found their process more stressful than those involved in SSIs (which had the illusion of a social conversation). In her view, the repgrids
Whereas the SSI themes focus on:
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of this study leads to the following tentative criteria for choosing an appropriate field method.
participants seemed to struggle with the concept of contrasts constructs (rather than literal opposites) which she believed was evidenced by the low number of constructs generated.
Criteria impacting on the researcher: (a) time effectiveness (pre/during/post session), (b) relevance of emergent data, (c) richness of emergent data, (d) ease of analysis.
Participants’ perspective on the process
For the participants’ perspective of the process we held short telephone interviews after completing the data collection phase, gathering responses from nine of the relevant participants. Seven reported feeling relaxed during their session and were happy to take part in similar sessions in the future; whereas two, from the repgrids group, had felt some level of stress (their responses revealed that they were “anxious to please”) and they would not want to participate in future studies. We probed on whether group rather than individual sessions would have been preferred: all nine preferred individual sessions and were consistent in linking this to being relaxed and having time to think. We also queried whether they felt that they were being tested (since we posited that this could lead to feelings of stress) six said no, one yes, and the other two “no, but were anxious to get the answers right” (these were the two who had felt the overall process was stressful). In drilling down into whether anything had made the experience comfortable three highlighted the interviewer and two the overall process. To improve the process two suggested more clarity in some questions, three would have liked more background information, the other four could think of nothing to improve.
Criteria impacting on the participant(s): (a) ease of understanding the context, (b) clarity about purpose, (c) clarity about process, (d) confidence in technique usage (may require training), (e) comfort level of sessions. Finally, it is clear that much more research is needed on a wider range of studies, with a more extensive variety of techniques, to confirm and enhance these initial recommendations. REFERENCES
1. Fallman, D. & Waterworth, J. A. Dealing with User Experience and Affective Evaluation in HCI Design: A Repertory Grid Approach, In Workshops Proc. CHI 2005, ACM Press (2005). 2. Fransella, F., Bell, R., Bannister, D. A Manual for Repertory Grid Technique, John Wiley and Sons Ltd., Chichester, (2004). 3. Kelly, G. The Psychology of Personal Constructs, Norton, New York, (1955). 4. McDonald, S., Monahan, K. and Cockton, G. Modified contextual design as a field evaluation method. Proceedings NordiCHI 2006, 437-440. 5. Mikkonen, M., Väyrynen, S., Ikonen, V., and Heikkilä, M.O. User and Concept Studies as Tools in Developing Mobile Communication Services for the Elderly. Personal and Ubiquitous Computing 6, 2 (2002), 113. 6. Monahan,K., Lahteenmaki, M., McDonald, S. and Cockton, G. An investigation into the use of field methods in the design and evaluation of interactive systems. Proc BCS HCI conference (2008) 99-108. 7. Rosenbaum, S. The future of usability evaluation: increasing impact on value. In E.Law., E. Hvannberg and G.Cockton (eds) Maturing Usability: quality in software, interaction and value. (2008) Springer-Verlag London. U.K 8. Sayago, S. and Blat, J. About the relevance of accessibility barriers in the everyday interactions of older people with the web. International CrossDisciplinary Conference on Web Accessibility, (2009.. 9. Tiitta, S. Identifying elderly people’s needs for communication and mobility. Include 7, March (2003). 10. Vredenburg, K., Mai, J., Smith, P.W. and Carey, T. (2002) A survey of user-centred design practice. Proc CHI 2002, CHI Letters 4(1) (2002), 471-478. 11. Zaphiris, P., Ghiawadwala, M., and Mughal, S. Agecentered research-based web design guidelines. Conference on Human Factors in Computing Systems, (2005), 1897.
In terms of understanding what the applications represented: six had confidence, and three felt a little confused. We specifically examined the reactions to the repgrids process, given the interviewer’s belief that several participants had struggled with this: the participants views did not entirely support this. Three claimed they had understood how to identify contrasting constructs, but two had struggled somewhat. Of these five, four had also been confident about rating the elements, although one had struggled and the other reported the process as repetitious. Finally, we queried whether they felt that their participation in the study had helped us. Four said yes, four “hoped so” and one felt “not really”. Furthermore, regarding the data they had supplied, one believed it would be very useful, four useful, whereas three viewed it as fairly useless. CONCLUSION
Superficially SSIs seem to be a more successful field method than repgrids since they generate greater volumes of data. However the analysis of the two data sets and the feedback from the participants temper this view. Much of the SSIs’ data was determined to be noise, with a limited number of themes extracted. In contrast repgrids seem more time-efficient but less intuitive to individuals: however our feedback indicates that apparent discomfort observed by the interviewer did not map onto participants’ perceptions of the same session. Our analysis and reflection
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Mementos: A Tangible Interface Supporting Travel Augusto Esteves, Ian Oakley University of Madeira, Madeira Interactive Technologies Institute, Funchal, Portugal augustoeae@gmail.com, ian@uma.pt ABSTRACT
The physicality of the tangible interaction conveys advantages over conventional graphical interfaces in terms of its support for real world skills [6], natural affordances, learning and memorization [e.g. 14] and for collaborative activity [e.g. 11, 10]. However, a key disadvantage of tangible interfaces is that they are challenging to produce: the physical-digital coupling they require can only be realized with sophisticated sensing and display systems.
Tangible interaction promises interfaces with ready affordances, which embrace physicality and which naturally support collaboration. However, the complexity of the hardware required to produce tangible systems has typically constrained their operation to highly specialized application areas and particular physical environments. This paper argues that this has limited the scope of research into such systems and addresses this issue by presenting Mementos, a tangible interface for tourists and travelers and intended to support all stages of a trip: preparation, experience, and remembering and reflecting. In this way, it explores how tangible interaction can support a complex real world task spread across time and multiple contexts. The paper describes the design, implementation and early evaluation of Mementos. It concludes that such work takes an important step towards popularizing tangible interaction.
Consequently most tangible interfaces take the form of prototypes that function in specific physical environments (such as augmented rooms [e.g. 1]) or on particular surfaces (such as back-projected screens [e.g. 13]). Those that can be used outside of a fixed location (such as the Siftables [15]) are typically composed of a number of individual elements that relate only to one another. These essentially technological limitations have constrained the kinds of tasks and problems that researchers exploring tangible interaction have tackled – for example, there is a longstanding focus on tabletop interaction in specialized domains as diverse as architectural planning [e.g. 18] or music performance [e.g. 13]. Although these systems can be compelling, this paper argues that they have marginal applicability to most users and everyday tasks. For a more comprehensive review of tangible systems, interested readers are referred to Shaer and Hornecker’s survey [17].
Author Keywords
Tangible interaction, context-aware, tourism, HCI. ACM Classification Keywords
H5.m. Information interfaces and presentation (HCI): Misc. INTRODUCTION
Tangible interaction is an increasingly prominent focus of research in the HCI community and a significant departure from the established Graphical User Interface (GUI) paradigm that has been dominant since the 1970s. In contrast to the generic approach of GUIs, in which many interfaces can be represented digitally on-screen, systems incorporating tangible interaction typically take the form of special purpose interfaces for specific applications that are reliant on well-defined physical forms [12]. These forms are physical embodiments of data, which users interact with using bodily movements. They are “simultaneously interface, interaction object and interaction device” [9].
Addressing this issue, this paper presents the design, implementation and preliminary evaluation of Mementos, a tangible system supporting travel and tourism, a rich, complex and relatively mundane application domain. It serves as an exploration of how tangible interfaces might be created for complex real world scenarios, supporting multiple tasks and operating in multiple contexts. Mementos is based on a set of physical tokens that resemble either key tourist sites (e.g. the Eiffel Tower) or represent more general relevant locations (e.g. taxi stops or cafes). It supports a range of travel activities from planning, navigation and recording and remembering that take place before, during and after a trip. It achieves this through a range of capabilities built into the objects (tactile feedback, capacitive sensors, Bluetooth, RFID) and via interaction with infrastructure systems in public kiosks (while on the trip) and users’ personal computers (after returning home).
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
The remainder of this paper is structured as follows: brief reviews of the literature on digital technologies to support travel and tangible tokens are presented; the Mementos system (design, implementation, evaluation) is described; conclusions and speculations as to future work are made.
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RELATED WORK Travel and tourism
Tourism and travel represent activities fraught with humancentric challenges and problems (see Brown and Chalmers [4] for an informative ethnographic description of the tourism experience). Independent travelers, in particular, are typically in unfamiliar surroundings, often grappling with unknown languages and dealing with unusual climates whilst they perform complex tasks such as navigation and the collaborative planning of spatial-temporal itineraries based on significant quantities of complex textual information from guidebooks and timetables.
Figure 1. Overview of the Mementos system.
Although many of these activities are arguably core aspects of the travel experience, the challenges they represent have attracted considerable attention in the HCI research community. Topics that have been studied include preference based itinerary suggestions [e.g. 5] and location and context-mediated recommendation systems [e.g. 7]. The dominant form factor for such systems has been graphical interfaces on mobile devices. However, this approach inherently suffer from drawbacks including a lack of availability or adoption of required technology (high-end smart phones), distrust (in terms of the privacy of tracking systems [3]), a lack of support for collaboration (most tourists travel in small groups of 2-4) [4] and the fact that dealing with digital information on a mobile device disrupts and distracts from the actual experience of travel [2].
System Design
Due to the physicality and visibility of tokens, one of the key advantages of TUIs over other interaction paradigms is in support for collaboration. As most people do not travel alone, and in order to support the group tasks facing travelers (e.g. planning, navigating, and sharing media from their vacations [4]) the Mementos system is composed of three separate parts: a set of tokens, a kiosk interface and a home interface. These are described below and Figure 1 presents an overview of their use. Tokens: The tokens are small physical objects intended to be held in the hand or stored in pockets and key chains. Two classes were used. One set of concrete tokens represented and visually resembled specific tourist sites. For example, such a token might be linked to the Eiffel tower and take the form of a model of this monument. The other class of abstract tokens represented more general tourist infrastructure such as a set of cafes and transportation points and appeared as neutral coin-like objects identified with graphical logos. We envisage sets of such tokens being distributed for particular locations or cities in much the same way as guidebooks are currently. A sample set of tokens can be seen in Figure 2.
Tokens as access to digital information
Holmquist et al. [8] defined tokens as physical objects that are attached to virtual information. By placing a token on different constraints in the interface (e.g. racks or slots), users can access different kinds of information. Examples of TUIs that support this kind of interaction include the StoryMat [16], a carpet that can play children’s stories by detecting which toys that are placed upon it; and WebStickers [8], a system that allows users to tag objects with website bookmarks. Although these systems are compelling, this paper argues that their use of tokens is limited: they represent information of a single form used in a (typically) single context. It suggests that exploring tokens that have different but complimentary meanings and uses when deployed in different contexts may be valuable way to extend this interaction paradigm.
The tokens were designed to provide information related to the object they represent through non-intrusive feedback. Most significantly, this was delivered via vibrotactile cues mediated by location awareness – the tokens would vibrate when approaching the location (or set of locations) they represent. Furthermore, in the case of the concrete tokens, they also responded to the proximity of transportation links leading to their location. This feedback could be silenced by touching or picking up the token.
MEMENTOS
The Mementos system was designed to address these concerns and bring the benefits of tangible interfaces – the physicality, the seamless integration with the environment, the support for memory, epistemic action and collaboration – to the domain of tourism and travel. By doing so, Mementos not only offers a novel vision of how digital technology can support travel, but also provides a practical exploration of the main focus on this paper: how tangible interfaces, and token-based systems in particular, can be designed to support complex real world application domains involving multiple contexts and use scenarios.
The goal of this interface is three-fold. Firstly, it enables users to engage in a simple form of collaborative planning based on selecting a small number of relevant tokens to carry with them. For example, one of the users in a group might want to visit Musée du Louvre and connect his computer to a WiFi spot. Another might want to visit Musée d'Orsay and use a public telephone. Each will communicate their intentions by picking and carrying the corresponding tokens, collaboratively creating the plan for the day. Secondly, the tokens are intended to support
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System Implementation
relatively undirected, exploratory travel experiences. For example, a tourist strolling a city with a token which responds to all restaurants featured in a particular food guide could use the feedback to opportunistically and discreetly highlight dining choices encountered during the course of their walk. Finally, if a tourist’s goal is to seek out one particular destination, the vibrotactile cues will highlight appropriate transportation links (such as where to board or exit a bus) as well as proximity to the actual location, thereby providing vital navigation information.
The Mementos system was functionally prototyped using a range of commercially available technologies. The tokens were based on the Bluetooth based SHAKE sensor platform [11]. Among other functions, this matchbox-sized device incorporates a vibrotactile actuator and two surface mounted capacitive sensors. Limited on-board processing enables a touch to the latter to deactivate the former. Location awareness was prototyped using a beaconing system in which PCs were placed in key locations and performed continuous Bluetooth scanning using a API included as part of the Processing program language (www.processing.org). When a user’s SHAKE device was detected, a wireless connection was automatically established and a command to issue a vibrotactile cue sent. The kiosk and home interfaces were reliant on RFID technology to identify tokens; three RFID readers were used to produce the kiosk, while the home interface was based on a single reader. In both cases, low-cost touchatag readers (www.touchatag.com), which use coin-sized stickers as tags, were used to develop the system. The kiosk and home interfaces were implemented in Processing and used online services to deliver multimedia content. Bing Maps, (www.bing.com/maps) was powered the kiosk map while Flickr (www.flickr.com) was used to show images in the home interface. Due to lack of availability, most of the RFID tokens did not incorporate the SHAKE sensors.
Figure 2. On the left, a picture of one concrete token (representing a famous church) and one abstract token (representing WiFi spots). On the right, part of the Mementos kiosk interface linking user location (leftmost) with a concrete token (top right) on the first sensing zone and another concrete and abstract token on the second sensing zone (bottom right).
Kiosk: The kiosk interface was designed as a public display showing an interactive map and capable of recognizing and responding to the tokens. Kiosks were intended to be distributed around a city and at key tourist sites. Interaction was highly constrained and based on three spatially ordered sensing zones – running from left to right in front of the display. Users can place one concrete token and one abstract token on each to visualize and communicate their plans. The goal of this interface was to create simple queries relating to the kiosk location and other areas or resources of interest and transportation options between these sites. For instance, placing a concrete token on the leftmost sensing zone caused transportation information between the kiosk and concrete site to be presented (e.g. estimates for travelling time and cost by taxi, bus and foot). Adding an abstract café token to the same sensing zone caused dining options to be displayed in the proximity of the concrete site. In a similar manner, the three zones could be used to create multi-leg travel plans. This interface is illustrated in Figure 3.
Preliminary Evaluation
In order to provide a preliminary validation of the system design, a short observational study was conducted on two groups of three people using the Mementos kiosk interface. 23 tokens were used in this test: five represented prominent tourist sites in the participants’ home city while the remaining 18 represented restaurants, payphones, wireless internet, markets, bus stops and taxi ranks. Short paper brochures were provided for each of the tourist sites providing a textual description and indicating opening and closing times and likely visit durations. Participants were required to make a collective plan using the system that visited a preset number of these sites efficiently, took advantage of surrounding amenities (such as restaurants for lunch) and incurred a minimum cost. They were given 30 minutes to plan and 30 Euro of vouchers was offered as a prize to the team that generated the best solution. Both groups were able to make effective plans. Analyzing video of the sessions and follow-up interviews revealed a range of interesting behaviors. The tokens and UI were general reported as immediately understandable and easy to manipulate. They were also engaging: both groups took the entirety of the allotted time. Frequent collaboration was also in evidence, illustrated by consensual passing of the tokens or, occasionally, one user taking a token from another. These acts were aided by continual use of spatial gestures and body language. The physical environment was also used to simplify the task, for instance by keeping unused tokens in their original placements when not in use,
Home: The home system allowed users to quickly access photos and videos taken during trips on their home PCs. Placing one of the concrete tokens used while travelling on a sensing zone attached to a computer showed the media recorded in the associated site. In this way, the tokens take on a role not only of souvenirs, but also as true keepsake objects, holders of stories and memories. Users would also be able to distribute their tokens to friends and family as a personalized way of sharing mementos of their trips.
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or assigning users to perform tasks proximate to their location. These acts streamlined the activity and helped manage the space. In summary, although the study was short and exploratory, its results are broadly positive. It validates some of the key concepts in Mementos: the suitability of a tangible interface to tourism and the ability of the system to support collaborative planning tasks.
2. Bonanni, L., Lee, C., and Selker, T. 2005. Attentionbased design of augmented reality interfaces. In Extended Abstracts of CHI '05 3. Borriello, G., Chalmers, M., LaMarca, A., and Nixon, P. 2005. Delivering real-world ubiquitous location systems. Commun. ACM 48, 36-41. 4. Brown, B. and Chalmers, M. 2003. Tourism and mobile technology. In Eighth European Conference on Computer Supported Cooperative Work. 335-354.
CONCLUSIONS AND FUTURE WORK
This paper has presented the design, implementation and early evaluation of Mementos, a tangible interface intended to support a range of tourism and travel tasks spanning the full duration of a trip: planning, experience and reflection. The contribution of this work lies in its exploration of the system features, user interactions and enabling technologies that can be used to build tangible interaction suitable for such an everyday, broad and multi-faceted set of tasks and contexts. This is possible due to the design and development of tokens that are not simply linked to a fixed set of digital information, but to a broad concept such as a real-world location. By allowing a token to be used in different contexts and scenarios (e.g. in both planning and remembering) Mementos gains a long-term value, enables users to make the association between token and content more deeply and meets a wide range of user needs.
5. Chiu, D. K. and Leung, H. 2005. Towards ubiquitous tourist service coordination and integration. In Proc. of ICEC '05, vol. 113. 574-581. 6. Doering, T., Beckhaus, S., and Schmidt, A. 2009. Towards a sensible integration of paper-based tangible user interfaces into creative work processes. In CHI '09. 7. Garzotto, F., Paolini, P., Speroni, M., Proll, B., Retschitzegger, W., and Schwinger, W. 2004. Ubiquitous Access to Cultural Tourism Portals. In Proc. of the Database and Expert Systems Applications. IEEE. 8. Holmquist, L., Redström, J., and Ljungstrand, P. “Token-Based Access to Digital Information.” In Procs of HUC’99, pp. 234-245. 9. Hornecker, E. and Buur, J. 2006. Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proc. of CHI '06.
Opportunities for future work on this topic are wide ranging and include developing the system implementation to a point where the design can be fully studied and validated, particularly in comparison to other interaction styles. We are also considering extensions to the system design including developing the feedback presented by the tokens to more expressively indicate spatial information and supporting richer interaction with the kiosk and home interfaces based on visual marker tracking systems instead of RFID. In the future, Mementos could be applied to other domains, such as in a system that supports cognitively impaired individuals in planning and memory tasks.
10. Hornecker, E., Marshall, P., Dalton, N. S., and Rogers, Y. 2008. Collaboration and interference: awareness with mice or touch input. In Proc. of CSCW '08. 11. Hughes, S. and O’Modhrain, S. SHAKE - Sensor Hardware Accessory for Kinesthetic Expression. In 3rd International Conference on Enactive Interfaces, 12. Ishii, H. 2008. Tangible bits: beyond pixels. In Proc. of TEI '08. 13. Jordà, S., Geiger, G., Alonso, M., and Kaltenbrunner, M. 2007. The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces. In Proc. of TEI '07.
In sum, the work presented in this paper represents an early step in the transition of tangible interaction from a promising paradigm in the lab to a realistic approach to the design of interactive systems capable of tackling the everyday problems of everyday users.
14. Klemmer, S. R., Hartmann, B., and Takayama, L. 2006. How bodies matter: five themes for interaction design. In Proc. of DIS '06.
ACKNOWLEDGMENTS
15. Merrill, D., Kalanithi, J., and Maes, P. 2007. Siftables: towards sensor network user interfaces. In TEI '07.
Support for this research was provided by the Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) through the Carnegie Mellon | Portugal Program and in particular under the SINAIS project (CMU-PT/HuMach/0004/2008). We also thank the Madeira Interactive Technology Institute for making available all the necessary equipment to prototype Mementos.
16. K. Ryokai and J. Cassell, "StoryMat: A play space for collaborative storytelling," in Proceedings of CHI‘99, pp. 272–273, NY: ACM, 1999. 17. Shaer, O. and Hornecker, E. 2010. Tangible User Interfaces: Past, Present, and Future Directions. Found. Trends Hum.-Comput. Interact. 3, 1–2 (Jan. 2010), 1137.
REFERENCES
18. Underkoffler, J. and Ishii, H. 1999. Urp: a luminoustangible workbench for urban planning and design. In Proc. of CHI '99.
1. Billinghurst, M., Grasset, R., Seichter, H., and Dünser, A. 2009. Towards Ambient Augmented Reality with Tangible Interfaces. In IHCI 2009, LNCS vol. 5612.
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Analysis in Usability Evaluations: an Exploratory Study Asbjørn Følstad SINTEF P.O. Box 124, Blindern, N-0134 Oslo, Norway asf@sintef.no
Effie Lai-Chong Law Depart. of Computer Science, University of Leicester, Leicester, LE1 7RH, UK. elaw@mcs.le.ac.uk
ABSTRACT
Kasper Hornbæk Department of Computing, University of Copenhagen Universitetsparken 1, DK-2100 Copenhagen, Denmark kash@diku.dk
Among all these difficulties, this paper focuses on the analysis of evaluation data. By analysis we mean the process of turning the initial observations and hunches about difficulties into prioritized, coherent descriptions of usability problems, including a description of causes, implications and potential solutions to the problems.
While the planning and implementation of usability evaluations are well described in the literature, the analysis of the evaluation data is not. We present interviews with 11 usability professionals on how they conduct analysis, describing the resources, collaboration, creation of recommendations, and prioritization involved. The interviews indicate a lack of structure in the analysis process and suggest activities, such as generating recommendations, that are unsupported by existing methods. We discuss how to better support analysis, and propose four themes for future research on analysis in usability evaluations.
Our focus on analysis has two motivations. First, few guidelines on how to properly conduct analysis in usability evaluations exist. For instance, well-respected textbooks on usability evaluation only briefly discuss how to do analysis [16]; the Usability Body of Knowledge from Usability Professionals’ Association (UPA) contains no entries on analysis (www.usabilitybok.org). While research has proposed techniques for identifying problems [2, 19], few studies have looked at the prioritization [8] and consolidation of problems [10, 13], or analysis methods and tools [11, 12]. Second, descriptive insight into how usability professionals do analysis is meager [e.g., 20]. We know only one study of think aloud in practice that explored how usability professionals do analysis [14].
Author Keywords
Usability evaluation, thinking aloud, usability inspection, analysis, usability professionals, interview ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation (e.g., HCI)]: User Interfaces—Evaluation/Methodology; D.2.2 [Software Engineering]: Design Tools and Techniques
We present an exploratory interview study of how usability professionals think about and perform analysis of the evaluations that form part of their job. We look at both usability inspection and usability testing because we believe that analysis may be similar across these types of evaluation, even though the type of data from which analysis proceeds differs. The aim is to better understand what usability professionals do when analyzing usability evaluations, an understanding lacking in the literature. On this basis, we distill four key observations on the current practice of evaluation data analysis. We also propose four general topics for future usability research.
INTRODUCTION
Usability evaluation has become indispensable for HCI practice and research. The literature shows that evaluation is cost effective and useful across various methods and domains [1]. However, performing sound usability evaluations is difficult. In think aloud tests, evaluators need to plan tasks carefully, to recruit and handle participants, and to ask valid questions during the test [5, 14]. In usability inspection, evaluators need to apply the method validly and to avoid false positives [3]. Finally, communicating findings to developers and designers, and getting them and other stakeholders to act on the findings are difficult [15].
METHOD
Due to the lack of previous research, the method needed to be exploratory to provide in-depth information. Thus, semistructured interviews were chosen.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Participants
To avoid limiting the results to a particular industrial context, we recruited participants from different companies and countries. Ninety industrial usability professionals were invited based on peer recommendations, additional invitations were sent to the mailing list of the UPA.
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Twenty-three persons responded. Eleven of these fulfilled our requirement of having conducted a usability evaluation within the last month (designated P1 through P11 throughout the rest of the paper).
Theme 1: Formality and structure (137 segments)
Nine of the participants were consultants working for external clients in different companies; participants spanned six nationalities. The median work experience as usability professionals was 8 years (ranging from 1.5 to 35 years).
Note-taking during user tests or inspections is an early opportunity to introduce formality and structure into the analysis. However, the participants described note taking as mainly informal or pragmatic.
The most prominent finding associated with this theme was a lack of formality and structure, both for the inspections and for the analyses of user test data.
“We don’t have a specific procedure. One of the persons has the task of taking notes so he writes down the most important things that happen.” (P1)
Procedure
The interviews were conducted by phone and related to the latest usability evaluation the participant had conducted. Before the interview participants had identified their latest usability evaluation, and during the interview they were requested to have the report from that evaluation available as reference. Six of the evaluations were user tests and five were usability inspections. Median interview duration was 39.5 minutes (range: 30-57 minutes). The interviews were recorded and transcribed. To counter bias from interviewer expectations [18], we employed an interviewer that was skilled in qualitative interviewing but only moderately knowledgeable in usability evaluation. The interviewer was involved neither in the planning of the study nor in the analysis of the interview data. The interview guide included questions and prompts so as to obtain information on the evaluation context, data collection and analysis, and analyst challenges and needs. Specific questions targeted structured formats, analysis methods and tools, collaboration, and redesign suggestions. The interview guide is available at http://docs.google.com/View?id=dhbq645m_0drsdkdf6.
A structured format for note-taking was used in only one of the user tests. Formal or structured note-taking was not reported for the usability inspections, even though all but one took notes during the inspections. For most of the 11 participants, the subsequent analysis seemed equally informal or pragmatic. Only two participants reported using spreadsheets or tables to provide structure for their analysis. Although all reported user tests seem to have been video recorded, only one participant did a full analysis of these recordings. The others relied mainly on their notes and memory as background for their analysis. For six participants, the analysis and report writing were intertwined; that is, the report was being written as part of the analysis process rather than after the establishment of a coherent problem set. “I went through the notes one by one and whenever I found a new usability problem in the notes I wrote it into the final report.” (P3)
Analysis
A thematic analysis [6] involving three analysts (the authors) was conducted. Nine high level themes were established on basis of the analysts’ individual reading of the transcripts. The transcripts were then coded according to the themes. The resulting nine categories of interview data were made subject to a second analysis exploring subthemes within each theme. The analysis was done by one analyst and reviewed in detail by the other two; an approach deemed sufficient given the study’s status as an early exploration
The pragmatic nature of the analysis is also illustrated by the participants’ choice of inspection methods as well as by the absence of the use of structured formats and analysis tools. None of the usability inspections followed well known standard methods. Three had conducted an informal inspection based on the professional knowledge of the inspector; the other two combined scenario walkthroughs and heuristics, similar to heuristic walkthroughs [17]. Only one of the participants reported using a structured format for problem description; seven participants did nothing that even resembled structured problem description. No one reported using structured formats for redesign suggestions. One of the participants even voiced a concern regarding the use of structured formats:
RESULTS
Due to the space limitation, only the findings for seven of the nine themes are presented; one theme in each subsection. The interview data on which the results are based comprise 346 segments; their distributions over the themes of interest are shown in the sub-headings. The two themes not presented are (a) Background information and (b) Recommendations, challenges and needs since these provided the least interesting findings. However, relevant background information is presented in the method section and the results section on Theme 1.
“[Structured formats] takes the flow out of performing the tasks, so it’s artificial, but it gets sort of like a checklist” (P10) Apart from problem description formats, the only other specialized analysis tool reported included a template report for a combined analysis and report writing process (reported by one). However, seven participants reported that screen shots were important for their note-taking and/or presentation.
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The lack of formality and structure reported by the participants does not seem to be a consequence of atypical evaluation contexts. Only two participants reported time and resource constraints as negatively affecting their choice of methods. Median time spent on analysis and report writing was 25 hours (range: 2-72 hours)
“It’s normally an advantage to have several people look at it because you’ll get a wider spread in the findings.” (P9) “[I] asked my colleague to read this report and see if I had missed anything, and if I should add anything.” (P4) Theme 5: Problem identification & redesign suggestions (32 segments)
Theme 2: Analysis resources (20 segments)
All participants except one saw redesign suggestions as an integrated part of the analysis. In all these cases, the same analysts did both problem identification and redesign suggestions. Redesign suggestions were typically reported together with their associated problems. However, different practices existed: either redesign suggestions were developed in response to a coherent set of usability problems (exemplified by P7) or as an immediate response to individual problems (exemplified by P9).
The participants provided limited information about analysis resources such as tools, methods or guidelines. It seemed that they mainly relied on their “experience” (P11) or “professional background” (P7). Three reported the use of established heuristics, particularly Nielsen’s. One reported the use of standards and best practices, and one reported the use of guidelines. Some also mentioned the benefits of having a dialogue with the designer or development team during analysis, which could be considered as an analysis resource. Participants considered this particularly relevant for prioritizing their findings or investigating the feasibility of redesign suggestions.
“Every time I found a problem, I made a proposal how to solve it. This was a kind of iterative thing …” (P7) “We’ve focused on the usability problems first, then afterwards going over to redesign suggestions. In practice it’s hard to talk about problems without discussing solutions.” (P9)
Theme 3: Collaboration (51 segments)
Collaboration in analysis of usability problems increase reliability [9] and improve thoroughness [17] in usability evaluation, and is therefore recommended in HCI research.
Theme 6: segments)
Seven of the participants reported some kind of collaboration during analysis. Two reported collaboration on the consolidation of findings in usability testing after multiple analysts had analyzed separate parts of the dataset, one reported discussing the findings from usability testing with a colleague, and one reported collaboration between the usability test leader and the observers.
Sources
of
redesign
suggestions
(26
All participants reported relying on their own professional experience as the main source for redesign suggestions. “[To reach redesign suggestions] we use our experience as a whole, from previous projects and solutions.” (P8) Five participants also reported the use of general knowledge, including guidelines and standards. Three participants reported that test participants’ comments could be important sources of redesign. The participants were not clear when in the analysis process redesign suggestions were made, but it seems likely (as was expressed by some) that this depends on the nature of the identified problem.
Three reported on collaboration on analysis in usability inspection cases. However, only one of these reported that the analysts had worked independently of each other. Theme 4: Evaluator bias and multiple analysts (10 segments)
Whilst Theme 3 targeted the actual manifestations of collaboration on data analysis, Theme 4 targeted the participants’ motivations for such collaboration. Only for two of the participants multiple analysts seemed to have been involved for the purpose of reducing evaluator bias. One of these reported that two independent analysts had conducted usability inspection. The other reported that collaboration between the test leader and the observers improved confidence in the findings:
Theme 7: Severity classifications (70 segments)
All but two participants reported to use severity classifications. Interesting variation was found. Five used severity categories, that is, categories classifying according to the estimated impact on users’ behavior or experience. Four used urgency categories, that is, categories reflecting the analyst’s recommendations on what to fix first. The use of urgency vs. severity categories illustrates different attitudes with respect to the analysts’ role in the development process – as an active part of the redesign process or a passive provider of evaluations. An increased focus on redesign in the process of usability evaluation analysis may trigger the need to classify according to urgency (related to the development process) rather than severity (related to the impact on users’ behavior/experience).
“After the tests we sit together and discuss what we have seen, so there is not only myself saying that problem occurred.” (P2) Other reported motivations for collaboration, not related to reduction of evaluator bias, were (a) to achieve different perspectives and identify more problems or better redesign suggestions (reported by three; illustrated by P9 below), and (b) to consolidate the findings in an almost completed analysis (reported by two; illustrated by P4 below).
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DISCUSSION AND CONCLUDING REMARKS
This study is an early investigation on how professionals conduct analysis. Given the sample size and the nature of data collection, the results are preliminary and large-scale surveys will be conducted for our future research.
Our exploratory study provides a basis for four observations on usability professionals’ analysis of evaluation data. •
Redesign suggestions seem to be an integrated part of analysis. These may address both individual problems and the overall set of problems.
•
Analysis is mainly informal and pragmatic. Structured formats for problem reporting are rarely used.
•
Professional experience is the key analysis resource, while other resources like guidelines or standards play a smaller role.
•
Collaboration on analysis is fairly frequent, but is mainly used to support the identification of a broader set of usability problems and redesign suggestions, rather than to reduce evaluator biases.
ACKNOWLEDGEMENTS
The work of the first author was conducted as part of the RECORD project, supported by the VERDIKT programme of the Norwegian Research Council. The study interviews were conducted by Line C. Gjerde, University of Oslo. REFERENCES 1. Bias, R. and Mayhew, D. Cost-Justifying Usability: An Update for the Internet Age. Morgan Kauffman, San Fransisco, CA, 2005. 2. Cockton, G. and Lavery, D. A Framework for Usability Problem Extraction. In Proc. Interact 1999. IOS Press (1999), 344-352. 3. Cockton, G., Lavery, D. and Woolrych, A. Inspection-based Evaluations. In A. Sears and J. Jacko (eds), The Human-Computer Interaction Handbook, 2nd edition. CRC, 2008. 4. Cockton, G., Woolrych, A. and Hindmarch, M. Reconditioned merchandise: extended structured report formats in usability inspection. In Proc. CHI 2004 (2004), 1433-1436. 5. Dumas, J. S. and Loring, B. A. Moderating Usability Tests: Principles and Practices for Interacting. Morgan Kaufman, 2008. 6. Ezzy, D. Qualitative Analysis: Practice and Innovation. Routledge, London, 2002. 7. Hartson, H. R., Andre, T. S. and Williges, R. C. Criteria for evaluating usability evaluation methods. International Journal of Human-Computer Interaction, 13, 4 (2001), 373-410. 8. Hassenzahl, M. Prioritising usability problems: Data-driven and judgement-driven severity estimates. Behaviour & Information Technology, 19(2000), 29-42. 9. Hertzum, M. and Jacobsen, N. E. The evaluator effect: A chilling fact about usability evaluation methods. International Journal of Human-Computer Interaction, 13, 1 (2001), 421-443. 10. Hornbæk, K. and Frøkjær, E. Comparison of techniques for matching of usability problem descriptions. Interacting with computers, 20, 6 (2008), 505-514. 11. Howarth, J., Smith-Jackson, T., Hartson, R. Supporting novice usability practitioners with usability engineering tools. Int. Journal of Human-Computer Studies, 67 (2009), 533-549. 12. Kjeldskov, J., Skov, M. and Stage, J. Instant Data Analysis. In Proc. Nordichi 2004 (2004), 233-240. 13. Law, E. L.-C. and Hvannberg, E. T. Consolidating usability problems with novice evaluators. In Proc. NordiCHI 2008. ACM (2008), 495-498. 14. Nørgaard, M. and Hornbæk, K. What Do Usability Evaluators Do in Practice? An Explorative Study of Think-Aloud Testing. In Proc. DIS 2006. ACM Press (2006), 209-218. 15. Redish, J., Bias, R., Bailey, R., Molich, R., Dumas, J. and Spool, J. Usability in Practice: Formative Usability Evaluations - Evolution and Revolution. In Proc. CHI 2002, ext. abstracts (2002), 885-890. 16. Rubin, J. and Chisnell, D. Handbook of usability testing (2nd.edition). Wiley Publishing, Indianapolis, IN, 2008. 17. Sears, A. Heuristic Walkthroughs: Finding the Problems Without the Noise. International Journal of Human-Computer Interaction, 9, 3 (1997), 213-234. 18. Smith, H. L., and Hyman, H. The biasing effect of interviewer expectations on survey results. Public Opinion, 14, 3 (1950), 491-506. 19. Skov, M. and Stage, J. Supporting Problem Identification in Usability Evalutions. In Proc. OZCHI 2005 (2005). 20. Woolrych, A., Cockton, G. and Hindmarch, M. Knowledge Resources in Usability Inspection. In Proc. HCI 2005 (2005).
Our observations on how professionals perform analysis are clearly at odds with the assumptions held in state-of-the-art in usability research, where evaluation performance is discussed with reference to measurements such as thoroughness, validity, and reliability [7], and improvements should be sought through structured analysis processes [3], the use of structured formats [4], and means to minimize the evaluator effect [9]. Consequently, key themes of usability research may not be aligned with the way in which analysis is performed by usability professionals. In particular, research on how to support analysis as a pragmatic process of deriving a set of redesign suggestions from evaluation data is missing. This is potentially critical, as usability research may become irrelevant for professional practice. Our findings are intended as a basis for future more extensive studies. At the same time, given that these findings represent our current best knowledge of the state of the practice for analysis in usability evaluation, the findings may be used to consider new themes for future usability research. We identify four such themes: First, we see a need for supporting evaluation and redesign as an integrated process, where evaluation is seen as a first step in creative process of redesign. Second, we see a need for researchers to provide a better answer to the simple question of what is analysis. As noted at the beginning of this paper, the literature is nearly silent on this issue. Third, there seem to be a need for research-based development of analysis resources sufficiently effective and flexible so as to be useful for usability professionals. Fourth, research seem to be needed on how to exploit analyst collaboration as a practical means of minimizing the evaluator effect [9].
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Pocket Bee - a multi-modal diary for field research Jens Gerken, Stefan Dierdorf, Patric Schmid, Alexandra Sautner*, Harald Reiterer University of Konstanz *Daimler AG – Customer Research Center Universitätsstraße 10, 78457 Konstanz Leibniz Straße 2, 71032 Böblingen firstname.lastname@uni-konstanz.de alexandra.sautner@daimler.com ABSTRACT
In this paper we present Pocket Bee, a multi-modal diary tool that allows researchers to remotely collect rich and indepth data in the field. Based on the Android smart phone platform, we especially focused on an easy to use user interface. We introduce the notion of core questions that serve as cognitive triggers for pre-defined events. Multiple modalities allow participants to compose notes in the most appropriate and convenient way. Instant network synchronization allows researchers to view and analyze the data on-the-fly while also being able to create new tasks or questionnaires during an ongoing study. These can also be linked to certain trigger events, such as time and date. Thereby, Pocket Bee supports diary and Experience Sampling (ESM) studies. The system was developed in a user-centered design process and its potential value is described in a scenario of use illustrating an upcoming study. Author Keywords
Diary, ESM, longitudinal, tool, multi-modal, evaluation ACM Classification Keywords
quantitative data collection. They are especially useful in longitudinal studies as they allow analyzing and modeling changes within and between subjects [3]. Drawbacks however include a high burden on the participant and as a consequence thereof such diaries are often reduced to simple repeated questionnaires. Nevertheless, as our world is becoming more and more ubiquitous and HCI research is thereby more interested in investigating how people deal with such technology in the wild, the need for these methods has increased even more and technology itself has been a helping hand to support both the researcher and the participant. In this paper we present Pocket Bee (see figure 1), a multi-modal diary tool that allows participants to gather data in multiple ways on Android [1] based smart phones while allowing researchers to access this data immediately via a web-based control center and react on it accordingly, e.g. by sending out specific tasks or questionnaires. Pocket Bee integrates an easy to use client user interface that reduces the burden on the participant while maintaining a high flexibility towards the method and the possibility to capture in-depth data. We furthermore discuss several design goals which illustrate the importance of the tool for both the diary method and ESM.
H5.1. [Information interfaces and presentation] Multimedia Information Systems – Evaluation/methodology INTRODUCTION
Remote research methods such as the diary method or the Experience Sampling Method (ESM) [8] have always intrigued researchers, as they allow data gathering in their “natural, spontaneous context” [2] without being obtrusive and thereby in places where observation would be impossible or inappropriate. They have been applied both outside (e.g. see [3]. for a variety of usage scenarios) and inside HCI (e.g. [6], [11]) in various forms, such as pen & paper or PDAs. Besides, diaries and ESM have shown to minimize retrospective effects (e.g. compared to retrospective interviews) and allow both qualitative and Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1: Pocket Bee running on a Motorola Milestone
Early electronic diary or ESM tools focused on simply providing questionnaires on a PDA [2], while current approaches have focused especially on the integration of sensor data to better support ESM (e.g. [7]), multiple modalities to enrich the data-gathering process (e.g. [4], [9]), or the integrated testing of mobile device applications [5]. The existing tools seem to have focused on functionality and extensibility but not so much on the design of the client user interface itself, as it has been
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merely discussed in the according papers. However, an electronic device does not magically reduce the participants’ burden for collecting data and it might even increase the burden for some users that are not familiar with smart phone technology. In the following sections we will first present our research questions for the user interface design and go on to discuss the user interface concepts by illustrating an upcoming study in the automotive sector. POCKET BEE – A MULTI-MODAL DIARY
Designing the Pocket Bee diary tool was motivated and guided from two perspectives, one being HCI research in general and the second being the automotive sector, for which we designed and developed the Pocket Bee diary in particular. We collaborated with Daimler AG, a wellknown manufacturer for luxury automobiles with a high percentage of discerning customers. In such a case, a deep familiarity with modern technology, such as smart phones can’t be assumed as naturally given. Furthermore, comfort is one of the most important aspects when these customers are deciding to purchase a vehicle. This stresses the importance of an easy to use, yet powerful and flexible user interface even more. Design Goals and Solutions
Khan et al. [10] did an analysis of current experience sampling tools and derived some requirements for future tools, such as multi-modality or instant synchronization. We agree with most of these and they influenced our choice of design goals. As stated before we will, however, focus on the research questions from a user interface design perspective and the methodological benefits that can be achieved thereby. Reduce the burden on the participant: We think this should be one of the main goals of any diary or ESM tool. In principal this starts with carrying the device along – as a best case scenario that can be achieved by using either the user’s own smart phone or replacing it for the time being. Besides, it should provide the most convenient means (as in [9]) for data gathering for any situation as well as being easy to use. This does not only mean that all functionality can be easily accessed but also that the UI is designed in a way that the user is reminded of his tasks without having to look them up. Link the data-gathering closer to events: In order to reduce retrospective effects of memory, data-gathering should happen closely related to events. In case of ESM this is essential in itself (e.g. as in the [7]), but also for diaries we think that event-based designs as described by [3] should be supported. Increase the quality and depth of collected data: Early electronic diaries only incorporated simple questionnaires which made it difficult to benefit from the “in-situ” quality of the diary. We think it is essential that a diary allows capturing of rich data which is both appropriate to the situation and the participant (as stated above). This should
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include both manually-triggered data gathering as well as automatically triggered or logged data. This also means that both, qualitative and quantitative data-gathering should be integrated. Increase the bonding between researcher and participant: Motivation is a serious issue in diary studies. We think that having a direct communication channel provides participants with the assurance, that their comments and feedback is being recognized, making it valuable and worth-wile to continue contributing. This also means that researchers should be able to examine and analyze diary material before meeting with participants for an interview. Bridging the gap between ESM and diaries: The tool should be designed in such a way, that it can be adapted to either focus on experience sampling by triggering questions or tasks at certain events as in ESM or on manual user input as in classic diaries. It should be possible to adjust to changes during the study and react upon user data by e.g. adding additional tasks or questionnaires remotely. Scenario of Use
In the following, we will illustrate how Pocket Bee works and how the user interface is designed to address the research questions. We will present a scenario of use to do so, by outlining an upcoming study in the automotive sector. Electrically powered cars are not only environmentally conscious but add to the customers’ mobility and flexibility. Instead of having to rely on fixed gas stations, every power outlet can become a source for recharging. While little is known about how practical this might be, investigating these kinds of tasks is difficult to say at least. Direct observation is hardly possible, since the car is a very private environment. Using interviews, retrospective effects might cover the little hurdles one has to master during the charging process. We will outline in the following how Pocket Bee can support such a study. The Pocket Bee client’s user interface consists of a homescreen widget (see figure 2a) and the diary application itself (see figure 2b,c). The widget allows the participant to use the phone as such while having constant access to the diary application. It provides the entry points for the user and is a constant reminder of any pending tasks. Essentially, the widget supports both event-based diary designs and time/trigger-based designs (see [3]). The upper part is reserved for what we call core questions. As it can be a mental burden for participants to constantly think about whether they should record a diary entry during any given situation, these core questions serve as visual and cognitive triggers to reduce this burden. In our scenario of use, these are a “charging car” event and a “needing to charge” event. Thereby the user can simply wait for these events to happen and is constantly reminded to “get triggered” by them. Such an event-based diary design also allows coupling the diary entries closer to the events that need to be reported as they
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Figure 2: The user interface on the client device (left to right). a) home-screen widget, b) an empty diary entry c) a diary entry composed of several notes d) a temp. saved dairy entry e) a questionnaire item
motivate an instant capturing. By tapping on a core question, a diary entry is created which can then be enriched with data (see fig. 2b,c). Let us assume that our participant Sarah is about to charge her car. The interface allows her to compose a diary entry out of several notes. To begin with, she might want to simply write a text note, that she is about to charge the car at a friend’s place. During charging, the display in the car tells her how long it takes to fully charge the car. She takes a picture of the display and adds a textual note. She would like the researchers to know that she would like to enter the distance she wants to drive, so that she knows how long to charge for a specific ride. She then saves the diary entry – it is now immediately sent to the server in the background together with her current geo-location (if she has agreed to this prior to the study). Later on, she gets another idea – the car should send her a text message as soon as the charging is complete. She quickly records an audio note while walking to the car to check the status by herself. By providing these different modalities for data-gathering Pocket Bee reduces the burden on the participants, as they can just select the most convenient one. By allowing the composition of several modalities to one entry, we motivate to provide rich and in-depth data. The GPS location can furthermore help during an additional retrospective interview to remember this particular situation and discuss it further. The researcher on the other hand has immediate access to the diary entry via the control center (see figure 3) or as soon as the device has a network connection (WiFi or GSM/3G). This allows the researcher then to 1) start with the data analysis right away, 2) prepare the data for an interview session, and 3) react on the data. We currently provide a basic list-like view of the entries that can be sorted and filtered by several criteria (e.g. core question, participant, etc.) as well as exporting possibilities to analyze the data with e.g. MS Excel. In order to react on the data the researcher can modify existing or create new core questions as well as create additional tasks and questionnaires individually for each participant. The latter two then reside on the lower part of the client interface (see figure 1a). Tasks are meant to provide specific instructions such as “please take a picture of the power cable”, allowing the researcher to interact more closely with the participant which tightens the bond between the two as the latter receives direct feedback on her actions. This will also help
to increase the motivation for continuous use of the diary. Questionnaires can be designed in an XML template (see figure 4), which provides several different question types for most necessities, such as multiple selection, rating scales, or open ended questions (see figure 5). The latter also allow the participant to record voice instead of typing text. The template allows for branching of questions as well as forced or optional questions.
Figure 3: Web-based Control Center
Our participant Sarah comes home again. As on every evening since the study started, the device notifies her with two short beeps that the daily questionnaire is available now, asking her about the mileage she drove today, how she rates the ease of use of the charging device and additional feedback. Implementation
A short video demonstrating the Pocket Bee tool can be accessed online: http://www.vimeo.com/13397614. Pocket Bee is a distributed system including a mobile device (the bee), a server (the hive), and a control center for remote access to the server (for the beekeeper, see fig. 4). Pocket Bee runs on every current Android-based phone (Android 2.01 upwards). Given the steadily rising market share of Android devices1, this increases the chances of allowing the user to use their own device for the study. The researcher can both setup a study and manage multiple projects within 1
See: http://www.gartner.com/it/page.jsp?id=1372013 within the last year from 1.6% to 9.6%
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the control center without having to touch the mobile device and during runtime of the study. The client diary application is written in Java/Android. It directly integrates drawing and text notes modalities and furthermore integrates the Android internal camera, video, and voice recording application seamlessly into the user interface. Each diary entry is automatically tagged with the according core question and the GPS location. If no network is available, a queue holds the diary entries until submission to the server is possible. Besides, the client tries to contact the server every x minutes (default: 30). If successful, the client automatically asks for any updates available (e.g. new or modified tasks) and the server responds accordingly. The server hosts a MySQL database and a web server. All communications are handled via PHP scripts. Currently we support time-based triggers for tasks and questionnaires which can be specified in the control center similar to setting up events in a calendar application (e.g. daily questionnaire from 18:00 to 22:00). The infrastructure however is built in a way to be able to react on any sensor data that we may receive. This can be internal data such as GPS data as well as external sensor data, such as CANbus data in case of a car. Thereby, PocketBee allows the researcher nearly endless possibilities to create ESM-like events and triggers for both automatic as well as manual data gathering.
convenient modality. The interface is flexible enough to also include “trigger” events that can react upon internal or external sensor data (e.g. time-based triggers) and allow for ESM-like data-gathering. While we have not been able to use Pocket Bee in a study (the presented scenario of use illustrates an upcoming study), the system was developed in a user-centered design process, integrating several informal test studies with both potential participants and researchers. Future work will enhance the concept in several areas. The control center will integrate more complex visual representations of the diary entries in order to allow better on-the-fly evaluation. E-mail notification will allow researchers to act upon certain events (e.g. a specific diary entry or a participant not using the device for a certain time). We also plan to provide an interface which allows easy coupling of tasks or questionnaires with sensor-based events. For the client interface we will explore design solutions that will ease the choice of modality for the participants by providing an instant preview upon the composition of a diary entry. REFERENCES
1. Android OS, Google. http://www.android.com/ 2. Barrett, L.F. and Barrett, D.J. 2001. An Introduction to Computerized Experience Sampling in Psychology. Soc. Science Computer Review, V. 19, No. 2, pp. 175-185. 3. N. Bolger, A. Davis, and E. Rafaeli, 2003. Diary methods: Capturing life as it is lived, Annual Review of Psychology, vol. 54, no. 1, pp. 579-616, 2003. 4. Carter, S. and Mankoff, J. 2005. When participants do the capturing: the role of media in diary studies. In CHI '05. ACM, New York. 5. Carter, S., Mankoff, J., and Heer, J. 2007. Momento: support for situated ubicomp experimentation. In CHI '07. ACM, New York. 6. Czerwinski, M., Horvitz, E., and Wilhite, S. 2004. A diary study of task switching and interruptions. In CHI '04. ACM, New York. 7. J. Froehlich, M. Y. Chen, S. Consolvo, B. Harrison, and J. A. Landay, 2007. MyExperience: a system for in situ tracing and capturing of user feedback on mobile phones, in MobiSys '07, ACM, New York.
Figure 4: Schematic view of the Pocket Bee system CONCLUSION & FUTURE WORK
We have presented Pocket Bee, a multi-modal diary tool that allows researchers to conduct remote field studies while maintaining an in-depth quality of data. Complementary to existing diary and ESM tools, our focus was on the design of a usable and flexible interface on the mobile client. The core question and widget approach allows for an event-based diary, which reduces the burden on the participant who then can use these core questions as cognitive event-triggers. Multiple modalities can be easily composed to an in-depth diary entry, allowing the participants to choose the most appropriate or most
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8. Hektner, J. M., Schmidt, J.A. and Czikszentmihalyi, M., Experience Sampling Method: Measuring the quality of everyday life., Sage, 2007 9. Jain,J. 2010. InfoPal: A System for Conducting and Analyzing Multimodal Diary Studies. In UPA2010. 10. Khan, V., Markopoulos, P. & Eggen, B. 2009. Features for the future Experience Sampling Tool. MobileHCI '09. ACM, New York. 11. Rieman, J. 1993. The diary study: a workplace-oriented research tool to guide laboratory efforts. In InterCHI’03. ACM, New York, NY.
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Evaluating Game Genres for Tagging Images Dion Hoe-Lian Goh1, Rebecca P. Ang2, Alton Y.K. Chua1, Chei Sian Lee1 1 Wee Kim Wee School of Communication & Information 2 School of Humanities and Social Sciences Nanyang Technological University {ashlgoh, rpang, altonchua, leecs}@ntu.edu.sg ABSTRACT
In the case of images, humans can easily make sense of their visual content simply by browsing. However, current automated techniques have not reached the level of sophistication to rival humans in terms of understanding image content. One approach is to manually annotate these images, for example, in the form of tags or keywords [4]. Image understanding and retrieval algorithms can then harness these tags to make sense of the media so as to meet users’ needs. Here, a conundrum exists. One the one hand, humans can help improve image understanding through manual tagging, but on the other, such a process is tedious, monotonous and potentially costly, involving people sitting in front of a computer, sifting through huge image albums and generating descriptive tags for each image.
Applications that use games to harness human intelligence are increasing in popularity and such games are also known as Games With A Purpose (GWAP). Most GWAPs are collaborative in nature, requiring pairs of players to cooperate in a game to receive points. Competitive GWAPs, where players work against each other, are a more recent entrant, and have been argued to address shortcomings of collaborative GWAPs. In this paper, we focus on image tagging GWAPs where users play games to generate tags for images. Three versions were created: collaborative GWAP, competitive GWAP and a control application for manual tagging. The applications were evaluated to uncover users’ preferences for these genres as well as the usefulness of the tags generated. Results suggest that the competitive GWAP outperformed the other two applications. Implications of the work are discussed.
One promising development that can harness human intelligence is the use of computer games. Online gaming in recent years has seen an increase in their popularity [1] due to better machine performance, graphics, intuitive user interfaces and engaging gameplay. Put succinctly, such games could serve as motivators for users to contribute their brain power for a given endeavor. That is, while users play a game and are entertained by it, they are also performing computations as a byproduct of gameplay. In the case of image tagging, the resulting computations will be the keywords.
Author Keywords
Games With A Purpose, Image Tagging, Human Computation Game, Social Computing, User Study ACM Classification Keywords
H.4.m. Information systems applications: Miscellaneous; H.5.2. Information interfaces and presentation (e.g., HCI): Evaluation/methodology; K.8.0. General: Games.
Such games are also known as Games With A Purpose (GWAP) [8] or human computation games, and they have been employed relatively successfully in a number of areas such as image tagging, ontology creation, and locationbased annotation authoring (e.g. [3, 7]). The ESP Game [7] is one of the earlier examples of GWAP in which two unrelated players are tasked to create matching keywords to randomly presented images within a given time limit. Points are earned based on specificity of the keywords, and coupled with a countdown timer, these elements add excitement and hence motivation for players. While players have fun with the game, the matching keywords can be used as tags for these images, and harnessed by image understanding and retrieval algorithms.
INTRODUCTION
With the popularity of social computing (or Web 2.0) coupled with the widespread availability of affordable digital cameras and mobile phone cameras, the sharing of digital media online, such as photos, have never been easier. Parallel with such developments however, the resulting proliferation of such media has made it necessary for techniques to manage them to facilitate their effective and timely retrieval.
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To date, most GWAPs are collaborative in nature, requiring users to work together to fulfill the games’ objectives. For example, in the ESP Game, users have to generate the same keyword to an image to score points. However, critics of collaborative GWAPs have identified issues such as formation of cheating coalitions that agree upon a set of
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tags to use whatever the image presented, and the tendency for players to generate tags with more generic descriptions, among others [5]. While cheating issues have been addressed somewhat by [8], the issue of quality remains an ongoing problem [5]. For these reasons, competitive GWAPs have been proposed.
image, points were awarded depending on whether the tags were found in the database. The user had five minutes to complete the task. The collaborative GWAP had a similar design to the ESP Game, in that pairs of players had to enter the same tag in order to score points. Points were awarded based on whether the tags were found in the database. If a tag was not in the database, a much smaller amount of points was awarded instead. Figure 1 shows the collaborative GWAP. The time left in the game and current score is displayed on the top of the user interface. The image to be tagged is displayed prominently in the middle, while players enter tags in the text field above the image. To add an element of urgency, the number of tags entered by the partner is also shown. Beside the image, off-limit tags are displayed. These are tags that cannot be entered for the current image. The list of tags generated by the user for the current image is displayed below it. The player and his/her partner will see the same interface. The control application sports a similar interface.
In competitive GWAPs, players have to work against each other to fulfill the games’ objectives. The premise is that competition heightens the emotional impact of players who have to respond and react to their opponents’ abilities. This adds an additional dimension of challenge essential in sustaining interest, and the need to work against others enhances and amplifies gameplay, which also increases player satisfaction [9]. In addition, competition in image tagging games presumably addresses the quality issue as players have to outdo each other to generate tags for images. There is thus no opportunity for collusion, and the diversity of tags should help in better descriptions of images [2]. For example, in KissKissBan [2], a competitive GWAP for image tagging, a blocker is introduced. The role of this player is to generate keywords so that other players cannot use them to describe an image. Players that enter keywords in the blocked list lose points while the blocker gains points. Evaluation of the game suggests a more diverse set of generated keywords when compared to the ESP Game, with good precision and recall. Despite increasing interest in the use of GWAPs, there has been little work done in evaluating their effectiveness, to the best of our knowledge. Specifically, in the case of image tagging, there are as yet no studies that compare the collaborative and competitive genres of GWAPs in terms of the tags generated. Our present work is therefore timely as we seek to determine the effectiveness of collaborative and competitive GWAPs for image tagging, as well as users’ preferences for these genres. Our study is guided by two research questions: (1) Which image tagging GWAP genre generates more useful tags; and (2) Which GWAP genre is preferred by users?
Figure 1. Collaborative GWAP developed for the study. METHODOLOGY
The competitive GWAP in contrast, required paired players to independently enter tags to a presented image. The first player in the pair to enter a tag that described the image was awarded points while the other player received none. Like the other versions, points were awarded based on matches against our ground truth data. Players were then presented with the next image, and so on until the time limit was reached. However, to raise the level of challenge so that it was comparable with the collaborative GWAP, off-limit tags were not displayed unlike the collaborative version. Further, players who entered any of these tags had points deducted, similar to [2]. In both collaborative and competitive games, the time limit was five minutes.
GWAPs Used
To investigate the research questions, an experiment was conducted on a set of custom-developed versions of image tagging GWAPs. The reasons for developing our own games was to have better control over the look-and-feel of the applications to ensure a more consistent user experience, as well as for better access to the data generated (i.e. tags) for our analyses. In our study, we first constructed a database of 300 images and manually assigned at least 20 tags per image. This formed our ground truth data. Three applications were then developed over this database. A control version was essentially a manual tagging application that presented a series of images to a user. The user had to enter at least one tag before the next image was shown. As users tagged each
Procedure
A total of 66 participants comprising undergraduate and graduate students from a local university were recruited for
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the study. They ranged between 19 to 34 years of age with a mean age of 27, and consisted of 43 males and 21 females. Most participants had no prior experience with GWAPs but were familiar with the concept of tagging. Fifty-four of the participants had IT-related educational backgrounds, while the others were from disciplines such as arts, humanities and business.
the control application (M = 39.00). There were no significant differences in unique tags generated between the control application and collaborative game (M = 45.55), and between the collaborative and competitive games.
The study was conducted in a lab. Participants were randomly divided into three groups with each playing a specific game. Here, 20 participants were assigned to the control application, while the collaborative and competitive GWAPs had 22 participants each. For the latter two groups, participants were further randomly paired to play their assigned games. The study began with the researcher briefing the participants on the purpose of GWAPs, and the rules of each game. This was followed by a demonstration of the games. The participants then played their games, after which they completed a brief questionnaire that captured demographic data and preferences for the game they played. For the latter, a five-point Likert type scale was used (1=Strongly disagree; 5=Strongly agree). Following this, we analyzed the tags that were generated along two dimensions of usefulness: (1) mean number of unique tags, which is a measure of diversity; and (2) mean number of generated tags matching our ground truth data, which is a measure of accuracy or quality.
N
Variable
Mean
SD
Control
20
Preference
3.05
1.10
Unique tags
39.00
13.00
Matching tags
13.82
3.19
Preference
3.86
.89
Unique tags
45.55
16.85
Matching tags
14.82
5.78
Preference
4.18
1.05
Unique tags
53.00
16.53
Matching tags
21.35
6.84
Competitive
22
22
Table 1. Means and standard deviations of the dependent variables in the study.
Table 1 shows the means and standard deviations for game preference, generated tags and matching tags across the three games (control application, collaborative game and competitive game). These formed the dependent variables in our study. Participants appeared to like the competitive game best, followed by the collaborative game and control application, the latter of which was expected. In terms of unique tags generated, the competitive game performed best, followed by the collaborative game and control application respectively. The same order of performance was observed for number of matching tags.
Variable
Type (1)
Type (2)
Mean Difference (1) - (2)
Preference
Unique tags
Next, three one-way ANOVAs were conducted on the dependent variables. Results indicate that there were significant differences with respect to game preference, F(2, 61) = 6.86, p = .002; unique tags generated, F(2, 61) = 4.26, p = 0.019; and matching tags, F(2, 61) = 11.69, p < 0.001. Post-hoc comparisons using Tukey’s test for the three dependent variables (see Table 2) revealed the following:
Game Type
Collaborative
RESULTS
Matching tags. Participants in the control application (M = 13.82) and collaborative game (M = 14.82) had significantly fewer generated tags matching the ground truth database than the competitive (M = 21.35) game. There were no significant differences in matches between the control application and collaborative game.
Matching tags
Game preference. The collaborative (M = 3.86) and competitive (M = 4.18) games were preferred over the control application (M = 3.05), and these differences were significantly different. However, there were no significant differences between preferences for the collaborative and competitive games, although participants seemed to prefer the latter more.
Control
Collaborative
-.81*
Control
Competitive
-1.13*
Collaborative
Competitive
-.318
Control
Collaborative
-6.55
Control
Competitive
-14.00*
Collaborative
Competitive
-7.46
Control
Collaborative
-1.00
Control
Competitive
-7.53*
Collaborative
Competitive
-6.53*
Notes: * p < 0.05. Type (1) and Type (2) refer to the game genres being compared. Table 2. Comparison between means of the dependent variables. DISCUSSION AND CONCLUSION
In this paper, we evaluate GWAP genres for the tagging of images. Specifically, we studied collaborative and competitive GWAPs, together with a control application for
Unique tags. Significantly more unique tags were generated in the competitive game (M = 53.00) than in
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manually tagging images. An experiment was conducted in which participants were randomly assigned to play one of the above applications, after which we analyzed which genre users preferred, and which genre resulted in more useful tags.
tagging, and this preference is on par with collaborative GWAPs. Nevertheless, our study has a few limitations that should be addressed in future work. One, our sample size of 66 participants may prevent generalizability of results. Further, our results were obtained through a single experiment. A study that involves longer-term use of the applications would be needed to validate our findings. In terms of future work, it should be noted that most GWAPs are collaborative in nature, and the challenge is to design engaging competitive games to harness the power of the human intellect.
Unsurprisingly, results showed that participants favored the GWAP (both collaborative and competitive) approach to tagging images as opposed to manual tagging, represented by our control application. This is despite the fact that our control application contained a scoring system as a small incentive. All things being equal therefore, one can imagine that without such a scoring system, the motivations for using the control application would have been much less. Our results thus concur with GWAP research (e.g. [8] and others) showing that games indeed serve as motivators for harnessing human brain power. Here, the enjoyment one derives from gameplay, together with the challenges to be overcome and incentives received, are just some of the benefits that players obtain [6].
Acknowledgments. This work was supported by the Singapore National Research Foundation Interactive Digital Media R&D Program, under research Grant NRF NRF2008IDM-IDM004-012. REFERENCES
1. Entertainment Software Association. Industry Facts. http://www.theesa.com/facts/index.asp. 2. Ho, C.J., Chang, T.H., Lee, J.C., Hsu, J.Y.J., and Chen, K.T. KissKissBan: A competitive human computation game for image annotation. Proceedings of the 2009 ACM SIGKDD Workshop on Human Computation, ACM Press (2009), 11-14.
However, participants were undecided in terms of choosing between collaborative or competitive genres as found by our study. It appears that either genre would be acceptable although the competitive game seemed to have a slight, although statistically non-significant, edge over the collaborative game. Here, perhaps the gratifications associated with challenging and beating an opponent [9] account for this preference. However, more investigations are required to ascertain this assertion.
3. Lee, C.S., Goh, D.H., Chua, A.Y.K., and Ang, R.P. Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay. Journal of the American Society for Information Science and Technology, 61, 6 (2010), 1244-1257.
Next, our study found that the competitive game generated more unique tags when compared to the control application. The other differences were non-significant. Here, we contend that because the competitive game required a player to enter tags faster than his/her opponent in order to score points, speed of tag generation was a primary winning strategy. Therefore, the number of tags produced was the highest among all applications evaluated. It is also interesting to note that the control application resulted in the fewest number of tags generated. This again reinforces the notion that manual tagging, with few incentives, is not a suitable approach for user-generated data.
4. Li, J. and Wang, J.Z. Real-time computerized annotations of pictures. IEEE Transactions on Pattern Analysis and Machine Intelligence, 30, 6 (2008), 9851002. 5. Robertson, S., Vojnovic, M., and Weber, I. Rethinking the ESP Game. Proceedings of the 27th International Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press (2009), 3937-3942. 6. Sweetser, P., and Wyeth, P. GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3, 3 (2005). http://doi.acm.org /10.1145/1077246.1077253.
In terms of accuracy, the competitive game again performed significantly better than the collaborative game and control application, while there was no difference in performance between the collaborative game and control application. This finding supports the assertion by [2] that competitive GWAPs may yield better quality data than collaborative GWAPs. Perhaps the competitive element forced players to generate more descriptive tags as they had to outdo their opponents in order to win the game. In turn, this resulted in a better performance over the other two applications.
7. von Ahn, L, and Dabbish,.L. Labeling images with a computer game. Proceedings of the 2004 Annual SIGCHI Conference on Human Factors in Computing Systems, ACM Press (2004), 319–326. 8. von Ahn, L. and Dabbish,.L. Designing games with a purpose. Communications of the ACM, 51, 8 (2008), 5867. 9. Vorderer, P., Hartmann, T., and Klimmt, C. Explaining the enjoyment of playing video games: The role of competition. Proceedings of the Second International Conference on Computer Games, ACM Press (2003), 19.
In conclusion, our data appears to suggest that a competitive GWAP performs better in terms of tag diversity and accuracy over collaborative GWAPs and manual tagging applications. Participants also prefer it over manual
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Designing a Personal Information Visualization Tool Paulo Gomes Instituto Superior Técnico Av. Rovisco Pais, 49 1050-001 Lisboa, Portugal +351-213100289 paulo.gomes@ist.utl.pt
Sandra Gama Instituto Superior Técnico Av. Rovisco Pais, 49 1050-001 Lisboa, Portugal +351-213100289 sandra.gama@ist.utl.pt
ABSTRACT
what we do, and what we are interested in. "What was I doing in January 2005? With whom did I ever discuss classical music? John sent me a paper about a really vague subject when I was working on my thesis, where can I find it now?" Despite these being questions that an effective personal information analysis should answer, today’s tools do not facilitate that task. In fact storing capacity has considerably grown over the last years, but methods and applications for managing and retrieving personal information have not suffered substantial improvements. Although hierarchical organization is widely used as an organizational system for electronic information, it has several shortcomings. It requires permanent effort from users to classify every piece of data, which is hard to achieve, and different kinds of information are managed by different applications, with little or no links among them. Personal information is, thus, scattered and difficult to find.
Interacting with computers has become part of our daily lives. This interaction results in large amounts of personal information, spread throughout places and applications. As a consequence, it is quite difficult to get an overall view of all our information or to find a specific item we are looking for. A meaningful visualization technique may be the solution to this problem. We present VisMe, an interactive visualization tool that allows users to explore personal information. It integrates and uniformly displays relevant concepts in interconnected timelines. Each of these items (people, subjects and documents) can be progressively explored, creating new timelines, where several avenues can be simultaneously explored in context. VisMe allows relations between concepts to be explored in a straightforward way. By providing the means to interactively find relations between different kinds of information in order to retrieve personally relevant data, VisMe gives users insight into their digital selves that current tools have a hard time providing.
Several information visualization applications have been developed, often focusing on a single information source, such as email or text documents. Themail [7] stands out from other email visualizations with its simple and attractive interface and the ability to display patterns in email content. CrystalChat [6] displays an egocentric conversation space in a 3D structure, but its content representation, besides the textual display of the actual messages on demand, is limited to a peripheral mood indicator. ThemeRiver [3] displays a visual overview of the thematic content of a collection of documents, allowing users to discern trends in the content of document collections, but it is much more limited in terms of searching and browsing than other document visualizations.
Author Keywords
Information Visualization, Personal Management, User-Centered Design.
Daniel Gonçalves Instituto Superior Técnico Av. Rovisco Pais, 49 1050-001 Lisboa, Portugal +351-213100289 daniel.goncalves@inesc-id.pt
Information
ACM Classification Keywords
H.5.2 User Interfaces – Graphical User Interfaces; H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
An increasing number of devices, such as laptop computers and smartphones, have pervaded our daily lives, providing us with the means to generate large amounts of personal information, from the documents we write to the emails we exchange. This data can help us understand who we are,
Some systems combine multiple sources of information. However, they are mainly focused on searching and browsing. Still, Milestones in time [4] takes a familiar list display and couples it with a landmarked timeline to provide a simple and appealing interface for multimedia history search and browsing. FacetMap [5] goes beyond simple lists and joins a visual representation with the underlying searching mechanism in a relatively effective way using facet bubbles. Feldspar [1] allows users to interactively and incrementally construct association queries to find things about the individuals that wouldn't be found if searching items separately, by focusing more on connections between entities than on entities themselves.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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But none of these visualizations provides a unified content overview of a heterogeneous collection. That is the void VisMe attempts to fill: an interactive visualization of personal information that displays relevant content patterns, allowing micro-data (individual documents, emails, etc.) to be retrieved in context. As such, all relevant personal information (documents, emails, instant messages, etc.) is indexed as a whole. Links lost by applications, such as between a document in the file system and the email it was attached to, are recreated. Our visualization is centered on relevant autobiographic clues and allows the exploration of personal information in an efficient, understandable way. It abstracts from data sources to present semantically relevant information instead, allowing several avenues to be explored simultaneously. By providing a synergistic visualization, VisMe allows users to efficiently navigate information and find personally relevant patterns.
Organization
PROPOSED SOLUTION
The most significant elements (keywords, contacts, or documents) appear larger and at the bottom of the timeline (Figure 1). Font size is kept between fixed minimum and maximum values to assure legibility. The granularity of the timeline can be controlled by clicking on the times at the bottom and bottom left.
We experimented with a number of different organization methods but ultimately settled on a temporal organization in the form of simple timelines, since time is a facet of great relevance to people and timelines can be applied uniformly to the other three facets we handle.
Figure 1: Timeline.
The development of this visualization technique was carried out through iterative sketching and prototyping, keeping in mind three main goals for the intended interface: a uniform representation of heterogeneous information; a simple and uncluttered interface; and the possibility of exploring information in context, as opposed to displaying individual queries by themselves. This posed a series of challenges and conditioned the development of our solution, as explained bellow.
Progressive Exploration
The visualization starts with a single element, the “ego”, representing the owner of the information. From this element, users can expand timelines with keywords, contacts, and documents by clicking or dragging from the respective icons (“k”, “c”, and “d”) at the bottom of the word. The same action can then be applied to any element in any timeline (Figure 2). For instance, we can extract a timeline with all the documents containing a particular keyword, then the contacts related to one of those documents, and then the contacts related to one of those contacts, etc. Users are allowed a progressive and free exploration of any element in the visualization.
Indexation
A solution to the problem of personal information visualization first requires a way to gather and index that information. An automatic indexing application, Scribe, which is not the focus of this paper, is used for that purpose. It is capable of indexing and interconnecting emails, documents, instant messaging logs, web pages, etc. Above this indexed data, a layer was developed to facilitate integration and to provide efficient access. Facets
There are a number of document properties that people consider relevant [2]. Of those, we selected four that can be indexed automatically and that fit our particular needs. Our first requirement was to represent document content in a meaningful way, so we chose to represent the most significant words extracted from each document according to their tf-idf weight. Time is very significant to users for organizing and remembering personal information, so it was also identified as a necessity from the start. We also needed to represent the documents themselves, so we use the file names or the titles. Finally, considering that much of the personal information we handle in our computers is a product of communicating with other people, we chose to represent contacts, people that send, receive, or create documents.
Figure 2: Timelines expanded from several different elements. View Control
The ability to expand timelines from any element in the visualization left us with two possibilities regarding the view: focusing on a single timeline at any time, which is simpler to control but makes the overall context difficult to retrieve; or viewing all timelines as a connected structure, at
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the expense of a more complicated control mechanism. We experimented with both options and finally settled on the second. Users can use the mouse to pan, rotate, and zoom in and out of the view to observe as much information as they want. Still, we consider the option to focus on a timeline important, so we allow users to that by double clicking on a time, which gradually and smoothly changes the view to encompass only the timeline in question.
highlighted at the bottom of the timeline. Clutter
There is a limit to how much information can be displayed in the same screen before it becomes too cluttered, and that is a problem that has led us to test and implement a number of measures. When the mouse is not above a timeline, only the most representative elements at the bottom are shown. Also, timelines initially appear in a horizontal state, with the most representative elements from all time periods. As such, only relatively thin lines of important elements are seen most of the time. We also let users reposition or hide existing timelines they may consider less relevant. By moving the view and reorganizing information, the necessary relevant information can be kept in view. Besides manually controlling the positioning of the timelines, we have implemented collision detection with gradual separation of overlapping timelines.
Highlights
The shape of a word alone is not enough for an optimal appreciation of the evolution of an element along the timeline. Therefore, we added the possibility of highlighting any instance of an element throughout the visualization. By placing the mouse over an element, it changes color from the regular black to one within a range from red to blue. The position of the mouse along the length of the element determines the exact color, sparing the need for any additional interface elements. A single click fixes the color while a second click undoes that action.
EVALUATION
To validate our solution we asked 20 volunteers, aged 17 to 29 (x̅ = 23.7, x̃ = 23.5, σ = 2.73) and with self reported high level of experience with computers (x̅ = 3.7, x̃ = 4, σ = 0.47), to perform a series of tasks using the prototype over a set of 1004 text documents authored by 102 people. This data set was crafted to be representative of a real collection of documents, with realistic trends and patterns for each tested combination of facets and enough documents and authors to make it hard to just stumble upon them without significant help from the interface.
Text search
As we prepared the usability tests, it became apparent that finding particular keywords, contacts, or document titles in any significantly large collection of documents would be unfeasible without a more straightforward search mechanism. Keeping with the minimalistic design of the interface, simply pressing a character on the keyboard prompts the display of a search input box on the top left corner of the screen (Figure 3) containing the search string as it is written, as well an indication of the number of possible results and one possible result in grey. Pressing the tab key will complete the string to match the currently visible result, pressing the up and down keys will cycle through results, left and right switches from keywords, contacts, and documents. If the current string appears anywhere on the expanded timelines, the respective elements will be highlighted. If there is an element that matches the search string but is not representative enough to be displayed on the timeline, it will appear on top the respective column. It will be larger than the element bellow it, showing that it does not follow the same size convention as the rest of the timeline. Also, whether or not there is an exact match in any time period, the respective time will be
Eight of these tasks consisted of finding a document based on the knowledge of one or of a combination of its facets (time, most representative keyword, and author, as well as a single task in which the actual file name was given). For instance, "Find a document written by Bob about the Internet that you read in May of 2009" or just "Find a document about guitars". The remaining nine tasks required users to determine the most significant keyword, contact, and a combination of the two in a time period (and the other way around) as well as its evolution throughout that period (when it started, when it ended, and weather it went up, down, or stayed the same). For example, “Who did you contact the most in January 2010” and “How did that contact evolve during that year”. These tasks were timed and recorded for later analysis. Users were also asked to grade the difficulty of each task with a four point scale upon completion. The time limit for each task was 150s, after which users would be told to move on to the next task. The order in which tasks were performed was random, in order to prevent result biases. Users were first given a five minute demonstration of the prototype and all its features followed by five minutes of free experimentation with the interface. They also answered a questionnaire at the end of the session to determine their satisfaction with the interface using a four point scale.
Figure 3: Text search.
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Results
as they need.
The information gathered throughout the user tests was subjected to a statistical analysis, which we present through averages (x̅ ), standard deviations (σ), and medians (x̃).
Usability tests validated VisMe's ability to display the most relevant facets of both entire collection of documents and single documents, as well as its capabilities to facilitate document search and retrieval, although it exposed the lack of a mechanism to combine several facets in a single timeline for a more direct search. We have since developed a solution that allows users to simply drag any keyword, contact, and file name, into any timeline, as many times and in any combination they want, to filter it. For instance, clicking and dragging the mouse from a keyword in one timeline to a second timeline will add the keyword as a filter to it in a way that shows only the elements which are related to the chosen keyword. Active filters appear to the left of the timeline and can be removed with a single click.
Most document retrieval tasks were completed successfully (failures per task in 20 sessions: x̅ = 2 x̃ = 1, σ = 2.4). On average, successful document search tasks were completed in about 52s (x̅ = 52.2, x̃ = 45.5, σ = 27.1). Users also considered the tasks to be easy (x̅ = 3.4, x̃ = 4, σ = 0.9). This provides evidence that VisMe can be an effective retrieval tool for documents based on time, keywords, and authors. Two tasks, in which the users had to find a document based on both a keyword and an author (and, in one, also time) as opposed to doing the same based only on a keyword or author (with and without time), stand out by having the greatest number of failures (6 and 5 in 20 sessions), the highest average completion times (x̅ = 84.5, x̃ = 77, σ = 27.5 and x̅ = 88.7 x̃ = 84, σ = 27.6) and were considered to be the most difficult tasks (x̅ = 2.6, x̃ = 3, σ = 1.4 and x̅ = 2.6, x̃ = 2.5, σ = 0.9). To complete these two tasks, users had to either expand documents from two facets and cross check the results, or expand documents from one facet and expand the other facet out of each document one by one. Although that is not overly complicated, especially given the fact that the number of documents that matched one of the facets (or one of the facets plus time) ranged from only two to a dozen, it was not straightforward for many users.
It is also clear that testing the interface with an artificial collection of documents does not provide a definitive validation of our solution. Still, the goal of this evaluation was to obtain an initial validation of the main ideas behind our solution and we are preparing usability tests in which we will use the personal information of each tested user. REFERENCES
1. D. H. Chau, B. Myers, and A. Faulring. Feldspar: A system for finding information by association. In ACM SIGCHI PIM2008, the Third International Workshop on Personal Information Management, Florence, Italy, 2008. 2. D. Gonçalves and J. Jorge, Tell Me a Story: Issues on the Design of Document Retrieval Systems.In Proceedings DSV-IS04, Lecture Notes on Computer Science, Springer-Verlag, July 2004, Hamburg,Germany
Trend and pattern detection tasks were generally completed successfully (failures per task in 20 sessions: x̅ = 0.4 x̃ = 0, σ = 0.5) in about 35s (x̅ = 35.5, x̃ = 30, σ = 18.99). No single task stood out in terms of failures, time, or difficulty, which gives us an indication that the unified representation of different facets in timelines allows users to identify the most significant elements in a time period and their evolution over time with uniform ease.
3. S. Havre, B. Hetzler, L. Nowell, ThemeRiver: Visualizing Theme Changes over Time, Proc. IEEE Symposiumon Information Visualization (2000), pp. 115-123.
The questionnaire shows that users were generally satisfied with the system (x̅ = 3.35, x̃ = 3, σ = 0.49). They did not find it difficult to use for the most part (x̅ = 3.20, x̃ = 3, σ = 0.69), but a few did find it somewhat difficult to learn (x̅ = 2.75, x̃ = 3, σ = 0.85).
4. M. Ringel, E. Cutrell, S. T. Dumais, and E. Horvitz. Milestones in time: The value of landmarks in retrieving information from personal stores. In INTERACT, 2003. 5. G. Smith, M. Czerwinski, B. Meyers, D. Robbins, G. Robertson, and D. S. Tan. Facetmap: A scalable search and browse visualization. IEEE Transactions on Visualization and Computer Graphics, 12(5):797{804, 2006.
CONCLUSION
Visualizing the extensive personal information we generate throughout our daily use of computers could provide us with valuable insights and even help us find documents. But an interactive visualization tool that uniformly presents the overall contents of such a heterogeneous collection of documents does not currently exist. We presented our solution, VisMe, an interactive personal information visualization system. VisMe allows users to progressively explore their personal information by observing keywords, contacts, and documents in coherent and easily intelligible timelines, maintaining as much of the surrounding context
6. A. Tat and S. Carpendale. Crystalchat: Visualizing personal chat history. Hawaii International Conference on System Sciences, 3:58c, 2006. 7. F. Viégas, S. Golder, and J. Donath. Visualizing email content: portraying relationships from conversational histories. In CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems, pages 979{988, New York, NY, USA, 2006. ACM.
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The City at Hand: Media Installations as Urban Information Systems Roland Haring, Hideaki Ogawa, Christopher Lindinger, Horst Hörtner, Shervin Afshar, David Stolarsky Ars Electronica Futurelab Ars-Electronica-Straße 1, A-4040 Linz {rolandha, hideakiog, christopherli, horstho, shervinaf, davidst}@aec.at ABSTRACT
This paper describes an approach to design a novel system for presenting data related to a city in an intuitive and metaphorical way. By using interactive surfaces and the coupling of information with graspable physical objects, urban data, maps and live sensors built around the physical model of a city can be used to engage discourse and civil participation. This research group aims to create new media installations for bridging the gap between citizen and urban data. In this research, we realized two installations named "Changing Linz" and "SimLinz". By providing different interaction modalities to generate and visualize views of datasets, the systems support new insights on statistical and real-time information of a city. The paper is a case study of urban information presentation systems that were built for public installations in the city of Linz. Author Keywords
Urban Information System, Tangible Interfaces, HCI, Multimedia, Presentation System, Interaction Design, Paper-Pen Metaphor, Tangible Interface; Maps; Collaboration ACM Classification Keywords
H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems – Artificial, augmented, and virtual realities; Hypertext navigation and maps. INTRODUCTION
The usage of city models as a mean for urban and geographic information visualization, public discourse and civil participation has a long history of use. By taking an architectural scale model of the city of Linz as conceptual starting point we would like to show a process of Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
developments that integrated different sources of available urban data into an interactive urban multimedia presentation system. Since the year 1963 the city of Linz maintains a public architectural 1:2000 scale model within the City Hall. The model with a dimension of 8.10 by 5.10 meters is continuously updated by hand to reflect the current development of the city. Laser pointers have replaced physical pointers during presentations to highlight special points of interest. Beside this since 1946 the city of Linz had published an annual yearbook of statistical data containing thousands of datasets related to urban, political and sociological data1. Furthermore the city of Linz has an extensive collection of orthographic photographs and current and historic maps. Integrating this data in an intuitive and comprehensive way was a core requirement for a interactive city model. In 2007 we were invited to develop the first version of an interactive city model for Linz entitled “Changing Linz”. In 2009 we realized the next iteration for a permanent museum installation called “SimLinz”. This paper sums up developments and intentions and describes the lessons learned. Related Work
Interactive city models can nowadays be found in various interaction models, technical implementations and application scenarios. 3D geo-information systems like Google Earth are available both as desktop and as web applications. Approaches using virtual and augmented reality provide experimental interface technologies both for installations [5] and mobile 3D maps [6] but often result in a high level of system and usage complexity. To overcome these difficulties there had been many approaches integrating tangible user interfaces into urban and geographic information and simulation systems. Leithinger used in [3] topographic data to physically shape an interactive projection surface. Maquil et al. proposed the 1
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Color Table by which users can arrange urban mixed-reality scenarios by colored tokens and barcodes [5]. Joseph et al. use a luminous table prototype with physical models and projected building shadows and wind patterns for urban simulation [2]. MEDIA INSTALLATIONS AS A SOCIAL DISCUSSION PLATFORM ABOUT A CITY
interactions. We achieve this by applying tangible user interfaces (TUI) on an urban information system. We build on two TUI key concepts: interactive surfaces and the coupling of bits with graspable physical objects. By using physical instantiation of UI elements TUI provide a powerful concept for intuitive user interfaces. IMPLEMENTATION
One’s city has the responsibility to provide its information to the citizens. Many approaches exists that try to achieve this by web-based solutions. However, there are not so many trials to implement a physical discussion platform which allows perceiving one’s cities information intuitively through a physical media installation. This research aims to create new media installations for bridging the gap between citizen and urban information by creating consistent media experiences within the context of information design, interface design and experience design.
Comparison of City Models
In Table 1 the three city model approaches are compared by a set of arbitrarily selected criteria and characteristics for the purpose of summarization. The subsequent sections contain a detailed description of the implementation. Scale Model
Changing Linz
SimLinz
Visualization
Physical scale model
Split screen projection
Panorama projection
Interface
Laser pointer
manual
Touch screen, RFID token Statistic data, maps, realtime 3D city model, photos, text manual
Statistic data, real-time data, maps, ortho images, photos, text real-time
Maintenance
mid
low
low
Complexity
low
high
mid
Multiuser
mid
low
mid
Interactivity
low
mid
mid
Mobility
low
mid
low
Conceptualizing a Metaphor
This research started with the conceptualization of a metaphor. Considering what kinds of environments were suitable to promote a participatory discourse among citizens, we focused on the intuition of a solid scale city model for targeting normal people from children to elder people. Both a map and a model can be a general metaphor as well as a navigation tool for a city. When people stand in front of the large scale architectural model, it turns out to be a very intuitive environment in order to search for connections between the city and them. Therefore we decided to select this metaphor for the media installation. Choice of Information
Because cities have enormous quantities of data, the selection of information is an important factor to provide starting points for discussions among people. As a next step from conceptualizing the metaphor, we had to extract the information suitable for this purpose. This was achieved by applying an editorial process on the huge amount of data provided by the city of Linz. In order to use the data within the context of the installation it had to be mappable. By additionally adding a time axis it was possible to narrow it down even further. Within this search space we decided on the proper information. We use data both static and realtime, depending on the demands of the media installation. Intuitive Interface
The design of the interaction between human and urban information was determined by the metaphor and the quality of the available information itself. Furthermore the design is strongly influenced by the environment where the media installation will be situated. But above all it is important to keep simplicity in mind as a core principle, especially in the context of public and general availability. Therefore it is important to construct a coherent story of
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Current and future city development
Data
Update
Pen and booklet
Table 1. Comparison of the three approaches. Changing Linz
The goal of the installation that opened in 2008 entitled “Changing Linz” is to immerse visitors in a highly diversified data pool that provides a multifaceted reflection of the city’s dynamic development in the past, present and future [10]. Varied modes of navigation through time and (urban) space are made possible by city maps, orthographic aerial imaging and a 3D model. More than 2,000 locations with up to three images of each as well as approximately 10,000 statistics describing 260 periods of time were incorporated. Thus, virtual visitors who embark on this journey of discovery through highly diverse information landscapes have access to an extensive storehouse of things worth knowing and seeing drawn from about 150 years of Linz history. Additionally the user can navigate through a 3D real-time model of the city, exploring places related to specific data.
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Special pens used for this interface read microscopic inkcodes printed in the texture of the paper. The ink codes are fine enough to determine the precise location of the pen in a provided booklet and on the whole map table. This Anoto digital pen and paper technology2 provides the means to extract detailed positional information of the users drawing. There are three pens designated with color-codes, corresponding with the color coding of the overhead projection segments.
Figure 1. Interactive city model “Changing Linz”.
The Installation consists of a split screen projection setup, showing a zoomable and navigable map and a screen for additional contextual information. A TUI is provided by RFID knobs for physically selecting main topics and application modes (3D view or maps) and a touch screen for navigation. By using an integrated spatial joystick users could navigate through 3D space. SimLinz
Figure 3. SimLinz panorama projection.
The SimLinz installation is part of a museum exhibition located in a lower mezzanine. The main element is a table shaped like the city of Linz approximately 5 by 2.5 meters. The street map of Linz is printed on the table, and the floor around the table shows the city’s surroundings (Figure 2). The street map table is the primary interface through which visitors navigate the city. Opposite the entrance to the mezzanine is a large panoramic projection wall that is divided into three virtual areas, coded red, green, and blue, in reference to each of the three users who may simultaneously use the installation (Figure 3).
When the digital pen touches a point on the map, the coordinate of that point is read, and a zoomed region of an aerial photograph or map from this location is displayed in part of the overhead display (Figure 3). A collection of different maps and data-sets related to the city of Linz are printed on digital paper and held in booklets for the user to navigate through. Each page is dedicated to a specific thematic map of Linz or a type of demographic data. The book contains “buttons” and maps which can be “clicked” with the digital pen (Figure 5, left).
Figure 4. Booklet and digital pen.
Figure 2. Interactive city model “SimLinz”.
The interfaces employed in SimLinz are derived from our ongoing research in alternative graspable input methods, namely physical brushes or stamps [4]. Many projects before like Brandl in [1] have tried to bridge the gap between real printouts and digital content by providing tangible interfaces. Signer gives an overview in [7]. Our approach was to apply the pen and paper interaction onto the use of maps and urban information (Figure 4).
There are four different types of maps/data-sets available in the booklet: population statistics and demographics, city district statistics, city facilities (like kindergartens, hospitals, etc.) and historical maps. In addition to these basic types there is also a cross-reference index of the city facilities categorized by type. A user can go through the list 2
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of types of facilities and pick one by touching it with the pen. On specific pages filtered views of the data can be selected using a pen gesture. These pages depict concentric circles representing filter criteria (Figure 5, right). The user draws a trajectory from the center of the diagram to the outer edge making intersections with each concentric circle. The trajectory must intersect each circle. The points of intersection represent specific criteria values. Figure 5 illustrates a trajectory that selects females, married at 33 years of age.
As a result from permanent informal evaluation of visitor experience by museum staff, the biggest problem identified in the current version of SimLinz is the lack of direct visual feedback on the main table. Due to the sheer size of the table, several full-body movements are necessary for certain interactions with pen and projection. Having no visual reference on the table often confuses users and hinders an interactive flow. CONCLUSION & FUTURE WORK
The project is still in progress and future work points in several directions. Providing visual feedback will be achieved by projections onto the table itself. Additional and more enhanced pen-and-paper interactions like in [1] will be integrated. Currently considerations are heading towards adding more historic information layers dating back 2000 years, allowing “time travels” through the map of the city. Making the system mobile by attaching the interfaces via USB to a laptop and using just a paper map is also a considered future direction. ACKNOWLEDGMENTS
We thank the administration of the City of Linz for the support during these projects. Figure 5. A page for map navigation and point of interest selection (left) and for data selection (right).
REFERENCES 1. Brandl, P., Haller, M., Oberngruber, J., and
On other pages the user can select real-time (e.g. water level of the river Danube, planes flying over Linz, etc.) which is then shown on the main panorama projection. Within it there are three displays available which are used as the main medium for visualizing information. Each display has a designated color code which reflects the results of the action being done by the pen with the same color code. Therefore up to three users can work simultaneously in parallel on the table.
Schafleitner, C. Bridging the gap between real printouts and digital whiteboard. In Proc. AVI '08, ACM Press (2008), 31-38. 2.
Joseph, B., Ishii H., Underkoffler, J., Piper, B. and Yeung, L. Urban simulation and the luminous planning table: Bridging the gap between the digital and the tangible. Journal of Planning Education and Research, Vol. 21, (2001) 196-203.
3.
Leithinger, D. and Ishii and H. Relief: a scalable actuated shape display. In Proc. TEI '10. ACM Press (2010), 221-222.
4.
Lindinger, C., Haring, R., Hörtner, H., Kuka, D., and Kato, H. Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment at the intersection of material and virtual worlds. Virtual Real. 10, 2, Springer Verlag, London, UK (2006), 109118.
5.
Maquil, V., Psik, T., Wagner, I., and Wagner, M. Expressive interactions - supporting collaboration in urban design. In Proc. GROUP '07. (2007), 69-78.
6.
Nurminen, A. Mobile 3D City Maps. IEEE Computer Graphic Applications 28, 4 (2008), 20-31.
7.
Signer B. and Norrie M.C. Interactive Paper: Past, Present and Future, Proc. PaperComp ’10. (2010)
DISCUSSION Evaluation
Both implemented models work as successful permanent installations in public space. The models were evaluated formatively on different levels. However evaluation of the “Changing Linz” project showed that the 3D real-time interaction was too complex for users and the 3D visualization too detached from the data maps. For the sake of simplicity in SimLinz, the 3D element was abandoned completely, along with its interfaces (touch screen, knobs and spatial joystick). By replacing this with the pen and paper interface the interaction/feedback loop was significantly improved. While collaboration was enabled by providing three parallel interfaces on the table in the SimLinz installation, there still is the need for more sophisticated collaboration on the level of data itself.
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Take me by the Hand: Haptic Compasses in Mobile Devices through Shape Change and Weight Shift Fabian Hemmert, Susann Hamann, Matthias Löwe, Anne Wohlauf, Josefine Zeipelt, Gesche Joost Deutsche Telekom Laboratories Ernst-Reuter-Platz 7 10587 Berlin, Germany {fabian.hemmert, susann.hamann, matthias.loewe, anne.wohlauf, josefine.zeipelt, gesche.joost}@telekom.de ABSTRACT
This paper compares two novel physical information displays, both of which allow for haptic, non-invasive, nonaudiovisual information display: a shape-changing device and a weight-shifting device. As for their suitability in mobile navigation applications, the two haptic systems are compared against each other, and also against a GUI-based solution, which serves as a baseline. The results of the study indicate that the shape- and weight-based displays are less accurate than the GUI-based variant, but may be suitable for simple directional guidance (e.g. walking ahead, or turning left or right) and beneficial in terms of reaction times to visual cues (e.g. traffic lights). This paper concludes with an outlook towards potential future research activities in this field. ACM Classification: H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. General terms: Design, Human Factors Keywords: Physical displays, navigation, weight shift, shape change, handheld, mobile phone INTRODUCTION
Current developments in mobile devices are accompanied by growth in the devices’ functional repertoires – one area of applications that has made particular advances in the recent past is spatial navigation.
Fig. 1a, 1b, 1c: Directional indication through shape change-based, weight shift-based and GUIbased cues.
In this field, the inclusion of new input channels (e.g. GPS receivers and magnetometers) into devices’ hardware has enabled handheld navigation to be location-aware and, in more recent developments, also direction-aware.
As for the available output channels, navigation has, for a long time, been solely relying on audiovisual cues. In cars, for instance, speech-based direction indication has established itself as the status quo, while in handheld navigation, devices based on visual cues are commonly found.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
This is a surprising circumstance, as handheld navigation devices are often used while walking – an activity that requires visual attention by itself [10]. Hence, the usage of tactile cues for pedestrian spatial navigation is researched with eager – an overview of these activities will be given in the following section.
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BACKGROUND
The Research Gap
Physical directional indication for pedestrians is an active research field. Works in this area include directional cues given through actuators in the user’s clothing and accessories, in dynamically reacting environments, and in handheld devices themselves.
The related work reviewed in this section points to a necessity for further research into non-intrusive, tactile wayfinding assistance. An approach of potential benefit may be the actuation of a handheld mobile device’s physical properties, such as its distribution of weight, or its geometry. Recently, we proposed a set of new haptic displays for integration into mobile phone chassis: A shape-changing mobile [4] and a weight-shifting mobile [5]. In these studies, results indicated that users’ estimations regarding the intensity of the weight shift or shape change were more error-prone than estimations regarding their direction. Therefore, the proposed display techniques may be particularly suitable for providing users with wayfinding cues.
Directional Guidance in Clothing and Accessories
Actuated items that are worn close to the body, e.g. as demonstrated in the FeelSpace project’s vibration-based compass belt [9], are often beneficial as they can be used without an involvement of the user’s hands. Other examples include Frey’s CabBoots, which provide directional information to the user’s feet [3], and Kojima’s Pull-Navi, which exerts directional forces on the user’s ears [6].
To date, it has not been researched in how much these haptic displays may be suitable for mobile navigation, compared to each other, and compared to existing visual, GUI-based solutions. This paper reports a user study that seeks to shed light on this issue.
While these approaches cleverly leverage the human ability of perceiving directional information at various body sites, such devices may face acceptance issues and scalability hurdles when approaching everyday clothing practice: Integrating a directional haptic display into a mobile phone may hence be worth exploring as an alternative.
IMPLEMENTATION
Similar to earlier implementations [4, 5], the shapechanging device includes a motor that exerts a directional force onto a tilting plate on one of the device’s sides (Fig. 1a), while the weight-shifting device includes a lead mass, mounted to a servo motor (Fig. 1b). Additionally, a gyroscope sensor was attached to the systems.
Directional Displays in Dynamic Environments
Another option for providing directional information to users is to augment the environment (e.g. through public displays) with the necessary cues. Such displays may be located on fixed screens, as investigated by Müller [8], or on location-aware signs, as in Kray’s proposal [7], or on the floor, as in Rukzio’s ‘Rotating Compass’ project [11]. Augmented environments are beneficial in terms of their unobtrusiveness: they are easy to ignore for users, if undesired, and they can, in many cases, be used in a hands-free fashion. At the same time, such types of display may remain unnoticed easily, and addressing information towards single, individual users can be problematic.
The shape-changing actuator measured 72mm x 72mm x 50mm, being able to extend one edge of its back plate by 3mm, resulting in a tilt angle of 5.5° towards this edge. The weight-shifting actuator measured 90mm x 90mm x 45mm and weighed 146g, including the internally moving mass (20g). The control condition, the visual system, consisted of a Sony Ericsson W880i mobile phone that was also attached to the gyroscope, displaying an arrow into the indicated direction. All components were connected to a nearby PC that controlled all stimuli during the experiment and recorded all user inputs.
Physical Directional Cues in Handheld Devices
Mobile devices provide fruitful ground for navigation support – they allow for individual information display and are commonly accepted among users.
USER STUDY
Recently, Amemiya proposed a inertia-based actuation system [1, 2], based on a rotatable linear accelerator. This system leverages on the asymmetry of human inertia perception, utilizing a cycling rhythm of abrupt, easily perceivable actuation into one direction, and a subtle (and thereby vanishing) movement into the other direction. Sakai’s GyroCube [13] utilizes a torque-based system, which is suitable for three-dimensional directional actuation – such research provides insights into potential future ways of directional guidance. Other projects, such as Sahami’s work on integrating multiple vibrators into one device [12], utilize the commonplace vibration actuators, being, even though mostly solitarily, available in many phones that are currently on the market. At the same time, inertia, torque and vibration may be perceived as intrusive by users – an alternative approach might be of benefit.
In the study, users were assessed in their ability to turn according to a directional cue given by the aforementioned handheld devices. We compared three types of display: Shape change-based, weight shift-based, and visual direction indication. Users and Task
In three trials, 12 users (6f, 6m, Ø 31.3 yrs.) were seated in a rotatable office chair and handed one of the three devices. They were instructed to follow its directional cues, turning towards the indicated direction. Users were free to decide in which hand they would hold the apparatus. As a simultaneous secondary task a traffic light was displayed on a nearby projection wall (Fig. 2). Users were instructed to press a key on a wireless presenter, which they held in their other hand, as soon as the traffic light
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switched from green, via yellow, to red. In a pre-test, the users’ field of vision was tested; all users had a field of vision of at least 135°.
DISCUSSION
Interestingly, users either preferred, as they found it less stressful and thereby comforting, the ‘clarity of the visual cues’ or the ‘subtlety of the haptic systems’.
After a training session, users engaged in all three conditions (weight-based, shape-based, and visual), for 2-minute trials. The conditions were tested in pseudo-randomized order. In the shape change and weight shift conditions, the devices were masked with paper, as to avoid visual cues.
Fig. 2: User test setup, rotatable office chair and projected traffic light.
Fig. 3: Mean values (°) and standard deviation for directional error in shape change-based, weight shift-based and visual conditions.
The measured values were directional error (accumulated over the duration of each trial, sampled every 0.5s), and the reaction time to the traffic light change.
The fact that we found differences between the visual variant and the proposed haptic displays, in terms of their accuracy and in favor of the visual condition, underlines that a visual display can have clear advantages over haptic displays, particularly in terms of accuracy. However, the mean error for all three proposed display techniques allows users to differentiate at least three directions: Left, right, and straight ahead. This might qualify all three display mechanisms to be suitable for haptic navigation tasks.
It was hypothesized that users would perform worse in the secondary task in the visual display condition than in the weight shift-based and shape change-based conditions. RESULTS
Using the shape change-based system, users followed the directional cues with a mean error of 57.56° (SD = 40.19°). As for the weight shift-based system, the mean error accumulated to 52.36° (SD = 39.80°), and 33.53° (SD = 34.62°) for the visual system (Fig. 3). Here, we found significant differences in the users’ performances between the three conditions (F2,20 = 17.62, part. ?² = .638, p = .000), and, through a Scheffé test, also between all three conditions in the aforementioned order (p = .000). As for the secondary task, users required on average 1.29s (SD = 0.98s) in the ‘visual display’ condition, while they required, on average, 1.23s (SD = 1.18s) using the shape change-based system and 1.05s (SD = 0.72s) using the weight shift-based system (Fig. 4). We also found a significant difference in these performances (F2,22.18 = 2.99, part. ?² = .213, p = .035). A Scheffé test revealed the ‘weight-based’ actuation to be significantly quicker than the ‘visual’ condition (p = .006) and also, yet only at a borderline significance niveau, quicker than the ‘shape-based’ variant (p = .051).
Fig. 4: Mean values (s) and standard deviation for reaction time in shape change-based, weight shiftbased and visual conditions.
However, the differences in users’ reaction times towards the traffic light projection indicate that a visual display may be inappropriate in mobile pedestrian navigation, and that a haptic version, be it weight-shifting or shapechanging, could offer a suitable alternative.
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CONCLUSION
tional conference on Tangible and embedded interaction, (Baton Rouge, Louisiana, 2007), ACM, 245-246. Hemmert, F., Hamann, S., Löwe, M., Zeipelt, J. and Joost, G., Shape-Changing Mobiles: Tapering in TwoDimensional Deformational Displays in Mobile Phones. in CHI '10: Extended Abstracts on Human Factors in Computing Systems, (Atlanta, Georgia, USA, 2010), ACM. Hemmert, F., Hamann, S., Löwe, M., Zeipelt, J. and Joost, G., Weight-Shifting Mobiles: Two-Dimensional Gravitational Displays in Mobile Phones. in CHI '10: Extended Abstracts on Human Factors in Computing Systems, (Atlanta, Georgia, USA, 2010), ACM. Kojima, Y., Hashimoto, Y., Fukushima, S. and Kajimoto, H., Pull-navi: a novel tactile navigation interface by pulling the ears. in SIGGRAPH '09: ACM SIGGRAPH 2009 Emerging Technologies, (New Orleans, Louisiana, 2009), ACM, 1-1. Kray, C., Kortuem, G. and Krüger, A., Adaptive navigation support with public displays. in IUI '05: Proceedings of the 10th international conference on Intelligent user interfaces, (San Diego, California, USA, 2005), ACM, 326-328. Müller, J., Jentsch, M., Kray, C. and Krüger, A., Exploring factors that influence the combined use of mobile devices and public displays for pedestrian navigation. in NordiCHI '08: Proceedings of the 5th Nordic conference on Human-computer interaction, (Lund, Sweden, 2008), ACM, 308-317. Nagel, S., Carl, C., Kringe, T., Märtin, R. and König, P. Beyond sensory substitution: learning the sixth sense. Journal of Neural Engineering, 2 (4). R13. Oulasvirta, A., Tamminen, S., Roto, V. and Kuorelahti, J., Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI. in CHI '05: Proceedings of the SIGCHI conference on Human factors in computing systems, (2005), ACM Press, 919-928. Rukzio, E., Müller, M. and Hardy, R., Design, implementation and evaluation of a novel public display for pedestrian navigation: the rotating compass. in CHI '09: Proceedings of the 27th international conference on Human factors in computing systems, (Boston, MA, USA, 2009), ACM, 113-122. Sahami, A., Holleis, P., Schmidt, A. and Häkkilä, J., Rich Tactile Output on Mobile Devices. in AmI '08: Proceedings of the European Conference on Ambient Intelligence, (Nuremberg, Germany, 2008), SpringerVerlag, 210-221. Sakai, M., Fukui, Y. and Nakamura, N., Effective Output Patterns for Torque Display 'GyroCube'. in Online Proceeding of the 13th International Conference on Artificial Reality and Telexistence, December 3-5, 2003, Keio University, Tokyo, Japan., (2003).
Walking navigation is a task that requires only few directional cues. Haptic displays utilizing weight shift and shape change may represent an elegant solution to provide users with such information in a non-intrusive way. Besides mobile navigation, such styles of display may provoke thought about novel ways of making information available to us.
4.
5.
OUTLOOK
As the study was conducted seatedly in an office chair in the lab, future studies will have to investigate the generalizability of the results, and how well the proposed mechanisms will work in actual street and traffic situations.
6.
Further research in this area should investigate the factors that determine the accuracy at which the proposed haptic stimuli can be perceived. Such factors could, for instance, be the overall weight of the device and its contrast to the shifting weight on its inside, or, respectively, the size of the device and its contrast to the shape change that the actuation causes. Movement patterns may also turn out to be fruitful ground for future research, as quick changes in the device’s distribution of weight or its geometry may be perceived more easily, while more subtle movements could be used as a means of ambient information display.
7.
8.
In the user study, users showed different strategies to determine the weight’s position and the shape’s tilting angle: They ran their fingers over the edges, slightly tilted the device, and also moved the device to get a feeling for the currently indicated direction. Researching these strategies in depth may provide valuable insights for future developments. If we can integrate interactive systems into our everyday spatial experience, leveraging on skills of the human hand, we may soon be able to interact with computers in rich and yet non-intrusive ways. These may be lessening cognitive burden and make the digital world more intuitively accessible.
9.
10.
11.
ACKNOWLEDGEMENTS
We would like to thank Ina Wechsung for her help with the statistical evaluation of the study reported in this paper. REFERENCES
1.
2.
3.
12.
Amemiya, T., Ando, H. and Maeda, T. Lead-me interface for a pulling sensation from hand-held devices. ACM Trans. Appl. Percept., 5 (3). 1-17. Amemiya, T. and Sugiyama, H., Haptic handheld wayfinder with pseudo-attraction force for pedestrians with visual impairments. in Assets '09: Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility, (Pittsburgh, Pennsylvania, USA, 2009), ACM, 107-114. Frey, M., CabBoots: shoes with integrated guidance system. in TEI '07: Proceedings of the 1st interna-
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Experiments in the Wild: Public Evaluation of Off-Screen Visualizations in the Android Market Niels Henze University of Oldenburg Oldenburg, Germany niels.henze@ uni-oldenburg.de
Benjamin Poppinga OFFIS - Institute for Information Technology Oldenburg, Germany poppinga@offis.de
Susanne Boll University of Oldenburg Oldenburg, Germany susanne.boll@ uni-oldenburg.de
audience. They gain access to participants with various cultural backgrounds and different contexts.
ABSTRACT
Since the introduction of application stores for mobile devices there has been an increasing interest to use this distribution platform to collect user feedback. Mobile application stores can make research prototypes widely available and enable to conduct user studies ”in the wild” with participants from all over the world. Previous work published research prototypes to collect qualitative feedback or to collect quantitative attributes of specific prototypes. In this paper we explore how to conduct a study that focuses on a specific task and tries to isolate cause and effect much like controlled experiments in the lab. We compare three visualization techniques for off-screen objects by publishing a game in the Android Market. E.g. we show that the performance of the visualization techniques depends on the number of objects. Using a more realistic task and feedback from a hundred times more participants than previous studies lead to much higher external validity. We conclude that public experiments are a viable tool to complement or replace lab studies.
We assume that those public studies (i.e. studies where virtually everybody can participate) can complement the common HCI lab study. The external validity of public studies can be much higher than lab studies which are usually affected by a lack of resources. E.g. the number of participants is low (e.g. n < 20), participants have the same background (because they are students and colleagues from the lab), and are of similar age. The mobile HCI community, for example, usually conducts studies in the lab even though a mobile or natural context would influence the outcome [5]. So far, public studies that exploit mobile application stores are used to collect qualitative feedback [12] or usage data for a particular prototype [8]. We assume that public studies can also be used for experiments that try to isolate cause and effect much like controlled experiments in the lab. Just as controlled experiments in the lab are often advantageous, public studies using mobile application stores have their very own advantages which have not been explored yet.
ACM Classification Keywords
H.5.2 Interfaces and Presentation: User Interfaces - Interaction styles
In order to get a better understanding of experiments ”in the wild” we use the well-defined ”off-screen problem” to provide a proper illustrative background. Most off-screen visualizations have been developed to show the position of geographic objects which are currently beyond the segment of a digital map that is visible on the screen. In the following we describe the design and the results of a public study that compares three visualization techniques (see Figure 1). Using a game published to the Android Market we show that the visualizations are more or less suited depending on the
Author Keywords
Experiment, game, off-screen, Android Market, map navigation INTRODUCTION
With the introduction of mobile application stores such as Apple’s App Store and Google’s Android Market a new way to conduct user studies became available to the mobile HCI research community. The Android Market, in particular, enables to publish an application in a few minutes without any review process. By publishing applications in mobile application stores, researchers benefit from a potential worldwide Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI ’10, 16-OCT-2010, Reykjavik, Iceland Copyright 2010 ACM 978-1-60558-934-3/10/10$10.00
Figure 1. In-game screenshots of the three visualization techniques Halos, stretched arrows, and scaled arrows.
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preliminary work [4]) conducted formative studies that do not allow the identification of cause and effect.
number of shown objects. We assume that the external validity of the conducted study is much higher compared to similar controlled lab experiments and conclude that games are a viable tool to conduct public experiments.
DESIGN AND APPARATUS
In order to conduct a public experiment that tries to isolate cause and effect we selected the visualization of off-screen object on mobile devices as our domain. We identified the following research questions that have not been answered before:
RELATED WORK
Visualizing off-screen objects has received some attention for interaction with digital maps on mobile devices. Zellweger et al. [11] introduced City Lights, a principle for visualizing off-screen objects for hypertext. An extension of the City Lights concept for digital maps is Halo [1]. For Halo circles that intersect the visible area shown on the device’s display are drawn around the object. Users can interpret the position of the POI by extrapolating the circular arc. Baudisch et al. showed that users achieve better results when using Halo instead of arrows with a labelled distance [1]. Burigat et al. [2] reviewed these results by comparing Halo with different arrow types e.g. by visualizing distance through scaling the arrows. They found that arrow-based visualizations outperform Halo, in particular, for complex tasks. Other off-screen visualization have been developed (e.g. Wedge [3]) but it has not been shown that these outperform existing approaches. The previous work conducted studies with static maps that participants had to interpret. E.g. they did not consider tasks where users can dynamically interact with the map by panning it. Furthermore, our knowledge about off-screen visualization techniques is based on studies conducted with less than 17 participants which share similar backgrounds (e.g. computer scientists).
• How do different techniques for visualizing off-screen objects perform in a more realistic (i.e. interactive) task that involves panning the background. • How do the visualization techniques scale if the number of shown objects increases? • How easy are the visualization techniques to learn and do users understand the meaning of the respective visualization without lengthy instructions?
Different off-screen visualizations have been proposed. In order to make our results comparable with previous work (e.g. [1, 2]) we decided to compare the three visualization techniques Halos, stretched arrows, and scaled arrows shown in Figure 1. To compare the three visualization techniques we aimed to conduct a ”controlled” experiment. This leads to the three conditions Halo, stretched arrows and scaled arrows. A repeated measurement design reduces the effect of the individuals compared to an independent measurement design. In a public experiment one cannot control important aspects such as the selection of participants, used devices and the participants’ context which is why we decided for a repeated measurement design. In order to investigate the scalability of the visualization techniques multiple tasks with different numbers of objects are used.
Controlled experiments are the tool of choice to test hypothesis. E.g.: Users archive a higher performance using Halos than using scaled arrows. HCI researchers (even mobile HCI researchers [5]) usually conduct those studies in the lab. However, conducting studies in the field can reveal unforeseen aspects and Nielsen et al. argue that studies in the field are actually ”worth the hassle” [9]. Supervised studies, in particular field trials, are expensive in terms of resources. Therefore, the number of participants is usually low and they often share a similar background. These aspects limit the external validity and make the results less generalizable.
It is crucial for public studies to motivate people to participate. Even though the visualizations have been designed for maps it would be difficult to force a mobile user looking for a hotel to repeat the same task with a different visualization technique. Therefore, we decided to use a mobile game which enables to naturally confront participants with variations of the same task. Thereby, it can be assured that participants repeat the same tasks while only the independent variable (i.e. the visualization technique and the number of visualized objects) is varied. However, as the game has to be installed and played by users at their own will it is necessary to find a balance between validity of the study and fun of the game.
An approach to overcome these limitation is successfully used to compare different variations of websites [6]. Because a large number of users is needed this technique is only used to answer specific questions interesting for a particular high frequent website. In contrast researcher recently began to exploiting mobile application stores (e.g. Google’s Android Market or Apple’s App Store) to gather feedback from a larger number of users. Pielot et al. report that they started the evaluation of a tactile navigation system by publishing the system in the Android market [10]. Zhai et al. published a text entry application for the iPhone and reported from 556 reviews written about their system [12]. McMillan et al. report from a very large scale study involving almost 100.000 user with the aim ”to push the upper limit on the number of participants as far as [they] could while still combining quantitative and qualitative approaches in ways that usefully and efficiently fed into the redesign process” [8]. To our knowledge, however, previous work (beside our own
Figure 2. Screenshots of the intro screens.
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We decided to use an increasing level of difficulty to motivate players. A game starts with a stage of three levels each containing 30 objects, represented by ”cute” rabbit icons. The objects are randomly distributed on plane that can be paned much like a digital map. Each level uses a different off-screen visualization (see Figure 1). The task of the player is to ”poke” as many objects as possible by tapping them with the finger in a certain time frame. Once an object is poked it fades to gray and a new object appears. If a player finishes the three levels he or she goes to the next stage where 20 objects are used and afterwards to a stage with 10 objects. The visualizations are randomized within a stage to reduce sequence effect. After finishing three stages the game starts from the beginning with more time to complete a level but also with more objects needed to successfully finish a level.
Figure 3. Performance for different numbers of objects.
archived a higher performance (both p < 0.01) than using halos (ø=37.33hpm) or stretched arrows (ø=37.26hpm). When 20 rabbits are used players achieve a lower performance with halos (ø=36.75hpm) than with stretched arrows (ø=37.82, p < .05) or scaled arrows (ø=38.29, p < .01). If only 10 rabbits are used the order of the visualizations is reversed. If using Halos (ø=35.33) players perform better than using stretched arrows (ø=33.52, p < .001) or scaled arrows (ø=32.18, p < .001). The difference between stretched arrows and scaled arrows is also significant (p < .05).
We implemented the game for the Android platform1 . The visible area covers the same fraction of the complete field on different devices by scaling a fixed fraction to the whole screen. It is slightly affected by different devices’ aspect ratio. A short explanation (see Figure 2) is shown each time a game is started. Furthermore, the player gets scores each time a rabbit (i.e. object) is tapped. A bonus is added if the player taps multiple rabbits in a row. To increase the motivation we implemented a local and a global high score list which can be accessed from the main menu. Furthermore, we added music that is played during the game. Each time a level is finished the number of tapped rabbits and the particular level is transmitted to our server. We also log the device’s time zone, the selected locale, the device’s type, and an anonymized device id.
We expected that the learning curve for the three visualizations differ. In particular, we assumed that the arrow based visualizations are more intuitive and novice players perform better with those techniques than with halos. The design of the experiment does not allow a systematic analysis. However, the players’ performance after playing a respective number of levels shown in Figure 4 suggest a general tendency. The trend lines of the three techniques are very similar and we therefore assume that their learnability is also surprisingly similar.
USER STUDY
The describe game was published in the Android Market on the 14th of April 2010. We did not actively advertise the game among our friends and colleagues. In the following we report the results derived from data collected until the 25th of June 2010. According to the statistics provided by Google it has been installed approx. 5000 times. In total we collected samples from 3934 accounts. These samples came from 40 different types of devices. The devices cover most of the diversity of the currently available Android phones. E.g. the most frequent Sholes (alias Motorola Droid) runs Android 2.1 and has a 3.7” (854x480px) screen while the second most frequent HTC Hero running Android 1.6 has a 3.2” (480x320px) screen. The most frequent locale is en US with 68.3%. In total English locales accounted for 76.5% and more than 92.3% have a western language. While users can freely select the used locale the results are very consistent with the observed time zones.
Due to the nature of the study we could not control which device the participant uses. The large number of different devices (40) makes Type I errors (i.e. we believe that there is an effect, when in fact there is not) very likely if we do a pair wise comparison of all devices. Furthermore, the numbers of samples from the devices are very different and devices with a low number of samples should not be considered. In addition, it is possible that players with a low performance (partly induced by the used device) quit playing the game early which would make the differences between devices look larger than they actually are. As we did not define a procedure beforehand (e.g. how many samples are needed from each device) it is likely that extensive results
Results
We analyzed the effect of the visualization technique on the players’ performance if different numbers of rabbits are present. Since different levels have different durations we normalized the number of poked rabbits to ”hits per minute” (hpm). Furthermore, we pre-processed the raw data by removing incomplete samples and samples where players did not poke a single rabbit. The analysis of variance shows that the visualization technique significantly affected the players’ performance for 30, 20, and 10 rabbits (all p < .05). The average performance is shown in Figure 3. With 30 rabbits and using scaled arrows (ø=38.41hpm) the players Figure 4. Average performance after playing a particular number of levels. Only samples where players poke at least one rabbit are considered.
1
An updated version of the game can be found in the Android market by searching for ”net.nhenze.game.offscreen”.
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would be error-prone. Therefore, we only compared the two most often observed devices. The average hits per minute for the Sholes is 39.37hpm (n=2205) and 34.57hpm for the HTC Hero (n=1134). Even with a conservative Bonferroni correction the difference is significant (p < 10−9 )
to overcome design flaws. E.g. we cannot conclude much about learnability because this aspect has not been addressed in the design carefully enough. The large amount of collected data entices to compare every possible combination of variables (e.g. the 40 different device types we observed). If these tests are not defined before starting the experiment and if the statistical tests are not used in a precise way, this will likely lead to false results.
Discussion
In summary, the results show that the visualization techniques scale differently. For 30 objects scaled arrows are more suitable and for 10 objects player perform better with Halos. The difference between the visualization techniques regarding learnability is presumably small. As expected, the used device does affect the players’ performance.
In our future work we will use public experiments to study further research questions. In particular, we believe that public experiments are a viable tool to replicate lab studies to validate their results at a larger scale. In order to determine advantages and disadvantages of different apparatus designs (e.g. games, interactive tutorials and fully-fledged applications) we will use these different designs to study similar questions.
For a large number of objects the results are consistent with literature results described for complex tasks and a low number of objects [2]. In contrast, our results suggest that Halos perform better than the arrow-based approaches for a low number of objects. This, is consistent with [1] which used a very low number of objects to compare Halos and arrows with labelled distances. However, our study analyzed the effect of the off-screen visualization if the user dynamically interacts with the objects while in previous studies the participants used static maps and more complex tasks. Thus, our results are particularly relevant for systems with a high interactivity.
Acknowledgments This paper is supported by the European Commission within the projects InterMedia (FP6-038419) and HaptiMap (FP7-224675). We thank Sascha Hornauer and Fadi Chehimi for their support. REFERENCES
1. P. Baudisch and R. Rosenholtz. Halo: a technique for visualizing off-screen objects. Proc. CHI, 2003. 2. S. Burigat, L. Chittaro, and S. Gabrielli. Visualizing locations of off-screen objects on mobile devices: a comparative evaluation of three approaches. Proc. MobileHCI, 2006.
The study treated internal validity for external validity. Due to the large number of participants with different background, devices, and contexts our results are more generalizable than studies involving 12 [1] or 17 [2] participants, which use the same device, perform the tasks in the same room, and live in the same region. Even though we tried to address users from all over the world most players originate from the US or at least from a western country. It might be possible to attract more players from other cultural backgrounds by internationalizing the game and its description in the Android Market. The experiments internal validity is limited because we had little control over external factors and the data is heavily affected by noise. This is one of the reasons why we can conclude little about learnability and differences between devices.
3. S. Gustafson, P. Baudisch, C. Gutwin, and P. Irani. Wedge: clutter-free visualization of off-screen locations. Proc. CHI, 2008. 4. N. Henze and S. Boll. Push the study to the app store: Evaluating off-screen visualizations for maps in the android market. Proc. MobileHCI, 2010. 5. J. Kjeldskov and C. Graham. A review of mobile hci research methods. Proc. Mobile HCI, 2003. 6. R. Kohavi, R. Henne, and D. Sommerfield. Practical guide to controlled experiments on the web: listen to your customers not to the hippo. Proc. SIGKDD, 2007.
CONCLUSIONS
7. J. Looser, A. Cockburn, J. Savage, and N. Christchurch. On the Validity of Using First-Person Shooters for Fitts’ Law Studies. Proc. British HCI, 2005.
This paper described a public experiment with thousands of participants that compares three visualization techniques for off-screen objects. It is shown that the performance of the visualizations depends on the number of objects. We showed that public experiments can successfully be used to answer research questions. Even though the results are affected by noise we assume that the study has a much higher external validity compared to experiments in the lab.
8. D. McMillan, A. Morrison, O. Brown, M. Hall, and M. Chalmers. Further into the Wild: Running Worldwide Trials of Mobile Systems. Proc. Pervasive, 2010. 9. C. M. Nielsen, M. Overgaard, M. B. Pedersen, J. Stage, and S. Stenild. It’s worth the hassle!: the added value of evaluating the usability of mobile systems in the field. Proc. NordiCHI, 2006.
We use a game to motivate player to take part in the study. While games have been used before to study HCI questions (e.g. [7]) and are widely used in psychology we assume that games are especially useful to study cause and effects in public experiments. Games naturally allow a repeated measurement design and task repetition. Compared to applications games can abstract from real world tasks. Therefore, games are often easier to design and the results are less affected by additional functionalities that are needed to make an application useful but do not contribute to or affect the results.
10. M. Pielot, B. Poppinga, and S. Boll. PocketNavigator: Vibro-Tactile Waypoint Navigation for Everyday Mobile Devices. Proc. MobileHCI, 2010. 11. P. T. Zellweger, J. D. Mackinlay, L. Good, M. Stefik, and P. Baudisch. City lights: contextual views in minimal space. Proc. CHI, 2003. 12. S. Zhai, P. Kristensson, P. Gong, M. Greiner, S. Peng, L. Liu, and A. Dunnigan. Shapewriter on the iPhone: from the laboratory to the real world. Proc. CHI, 2009.
Like lab experiments public experiments must be carefully designed. The high number of participants does not help
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TilePix: An Exploratory Interface to Astronomical Image Databases Avon Huxor & Steve Phillipps Department of Physics Tyndall Avenue, Bristol, BS8 1TL, UK Avon.Huxor@bristol.ac.uk ABSTRACT
typically use in their work.
In this paper we present TilePix, an ongoing project to design and build a visual interface to massive, astronomical, imaging databases. We focus on the motivation, design rationale and early decisions taken to design the interface. We address the problem that arises when astronomical image data is reduced to metadata by automated tools, losing much of the basic information. TilePix allows a structured access to the raw image data, through the metadata, facilitating exploration and discovery. This is achieved by creating image tiled image displays that represent the formal data normally used by astronomers. The use of the prototype is also briefly described.
Even when processed into numerical metadata, the volumes of data are still high. A number of tools (e.g. TOPCAT [5]) are available for the display and manipulation of this catalogue data. With these, one can easily explore the metadata to discover new and potentially interesting correlations and classes of sub-samples. However, although invaluable, one consequence of these pipelines is that the totality of image data is reduced to formal representations, and to which all objects are fit. But it is possible that the most interesting (astronomical) science lies hidden in features of the galaxies/stars that are not extracted by the pipeline, either due to the designers of the pipeline not considering it important at the time of building the pipeline, or because to do so is very difficult with existing software techniques.
Author Keywords
Premature formalization, exploration of data
image
database
access,
ACM Classification Keywords
Our work focuses on the Sloan Digital Sky Survey (SDSS) [1], one of the largest and most successful sky surveys to date, covering a quarter of the total sky. The SDSS catalog, derived from the images, contains many millions of stars and galaxies along with many of their properties. Since its ‘first-light’ in 2000, some 3,600 papers in the astronomical literature explicitly based on SDSS detected objects.
H5.2. User Interfaces; H1.2. User/Machine Systems. INTRODUCTION Data Volumes in Astronomy
Astronomy is increasingly moving towards large-scale, imaging surveys of the sky, e.g. SDSS[1], Pan-Starrs[2], and the forthcoming LSST [3], partly due to the availability of large-area CCDs and data-management systems. However, the problem of how to manage the user interface to very large volumes of data is one that equally needs to be addressed. Typically, in such large surveys, the image data is processed through data-reduction software (e.g. Sextractor [4]), which use a variety of techniques to identify astronomical objects such as stars and galaxies. The properties, such as position, size, magnitude (a measure of brightness), shape and colour, are also derived automatically. It is these properties that researchers
The authors’ own experience over two years using the published catalogues of SDSS show that the software often improperly analyzes many of the objects. In particular, outliers in the sample (unusual or extreme galaxy types) are mis-classified. Yet it is these outliers that much interesting science lay, as they often probe the limits of the physics. Formalisation and the informal
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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As noted above, one major problem with the development of automatically generated metadata is that the connection with the basic image data can become lost. Much information present in the images is thrown out at an early stage of the scientific workflow. This is similar to the problem of premature formalisation in CSCW [6], in which automation leads to an early reduction of informal material into a more formal representation. The users felt forced into making decisions on the categories of their resources, when they would have preferred either to delay such a decision, or maybe leave the issue open-ended (but still available in the system).
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The role of the informal has been acknowledged in astronomy, and is one motivation for the Galaxy Zoo project [9,15]. In this, members of the public were asked to visually classify galaxy images from the SDSS, to determine whether they are spiral, elliptical or irregular in morphology. Many users of the system classify any particular galaxy to reduce the impact of individual subjective choices. This use of ‘crowd sourcing’ is required as the SDSS is so large. The Galaxy Zoo Project used 10,000 users, to make 40 million individual classifications, of almost a million galaxies.
informal data still present in the images of the galaxies. Our approach is to extend the typical plot display used by physical scientists (see Figure 1), by substituting thumbnail images (e.g. Figure 2) for the data points. Clearly this would be impractical were the data points are clustered close together. Thus we have employed elements of a histogram. That is, we automatically bin the data in the abscissa, and then order the data by the variable in the ordinate. The data points are replaced by the corresponding images, tiled on a grid (Figure 3).
Ironically, the results from Galaxy Zoo have since been used to train a machine learning system [16]. This proved successful, but it still failed to identify very unusual objects (such as red spiral galaxies and blue ellipticals – spirals are normally blue and ellipticals red). It is just this kind of discovery phase that we are seeking to support. The users of Galaxy Zoo also discovered a new class of galaxies known informally as green peas [17] that were indentified in the images, but not seen previously by astronomers using the metadata alone. The issue of the informal is one that also came to be important in many KBSs (knowledge-based systems). This technology was premised on the notion that domain knowledge could be, and should be, converted to a formal language upon which the computer system could operate. However, in real applications with users, the situation proved different. Many aspects of human reasoning have yet to be robustly formally modeled, and many that have been formalized are challenging to implement and use. For example, to code for one illustrative example in a longer chain of reasoning may be excessive. But a simple and direct link to an informal textual or pictorial illustration will provide adequate information to the user [7,8].
Figure 1. Plot from TilePix of two parameters from SDSS galaxy dataset.
In use, both the formal plot (Figure 1) and the tiled image window (Figure 3) are available to the user. In effect, the informal data in the images are now structured by the users choice of variables in the formal plot. But equally, the formal plot is illustrated by the real image data. TILEPIX: CURRENT PROTOTYPE
The current prototype is being written in IDL (Interactive Data Language) [10]. This is a programming language that is extensively used by the astronomical community, and the astronomical community already provides libraries of IDL programs for general use by that community (e.g. [11]).
One user-focused solution to this problem has been to provide links to informal material from the formal rulebase. This is particularly the case for domains that have less certainly, such as design. So, for example, the CADET system [7], links the rule-base to general online resources to explain and justify the queries and output of the system.
Our approach is one of user-centred design. The first author (AH) has worked in AI and HCI (e.g. [7,8]). I became convinced that domain knowledge is crucial to the design of CSCW tools, and so I retrained in astrophysics (an old passion), to provide a grounding in one domain. From this position I am applying my experience and knowledge of HCI to the design of tools for our astrophysical work.
Running Texts
The basic design principles we are employing are an extension of Running Texts [8]. Running Texts combined a rule-based system (the formal) with a hypertext-like (the informal) parallel display. Both the formal and informal components are visible to the user, and are connected by the software that a change in one is reflected in the other. The rule-base system provides a formal scaffold for the free text, showing how the argument formally works. The free text gives informal explanations and examples to support the argument in the rule-base, allowing those aspects of the domain that are difficult or impossible to formalize to be kept.
The data from SDSS has been previously downloaded locally. The reduced metadata on the galaxies, such as magnitudes, sizes, colours, etc. were created via an SQL query to the SDSS server. The corresponding image data was also downloaded. It is called up via a Python script, which takes the locations of the galaxies required, in the usual astronomical location format of right ascension and declination (comparable to latitude and longitude for earthbound positions). This script calls the SDSS URL, which
In TilePix, the aim was to provide a cognitive map between the formal language inherent in the metadata, and the
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returns the required image (e.g. Figure 2). It is these components that are used to assemble the display.
Figure 2. Example of a single 3-colour composite image of a typical galaxy from the Sloan Digital Sky Survey. Experiences In Use
The prototype has been used for practical astronomy by our Astrophysics Group, and has already proved valuable. Below, we illustrate with a simple example. Figure 1 is the normal visual tool employed by working astrophysicists. In this plot from a sample of local SDSS galaxies, the colour of a galaxy is plotted against the absolute magnitude (which is a measure of how luminous the galaxy is as seen from a standard- normalized - distance). In TilePix, such a plot is used as the entry point to the main display, allowing the user to select an appropriate set of parameters. Figure 3. Example TilePix, showing a subset of SDSS galaxies binned by colour, and ordered by luminosity.
Using the main TilePix display, however, we see the data in a fresh light. In figure 3, the image thumbnails are tiled using the metadata for each galaxy to locate it in the mosaic. In use, TilePix provides this, more unusual, form of displaying the data in addition to the tiled images.
RELATED WORK
The mosaic-like interface of TilePix shares many features with the tabular arrangement of spreadsheets. For example, PhotoSpread [12] is a spreadsheet-like system for managing photographs. In this system, photographs are tagged with attribute-value pairs. They describe an example of how the display of images allows for discovery. Images are automatically captured of large animals in a nature reserve. In one case the biologist noticed that in some photos, the deer are apparently bolting away from the camera. It was not clear why, but the metadata (time/location) allowed for hypotheses to be investigated. PhotoScope [13] is a similar system aimed at the construction industry, for managing large numbers of site and building photographs. Metadata describing the spatial location, time and content are used to index and facilitate user access to the image collection.
An astronomer seeing this data in this way can immediately recognise a number of issues. Firstly, the very blue objects (with a colour of about -1, in figure 1, and to the far bottom left in figure 3), are mis-classified by the SDSS pipeline. This has to be the case as they are clearly quite luminous, while the SDSS data (see Figure 1) shows them to be faint. An expert user immediately recognizes that the automated system has only detected a small core within the galaxy, rather than the whole galaxy (a typical problem). Secondly, one galaxy thumbnail shows a more obvious problem. The diagonal green stripe across one is due to a satellite passing by the galaxy just as the telescope was taking the observation. The data measured for this galaxy will be totally unreliable and should be discarded in any subsequent analysis.
A framework for interpreting spreadsheet-like interfaces has been described by Chi [20]. TilePix differs from the work therein, in that unlike that work, the images we use are not a product of visualization techniques. However, such on-the-fly processing of each galaxy image, using standard astrophysics tools (such as GALFIT [21]), would be possible.
Finally, and most interestingly, TilePix also allowed the rediscovery of a class of galaxies. In figure 3, one can see two ‘spikes’ in the distribution. The rightmost is comprises the largest population and contains a variety of galaxy types. To its left one can see a smaller peak, which looks very distinctive in being comprised from a remarkably homogenous population of faint, small, blue galaxies. This aroused interest, and subsequent work showed these to be a sample of Blue Compact Galaxies (BCGs), which were previously unknown to that user.
CONCLUSION AND FUTURE
We have described TilePix, a system to support the formal/informal mix in the domain of astronomical imaging. It meets the use requirement for retaining the informal data that they have to hand; yet use the formal representation to manage access to this image data. The
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prototype, design and implemented through user participation, has already shown many benefits over existing tools especially in supporting the exploratory phase of the scientific process.
8. Huxor, A. P. Artificial Intelligence as Writing. PhD Thesis. (1994), Middlesex University, UK. 9. Galaxy Zoo Project, http://www.galaxyzoo.org/. 10. IDL. http://www.ittvis.com/.
Our approach is not only to support discovery, by allowing the informal content to be made accessible, but in future to enable its incremental formalisation [14]. That is, the metadata associated with the images, such as magnitude size and colour, can be supplemented by new properties, which were not previously formalized in the pipelines. For example, in our own astronomical research, the presences of diffuse features from the disruption of a galaxy, once new algorithms to detect them can be designed.
11. The IDL Astronomy http://idlastro.gsfc.nasa.gov/
User’s
Library.
12. Kandel, S., Abelson, E., Garcia-Molina, H., Paepcke, A. and Theobald, M. PhotoSpread: A Spreadsheet for Managing Photos. Proc. CHI 2008, ACM Press (2008), 1749-1758. 13. Wu, F. and Tory, M. PhotoScope: Visualizing spatiotemporal coverage of photos for construction management. Proc. CHI 2009, ACM Press (2009), 1103-1112.
Although the current prototype is being developed to work with SDSS, emerging standards (such as SIAP [18]) in astronomy will allow for simple extension to other astronomical image archives, such as that of the Hubble Space Telescope (HST). Moreover, such tools although designed for astronomy, should have significant applications in other domains, such as medical imaging. For example, the ASPiC system uses image recognition to classify (biological) sub-cellular structure. However, its authors caution that, there is a need for automated classification, but cell image databases also need the ability to be queried by image example in a way that understands the content of the image [19], giving the example of users needing to identify the precise location of a protein to a sub-component of a sub-cellular structure. TilePix would provide an ideal tool for just such a task.
14. Shipman, F. M. and McCall, R. Supporting knowledgebase evolution with incremental formalization. Proc. CHI’94, ACM Press (1994), 285-291. 15. Lintott, C. J., Schawinski, K., Slosar, A., Land, K., Bamford, S., Thomas, D., Raddick, M. J., Nichol, R. C., Szalay, A., Andreescu, D., Murray, P., Vandenberg, J. Galaxy Zoo: morphologies derived from visual inspection of galaxies from the Sloan Digital Sky Survey. Monthly Notices of the Royal Astronomical Society, 389, 3 (2008), 1179-1189. 16. Banerji, M., Lahav, O., Lintott, C. J., Abdalla, F. B., Schawinski, K., Bamford, S., Andreescu, D., Murray, P., Raddick, M. J., Slosar, A., Szalay, A., Thomas, D., Vandenberg, J. Galaxy Zoo: reproducing galaxy morphologies via machine learning. Monthly Notices of the Royal Astronomical Society, 406, 1 (2010), 342-353.
ACKNOWLEDGMENTS
We would like to thank the Leverhulme Trust, whose funding made this work possible. AH would also like to thank Mark Taylor and Elizabeth Stanway for invaluable assistance with Python and IDL. We would also like to thank the anonymous referees whose comments improved this paper.
2. Pan-Starrs, http://pan-starrs.ifa.hawaii.edu/public/.
17. Cardamone, C., Schawinski, K., Sarzi, M., Bamford, S., Bennert, N., Urry, C. M., Lintott, C., Keel, W. C., Parejko, J., Nichol, R., Thomas, D., Andreescu, D., Murray, P., Raddick, M. Jordan; Slosar, A., Szalay, A., Vandenberg, J. Galaxy Zoo Green Peas: discovery of a class of compact extremely star-forming galaxies. Monthly Notices of the Royal Astronomical Society, 399, 3 (2009), 1191-1205.
3. LSST, http://www.lsst.org/lsst.
18. SIAP. http://www.ivoa.net/Documents/SIA/
4. Bertin, E and Arnouts, S. Sextractor: Software for source extraction. Astronomy and Astrophysics Supplement, 117, (1996), 393-404.
19.Hamilton, N., Pantelic, R., Hanson, K., Fink, J., Karunauratne, S., Teasdale, R. Automated sub-cellular phenotype classification: and introduction and recent results. Proc. of the Workshop on Intelligent Systems in Bioinformatics, ACM Press (2006), 67-72.
REFERENCES
1. Sloan Digital Sky Survey, http://www.sdss.org/.
5. TOPCAT. http://www.star.bris.ac.uk/~mbt/topcat/ 6. Shipman, F. M. and Marshall, C. C. Formality considered harmful: Experiences, emerging themes, and directions on the use of formal representations in interactive systems. Computer-Supported Cooperative Work, 8, 4 (1999), 333-352.
20. Chi, E. H. A Framework for Information Visualization Spreadsheets. PhD Thesis (1999), University of Minnesota. 21. Peng, C. Y., Ho, L. C. Impey, C., Rix, H.-W., Detailed decomposition of galaxy images II : beyond axissymmetric models. Astronomical Journal, 139, 6 (2010), 2097-2129.
7. Rodgers, P. A. and Huxor, A. P. The role of artificial intelligence as ‘text’ within design. Design Studies, 19 (1998), 143-160.
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Motor Efficiency of Text Entry in a Combination of a Soft Keyboard and Unistrokes Benoît Martin, Paul Gandouly, and Thomas Stephanov LITA, Université Paul Verlaine -Metz Ile du Saulcy, 57045 Metz Cedex 1, France benoit.martin@univ-metz.fr
Poika Isokoski TAUCHI Department of Computer Sciences 33014 University of Tampere, Finland poika@cs.uta.fi
characters before they are entered [2]. User assisted error correction has also been proposed: dynamic menus are often used to display the best guesses of a fuzzy recognition process [7] or to show word completion alternatives.
ABSTRACT
We describe a text entry system called UniKeyb where a character is entered when the stylus lands on a key on a soft keyboard. Optionally, a second character may be entered by doing a unistroke gesture before lifting the stylus. A simulation suggested a speed advantage of about 20% in expert use. In an experiment, we verified that learning needed for UniKeyb use is possible. Unikeyb may indeed outperform conventional soft keyboards in expert use. However, reaching such level of expertise requires learning the skill of chunking writing into two-character chunks. UniKeyb offers a soft transition to Unistroke writing because the use of Unistrokes is not compulsory.
The SHARK system [7] (nowadays Shapewriter, see www.shapewriter.com) can be operated either by tapping on the keys or by drawing the shape that the stylus would travel when tapping in a word. Users can combine the drawing of the word shapes they know with tapping of those words whose shapes they have not yet learned. Other systems combine a soft keyboard with menus that can be triggered by a gesture executed before lifting the stylus. Possibly the first proposal comes from Jhaveri [5] with a late re-implementation from Isokoski [3]. After landing the stylus on a key, the user was able to enter another character by selecting it with a stroke to eight directions around the key. Isokoski’s menu was static; the same menu was available on every key. Further work has suggested adding linguistic optimization to the system so that the menu would propose the most likely characters [10].
Author Keywords
Text entry, UniKeyb, Unistroke, soft keyboard. ACM Classification Keywords
H5.2. [Information interfaces and presentation]: User Interfaces --- Input devices and strategies, Graphical User Interfaces.
UniKeyb is a new text entry technique that combines a conventional soft keyboard and a Unistroke recognizer. In this paper we focus on the motor efficiency of UniKeyb. By so doing we are ignoring important factors in usefulness and user acceptance of text entry techniques. The motor efficiency is the main benefit we believe UniKeyb might have, verifying its existence was a necessary first step.
INTRODUCTION
Soft keyboards are the dominant text entry system in penbased and touch-display devices. They display a keyboard and text is entered by selecting the keys with a pointer. Work on optimized soft keyboards [9, 11] has shown that the motor efficiency of soft keyboarding can be improved. More recently, the attention has turned to improving the performance of soft keyboards without abandoning the familiar layout. Error correction, gestures, and menus on top of a conventional soft keyboard have been proposed.
UNIKEYB
Our proposal, UniKeyb, is a variant of the techniques by Jhaveri and Isokoski. Instead of a marking menu, a Unistroke recognizer is used for gesture input. This allows more complicated and scale independent input and circumvents the limitation on the number of available characters imposed by accuracy concerns in pie menu use.
Error correction typically happens with a language database that spots improbable and therefore probably erroneous Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
UniKeyb uses the gestures of the Unistroke alphabet by Goldberg and Richardson [1]. We modified the Unistroke alphabet as shown in Figure 1. In the original Unistrokes the space character was entered with a tap that in our system was needed for tapping on the keys. We remapped space to the left-to-right straight line gesture that was
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originally used for “t”. We mapped “t” to up-and-right angle and added gestures for “enter” and “backspace”.
UniKeyb faster than conventional soft keyboards. We needed some evidence of the potential of UniKeyb before undertaking a longitudinal study with expert users. The work in this paper was aimed at finding this evidence. A MODEL AND A SIMULATOR FOR UNIKEYB
We wanted to compare the motor efficiency of UniKeyb use against ordinary soft keyboarding. For this purpose we built a simulator. To set the parameters of the simulation we needed some performance data. To this end we had 6 participants repeat patterns of two characters with and without the Unistrokes in UniKeyb. The display of the experimental software used on a TabletPC under Windows Vista is shown in Figure 3. The UniKeyb application displayed the soft-keyboard and the help window with the modified Unistroke alphabet. The TimTester [4] application displayed the pattern to enter and received the input. When the user landed the stylus on a key, the background of the key turned black and the character turned white. The trace of the pen strokes appeared as a string of green dots. The strokes were recognized with an elastic matching algorithm similar to the one described by Kristensson and Zhai [6].
Figure 1. The UniKeyb compatible Unistrokes alphabet used in our experiments. The strokes start from the dot.
The UniKeyb works as follows: the user lands the stylus on a key, the corresponding character is entered and the key is highlighted. After that, the user can lift the stylus or do a gesture to enter another character. If a gesture is drawn, the stylus trace is shown during the drawing. The gesture is recognized when the stylus is lifted. Four different ways of writing the word “happy” with UniKeyb are shown in Figure 2. A dashed line shows stylus movement above the keyboard and a solid line shows a gesture drawn on the keyboard. In Figure 2a, the word is entered by tapping. In Figure 2b, the “h” is tapped, the “a” is a gesture, the first “p” is tapped followed by the second “p” as a gesture, and the final “y” is tapped. Using parentheses to show tapstroke combinations we can describe Figures 2c and 2d as (ha)p(py) and h(ap)(py). The Figure 2c results in the simplest and possibly fastest pen movement. The efficiency of text entry with UniKeyb depends on the segmentation of the words into optimal tap-stroke pairs. But as shown later in this paper, even un-intelligent use of UniKeyb will yield lower motor load and therefore higher potential text entry speed than ordinary soft-keyboard use. New users of UniKeyb are simultaneously learning the Unistrokes and the cognitive skill of segmenting the word into tap-stroke pairs. We did not expect new users to find
Figure 3. The display of UniKeyb experiment.
(a)
(c)
(b)
(d)
Figure 2. Using UniKeyb without (a) and with Unitrokes using segmentations (ha)(pp)y (b), (ha)p(py) (c), and h(ap)(py) (d) to write the word happy. A dashed line means that the stylus is in the air and a solid line that it is touching the surface.
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instructed to transcribe the phrase as fast as possible and correct errors. Correcting errors was allowed only using the backspace. Both completed 36 sessions each consisting of two five-minute blocks, one for the conventional AZERTY soft keyboard and one for UniKeyb with the same layout. The sessions were separated by at least two hours, but no more than two days. There was no practice before or in between the sessions. The order of the text entry techniques was balanced between participants and sessions.
We collected data for each type of Unistrokes (line, z, loop, nose, and right angle) but not for each orientation. We used the same drawing time estimates for all orientations in our model. To reduce bias due to our non-expert data and missing stroke orientations, we also simulated with the median times reported by Goldberg and Richardson [1]. For the in-air pen movement component of our model we used the Fitts’ law model suggested by Zhai et al. [11] for stylus tapping time on a soft keyboard: 0.083+0.127×ID, where ID is the Fitts’ index of difficulty computed as ID=log2(A/W+1), where A is the distance to target and W is the width of the target.
text entry improvement QWERTY rate (wpm) (wpm) keys only 36.6 UniKeyb (exp1) 43.9 7.3 (20%) UniKeyb (G&R) 43.3 6.7 (18%) selective UniKeyb (exp1) 46.9 10.3 (28%) selective UniKeyb(G&R) 44.7 8.1 (22%) AZERTY keys only 36.5 UniKeyb (exp1) 43.7 7.2 (20%) UniKeyb (G&R) 43.0 6.5 (18%) selective UniKeyb (exp1) 46.0 9.5 (26%) selective UniKeyb(G&R) 44.5 8.0 (22%) Table 1. Simulation results for the QWERTY and AZERTY layouts. exp 1 refers to our stroke data and G&R to the data by Goldberg and Richardson [1].
These models for stroke writing time and soft keyboard tapping were combined in the simulator. The simulator read a text sample one character at a time. If a tap was needed, the simulated stylus was moved to the center of the key and Fitts’ law was used to compute the time for the movement. If a stroke was to be entered, the stylus was moved to the end of the stroke and the time needed for the stroke was added. For simplicity, and compatibility with Isokoski [3], we used only lower case alphabet and no punctuation in the simulations. We also used the same text corpus [8]. The size of a stroke was set so that the distance between the star and end of the strokes was two key widths. This size corresponded to the size of the strokes recorded earlier.
Effort
Due to errors and corrections participants entered more characters than the presented phrases contained. This extra effort was measured as keystrokes per character (KSPC). With UniKeyb, both actual strokes and Unistroke characters counted as KSPC keystrokes. The soft keyboard yielded lower KSPC in sessions 1-10. After, session 10 the KSPC for both techniques remained close to 1.05.
The simulation results are shown in Table 1. The first row shows the simulated text entry rate when tapping on the soft keyboard. The next two rows show the result for UniKeyb using tap-stroke pairs. The row labeled exp1 uses stroke data recorded as described above and the row labeled G&R, uses data published by Goldberg and Richardson [1]. It appears that experts may be able to enter text faster with UniKeyb than with a conventional soft keyboard. The remaining rows show simulation results under the assumption that the users are selective using strokes only if it saves time. This optimization was naïve and local. Expert human users may be able to optimize even better.
Text entry rate.
The first character of each phrase and the “enter” at the end of the phrase were excluded from the analysis. Time spent on corrections was included. As shown in Figure 4, the best per-session text entry rate of 50.9 wpm was recorded for UniKeyb in session 36. The best text entry rate for AZERTY was 40.9 wpm in session 27. The difference of 24% is in the range of 18-28% predicted by our model.
LONGITUDINAL EXPERIMENT
The purpose of this mini experiment was to perform a reality check on the modeling results. To eliminate cognitive work and to estimate expert performance, we asked the participants to repeat the phrase “the quick brown fox jumps over the lazy dog” over and over. A similar approach was used by Kristensson and Zhai [7]. Given that we had only two participants, tests for statistical significance would have been pointless. Our reporting below will be purely descriptive. The apparatus was similar to the one used previously (see Figure 3). Two right-handed male participants were recruited from the staff of Université Paul Verlaine -Metz. They had experience with soft keyboards and handwriting input but they were not familiar with Unistrokes. They were
Figure 4. Average text entry rate over the 36 sessions.
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gesture recognizer. We ran simulations to model UniKeyb performance and found that at as far as the motor activity is concerned it should outperform conventional soft keyboards. Then we conducted a small experiment as a sanity check. All results suggest that UniKeyb can indeed outperform conventional soft keyboards in the hands of a skilled user. However, efficient UniKeyb writing involves a cognitive skill that is not trivial to learn. Further work is needed to investigate the amount of training needed.
The relative performance of AZERTY and UniKeyb was our main object of interest. In this respect our modeling results were approximately correct albeit, character and bigram frequencies in the test phrase were not representative of the English language. The crossover point where UniKeyb outperformed the AZERTY was around session 17 (after 85 minutes). Error rate.
Errors left in the transcribed phrases were counted using the minimum string distance (MSD) measure. It is the number of character additions, substitutions, and deletions needed to make two strings identical. About 1% of the characters in the transcribed phrases were erroneous in the AZERTY condition. Towards the end of the experiment, about 4% of the characters were erroneous in the UniKeyb condition. This suggests that the gain in speed with the UniKeyb was partly achieved at the cost of higher error rate. There are at least two possible reasons for this. 1) Our gesture recognizer was not very good. 2) The participants were writing so fast that their strokes were getting sloppy.
The strength of UniKeyb is that the gesture recognizer can be added to any soft keyboard that does not yet use the stroke information. Users can learn the Unistrokes gradually or they can ignore them if they wish. Introducing Unistrokes this way is a low risk approach in comparison to a Unistroke-only device. REFERENCES
1. Goldberg, D., Richardson, C. (1993). Touch-typing with a stylus. In Proc. of CHI’93, ACM Press, 80-87. 2. Goodman, J., Venolia, G., Steury, K., and Parker, C. (2002). Language modeling for soft keyboards. In Proc. of IUI’02, ACM Press, 194-195.
The first explanation is not fatal, since the recognizer can be improved. The second explanation would mean unrealistically good results for UniKeyb text entry rate. Note however, that the 3% difference may not be sufficient to explain the difference in text entry rate: adding two corrective inputs (backspace and re-entry of the erroneous character) for each error left in the transcribed phrases yields 47 wpm for UniKeyb and 40 wpm for AZERTY.
3. Isokoski, P. (2004). Performance of menu-augmented soft keyboards. In Proc. of CHI’04, CHI Letters, 6(1), 423-430. 4. Isokoski, P., Text entry test http://www.cs.uta.fi/~poika/downloads.php
package,
5. Jhaveri, N. (2003) Two Characters per Stroke – A Novel Pen-Based Text Input Technique. In G. Evreinov (ed.), New Interaction Techniques’03, Spring, University of Tampere Finland, 10-15. Available at www.cs.uta.fi/reports/bsarja/B-2003-5.pdf
USER IMPRESSIONS
At the end, the participants reported having reached their limits with both techniques. Performance data agrees on AZERTY. UniKeyb results improved even during the last 10 sessions. The participants felt more efficient with AZERTY and less physical strain with UniKeyb.
6. Kristensson, P. and Zhai, S. (2005). Relaxing stylus typing precision by geometric pattern matching. In Proc. of IUI'05, ACM Press, 151-158.
The participants complained about the visual feedback with UniKeyb. It showed only the stroke, not the recognition result on the keyboard. Soft keyboarding ties visual attention on the keyboard. All critical information should be available there. Glancing elsewhere slows users down.
7. Kristensson P.-O. and Zhai, S. (2004). Shark2: a Large Vocabulary Shorthand Writing System for Pen-Based Computers, In Proc. CHI’04, ACM Press, 43-52.
In error correction both participants adopted a strategy where they maintained their favorite bigram sequence sometimes erasing and re-entering a whole bigrams even if only the last character was erroneous. They reported the same preferred segmentation: (th)(e )(qu)(ic)(k )(br) (ow)(n )(fo)(x )(ju)(mp)(s )(ov)(er)( t)(he)( l)(az)(y ) (do)(g<enter>). The participants reported that it is difficult to write optimally with UniKeyb. The extent of this difficulty is the main question for future work on UniKeyb.
8. MacKenzie, I. S., and Soukoreff, R. W. (2003). Phrase sets for evaluating text entry techniques. Extended Abstracts of CHI’03, ACM Press, 754-755.
CONCLUSIONS
11. Zhai, S., Hunter, M., and Smith, B.A. (2002). Performance Optimization of Virtual Keyboards. Human-Computer Interaction, 17 (2&3), 229-269.
9. MacKenzie, I. S., Zhang, S. X. and Soukoreff, R. W. (1999). Text entry using soft keyboards. Behaviour & Information Technology, 18, 235-244. 10. Raynal, M. and Vigouroux, N. (2005). KeyGlasses: Semi-transparent keys to optimize text input on virtual keyboard. In Proc. of AAATE’05, 713-717.
This was the first investigation of UniKeyb, a text entry method that combines a conventional soft keyboard and a
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Prototyping iPhone Apps: Realistic Experiences on the Device Anders P. Jørgensen Aarhus University anders@anderspj.dk
Matthijs Collard UNITiD matthijs@unitid.nl
Christian Koch Aarhus University christian@hih.au.dk
make, (2) practical to test in users’ real life settings, (3) displayable on the actual hardware, (4) accessible without requiring the presence of a facilitator and (5) enable realistic fidelity and transitions.
ABSTRACT
In this paper we evaluate Touch Application Prototype - a tool for designers to quickly create interactive and realistic prototypes of Apple® iPhone® apps and test them on the device. We define 5 requirements such as Speed, Practicality and Realism, and evaluate the tool during the development of a mobile work tool. Users intuitively use their inherent knowledge about touch interfaces, revealing expectations towards the use of gestures, and testing the interface’s affordance. TAP rivals the speed and ease of paper prototyping, yet offers a realistic look and feel, without any coding. It is offered as a public, free tool.
In the early stage of a project, the weight should be put on ideation and ensuring the concept is useful, or “getting the right design” according to Buxton (2007)[3]. This requires multiple iterations to be rapidly tried out, to zero in on the best path. In addition, user evaluation of mobile systems should be done in real-life. Even though this requires more work than staying “in the lab”, it has proven to provide the most relevant feedback about users’ work flow and use situations [5, 12]. Buxton (2007)[3] argues that initial prototypes should be low fidelity, but using e.g., paper prototypes in the wild has proven impractical [13]. Paper prototypes and other simplistic methods also usually require a facilitator to manually perform the interface’s state changes. But having designers and researchers tagging along can be obtrusive and influence results negatively [13]. Research has found that less obtrusive methods produce just as valuable, and in many cases, more honest results [6, 9]. Therefore, users should be able to try out prototypes on their own, or at least without constant interference.
Author Keywords
Mobile applications, gestures, user evaluation, iPhone, iPad. ACM Classification Keywords
H.5.2 Information Interfaces and Presentation (e.g., HCI): User Interfaces - Graphical user interfaces (GUI), Input devices and strategies (e.g., mouse, touchscreen), Prototyping. INTRODUCTION
In our work with designing iPhone apps, our designers have found the need for a prototyping tool that is easier to use than Apple’s Xcode® and Interface Builder, yet offers a higher degree of realism than regular click-through prototypes, and enables testing of multiple concepts in short time and at low cost. This has led to the development of TAP - Touch Application Prototype.
Bolchini, Pulido and Faiola (2009)[1] describe a method where hand drawn sketches of the interface are digitized and transferred to the iPhone’s photo album, allowing users to flick (finger gesture [14]) through screen states on the device. Their method lives up to our requirements 1, 2, 3 and 4, but is weak on number 5. Although the interface is displayed on the real device, it can only be navigated linearly using the iPhone’s built in image viewer. There is also no way of clicking buttons or scrolling lists, so common ways of navigating apps are replaced by the wrong input (flick horizontally to advance photo) and visual feedback is limited to sideways sliding of the screen content. Transitions and animations are crucial to the user experience [3], and using the correct physical metaphors on touch screen devices significantly influences users’ effectiveness [8]. So in this particular area Bolchini et al.’s method is actually worse than manually operated physical paper prototypes.
This paper starts by defining 5 requirements for an earlystage prototyping tool. We then argue why they are relevant based on literature. TAP is then described, followed by a case story of the tool being used in a commercial project. Finally, the learnings are discussed and suggestions are made for improvements. Requirements
A prototyping tool for use by designers in the conceptual iPhone app design phase should be: (1) quick and easy to Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10…$10.00
In addition, and contrary to Buxton’s promotion of sketchlike fidelity, research comparing high- and low-fidelity prototypes has found that more realistic prototypes can
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Meanwhile, the TAP folder containing code files and instructions can be downloaded at: http://unitid.nl/tap.
actually result in more valuable feedback [10]. For users who are not used to working with sketches, the lack of a polished interface can be confusing and result in overly negative feedback [4, 13]. If users have become accustomed to the high standards of the iPhone interface, the evaluation of a prototype that looks “wrong” might be misleading. Devices like the iPhone also have limited screen real estate, making it important for designers to be sure that their proposed designs will actually fit on screen, and that touch areas are large enough to be operated with fingertips [14]. A prototyping tool should therefore enable realistic interfaces.
When all screens are made in Fireworks and linked together, the project is exported in Dreamweaver Library (.lbi) format, into the /Library/ subfolder of the TAP package, and everything is uploaded to a web server. When visiting http://yoursite.com/tap/build with a desktop browser, a web interface offers simple setup in a few steps. When everything is set up, just hit the “Build prototype button, and the prototype is ready. At first launch, the user is prompted to save a shortcut on their Home Screen, making it appear as a real app on the phone.
TAP - TOUCH APPLICATION PROTOTYPE
TAP falls into the category of “Smoke-and-Mirrors”, where technology is used to create the illusion of a working product [3]. With TAP we use the iPhone’s web browser to display what is essentially a mini website with clickable images of the application interface. Having a click-through prototype is not so special in itself. But what makes this tool interesting for designers, is that without any coding, they can make a prototype that:
Screens
Hotspot Transition style
- Runs full screen without the default Safari browser navigation at the top and bottom of the screen. - Animates transitions between screens with effects like cube, dissolve, flip, pop, slide-up and swap.
Figure 1: A TAP prototype in Adobe Fireworks .
- Cashes the prototype on the iPhone, so it loads instantly and responds as snappy as a native application.
Because the entire prototype resides on the web, it is very easy to share with many users, even remote users, as long as they have an iPhone and an Internet connection. There is no need to collect device IDs and distribute provisioning profiles as in regular beta testing. Hence, users need minimal instructions and can play around with the prototype on their own phone as if it were a real app.
- Integrates video playback and animated images. - Allows the designer to lay out the whole interface in Fireworks, a program likely familiar to many designers, and to set the rest up through a simple web interface. Technically, TAP is a library of files containing custom developed PHP and jQuery code that makes the prototype come to life.
We recommend that designers only create the states and transitions necessary to provide the desired experience and get valuable feedback. Trivial functions like text entry can be simplified so that one tap anywhere on the keyboard completes a text field, and secondary features can be left out, or remain passive. In some cases we have used visual queues to show users which areas can be tapped and which cannot, for instance with red outlines, elements grayed out, or even small info texts.
Building the Prototype
First of all, designers may start out with which ever method they prefer for ideation and conceptualization, be it paper prototypes, stencil based wireframes, foam props, etc. When one or more app concepts are ready for testing, the interface has to be digitized using Adobe’s® Fireworks®. In our experience, the easiest way is to rebuild the interface in Fireworks using a stencil containing the iPhone default user interface elements. Many such stencils are available for free online [7]. We recommend using a realistic but neutral design following Apple’s Human Interface Guidelines (Available from Apple to registered developers).
EVALUATING TAP
In Buchenau and Suri’s article on Experience Prototyping they describe how prototypes can be used not only for “Exploring and evaluating design ideas”, but also for “Communicating ideas to an audience” [2]. We have found TAP very valuable for both.
Every application state should be made as an individual page with so called hotspots (figure 1). A hotspot is an active area that links to a new page when the user taps it. Each hotspot can be assigned an animated transition.
The “audience” - our clients - have in most cases been given a version with markings on the active buttons. This way, they could simply be sent a link and explore the prototype on their own, but without being frustrated from pressing “dead” buttons. This approach has also been used 688
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with users in the early stages when the design is very tentative and only a few buttons are wired up.
more gestures. The transitions and effects that the prototype was able to do, were however explicitly praised by testers as being very realistic. The dialogue with the facilitator was important in clarifying which limitations were a consequence of the prototyping tool.
It has been easy to test multiple concepts up against each other by setting up an intro screen with explanations and links to different prototypes. This way, users still only had to visit one URL with their phone. Evaluating a work tool
Here we present some of the qualitative learnings gained during a concept study for an app to be used by employees in fashion retail stores. Based on interviews conducted in their real life setting, we presented an early sketch with the look of a real app. We clearly explained that it was an early draft, and that they should feel free to criticize and suggest additions. Users were surprisingly quick to pick up on the navigation of the app, clicking, scrolling and exploring. Some users owned an iPhone themselves, others not. The seemingly immediate familiarity however was apparent for all users. In contrast to what might be expected with a realistic prototype, there were only few comments on design details. These were mostly in the category of “I like the icons...”, but there were no comments on the default bluetoned iPhone UI elements. It seems that because the iPhone has gained so much public exposure, using the default interface elements is perceived as “neutral”, whereas a deliberately sketchy style would stick out.
Figure 3: Users kept trying to swipe sideways, confirming the power of visual suggestions, and users’s expectations. One of the users (A) was particularly enthusiastic, and asked to have the prototypes on her iPhone, so she could explore it on her own during idle periods in the store. Another user (B) went on holiday during the test period, but wanted to still be involved. She was sent a link via SMS, and a few hours later she sent a message back with her thoughts. At a later session users A and B were interviewed together. To our surprise, A started explaining the app’s detailed features to B, and had even memorized which buttons were active and which not, from exploring it on her own (this version was without markings on active buttons). A and B then went into a detailed discussion about features and integration of the work tool in their daily operations. User A also provided concrete ideas for shortcuts, based on interface elements familiar from the default phone module of iPhone.
The realistic interface turned out to have an unexpected side effect. As a user was looking at an image in the prototype, she suggested that maybe it should be possible to zoom in. While saying this, she did the pinch-to-zoom gesture on the screen completely unaided (figure 2).
This indicates that a realistic experience can invite users to start pretending the app is real, advancing feedback from the initial first-hand reactions, to more considered day-today use considerations. Realism may also aid associations to other apps, making users more comfortable in suggesting specific features. Figure 2: Left: User demonstrating pinch-to-zoom gesture as a way to enlarge photos. Right: User scrolling list of images and text.
DISCUSSION AND FURTHER DEVELOPMENT
The five requirements we set up for an early-stage prototyping tool for iPhone apps were: (1) quick and easy to make, (2) practical to test in users’ real life settings, (3) displayable on the actual hardware, (4) accessible without requiring the presence of a facilitator and (5) enable realistic fidelity and transitions.
In a later iteration we decided to explore this path in the design of a calendar module. With simple graphic cues, we made it look as if some content was hidden off the side of the screen (figure 3). When users came to this screen, they intuitively tried swiping sideways. This was not possible in the prototype, instead users were told they had to press small arrow keys. Even after knowing this, they kept trying to swipe when they forgot the tool’s limitations. In some cases users were frustrated that they couldn’t use
In our use of the tool, we have found that the speed of building the interface digitally and making it available online is comparable in speed to creating precise handdrawn screens, scanning, cropping and linking them together. Being online, it is very easy to share with
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anybody with an iPhone, and users can view it wherever, whenever. Including instructions and highlighting active buttons reduces the user’s need for assistance. So TAP meets requirements 1, 2, 3 and 4. Because the prototype is web based it has a number of limitations. Some gestures like dragging objects around the screen and pinch to zoom are not currently supported. It is not possible to simulate immersive content such as 3D games and augmented reality, although this type of content could be demonstrated through embedded video clips. Animated transitions, caching and loading screens are however very realistic. Thus, requirement 5 is met, provided the tool is used for non-immersive applications. For more complicated interactions, realism will begin to break down and the experience will become obviously “fake”, requiring more explanations. It was not expected that the prototype’s realism would help uncovering user’s tacit knowledge about gestures, and demonstrate which gestures they expected to be able to perform. Considering how affordance and visual cues can be used to explore gestures is an exciting area for further exploration. It is important for us to stress that designers should never limit their creativity to fit the tool. For more advanced and novel interface concepts, Wizard-of-Oz techniques with a person simulating feedback [11], or simply programming parts of a real application, might be good supplements to TAP.
4.
Dehaes, C., and Nuyens, L. Cutting Edge Usability Design and Smashing Graphics: The Perfect Recipe for Firing up a Sophisticated Pharmaceutical Touch Screen Application. CHI 2008 (Florence, Italy, April 5-10, 2008), ACM, 2095-2108.
5.
Duh, H.B., Tan, G., and Chen, V.H. Usability Evalutation for Mobile Device: A comparison of Laboratory and Field Tests. MobileHCI ’06 (Helsinki, Finland, September 12-15, 2006), ACM, 181-186.
6.
Isomursu, M., Kuutti, K., and Väinämö, S. Experience Clip: Method for User Participation and Evaluation of Mobile Concepts. Proceedings Participatory Design Conference 2004 (Toronto, Canada, 2004), ACM, 83-92.
7.
Kuwamoto, S. Fireworks toolkit for creating iPhone UI mockups (February 11, 2009). Available at http:// blog.metaspark.com/2009/02/fireworks-toolkit-forcreating-iphone-ui-mockups/.
8.
Lee, S.S., and Lee, W. Exploring Effectiveness of Physical Metaphor in Interaction Design. CHI 2009 (Boston, MA, April 4-9, 2009), ACM, 4363-4368.
9.
Leitner, M., Wolkerstorfer, P., Geven, A., Höller, N., and Tscheligi, M. Evaluating a Mobile Multimedia Application in Field Trials: the cost-benefit of selfreport methods. Mobile Living Labs 09 (Bonn, Germany, September 15, 2009), 27-30.
10. Lim, Y.K., Pangam, A., Periyasami, S., and Aneja, S. Comparative Analysis of High- and Low-fidelity Prototypes for More Valid Usability Evaluations of Mobile Devices. NordiCHI 2006 (Oslo, Norway, October 14-18), ACM, 291-300.
The tool’s code and templates are free for anybody to modify and improve. One possible addition could be integration of web analytics tools, to add quantitative data about clicks and navigation patterns. The iPhone platform is constantly evolving and offering new possibilities that help us improve the tool. The current version of TAP is by no means the ultimate tool, but it is the best middle ground solution we currently know of, bridging the gap between the speed and ease of passive sketches/images and the interactive, but resource heavy native programming.
11. Molin, L. Wizard-of-Oz Prototyping for Cooperative Interaction Design of Graphical User Interfaces. NordiCHI ’04 (Tampere, Finland, October 23-27), ACM, 425-428. 12. Nielsen, C.M., Overgaard, M., and Pedersen, M.B. It’s worth the hassle! The Added Value of Evaluating the Usabiiity of Mobile Systems in the Field. NordiCHI 2006 (Oslo, Norway, October 14-18), ACM, 272-280.
REFERENCES
1.
Bolchini, D., Pulido, D., and Faiola, A. “Paper in Screen” Prototyping: An Agile Technique to Anticipate the Mobile Experience. interactions (July / August, 2009), 29-33.
13. Sá, M., and Carriço, L. Lessons from Early Stages Design of Mobile Applications. MobileHCI 2008 (Amsterdam, Netherlands, September 2–5, 2008), ACM, 127-136.
2.
Buchenau, M., and Suri, J.F. Experience Prototyping. DIS ’00 (Brooklyn, NY, 2000), ACM, 424-433.
3.
Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann, San Francisco, CA, USA, 2007.
14. Saffer, D. Designing Gestural Interfaces: Touchscreens and Interactive Devices. O’Reilly Media, Sebastopol, CA, USA, 2008.
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Onto-Frogger: The Making Of Amalia Kallergi LIACS, Leiden University Niels Bohrweg 1, 2333 CA Leiden, The Netherlands akallerg@liacs.nl +31 - (0)71 - 527 5777
Fons J. Verbeek LIACS, Leiden University Niels Bohrweg 1, 2333 CA Leiden, The Netherlands fverbeek@liacs.nl +31 - (0)71 - 527 5773
ABSTRACT
properly researched only by means of an actual prototype. Therefore, we proceeded with a case study for a scientific imaging database maintained in our research group. The database in question is a multi-modal repository for image data from the life sciences [4]. Entries in the database are thoroughly annotated by their owners with part of the annotation being expressed in ontology terms from various life science ontologies. These annotations allow us to establish connections across images and derive an emergent graph representation of the collection to be further used as the base for game logic.
This paper presents the making of a game-like interface to an image collection. Having previously claimed that video games can be relevant to collections as interfaces to support exploration, we proceeded with developing a prototype game as a case study for an image database. The making of this game and, specifically, of the game's interface has been an iterative process the stages and challenges of which we discuss here. In our approach, we deliberately adopt a HCI standpoint but our practice has been heavily influenced by concepts particular to games. The resulting artifact is intriguing both as a product in the context of our database and as a research tool to explore the potentials of game-like interfaces to collections.
The path from a database to a game concept to a product was not without its challenges. This paper will focus on the development of the actual interface given a defined game concept. For the rationale behind this concept, the reader is referred to [5]. It is worth mentioning, though, that our game concept was produced by deliberately appropriating an existing game. Specifically, we attempt an analogy with the classic arcade Frogger (Konami Industry Co. Ltd, 1981) [1] which we modify to meet the characteristics of our dataset. The resulting game concept, Onto-Frogger, is a somehow more elaborate game that focuses on the user annotations with ontology terms and on the connections implied by these annotations. In a nutshell, the rules of the game (Figure 1) are as follows: The player needs to reach the opposite bank of a river, by jumping on floating image
Author Keywords
gaming interface, arcade games, image repositories ACM Classification Keywords
H.5.2 [User Interfaces]: Graphical user interfaces (GUI). INTRODUCTION
What do video games and collections have in common? Our recent research [5] investigates the idea of producing video games based on the underlying structure of existing repositories and as interfaces to those same repositories. We propose video games as a suitable platform for an interaction for exploration and suggest that a game can potentially improve the user's mental model of the data organization, if the later is properly encoded into the game logic. The resulting game is, then, intended as a game-like interface to the collection and an utmost incarnation of playful interaction. Although we have argued in favor of a game-like interface on theoretical grounds, we realize that our ideas can be Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1. Onto-Frogger, active area upon game start. The frog needs to cross the river by jumping on floating image tiles using the target image as a guide. The target image is inaccessible behind the toll station as no coins have been collected yet.
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tiles, while collecting sufficient coins for the toll station on the other side. To collect coins, the player needs to land on appropriate image tiles, i.e. image tiles that share annotation terms with the target image. To achieve a high score, the player will need to collect as many coins, i.e. shared annotations, as possible. THE MAKING OF
The development of Onto-Frogger's interface was influenced by ideas of fast prototyping and iterative design, with evaluation sessions being incorporated very early in the development process. We particularly focus on the interface of the game as we feel that interface issues are equally important to gaming ones for the acceptance and success of our game. Generally speaking, we endorse the view that usability is a matter of concern to all video games as it can affect the player's experience [7]. Besides that, Onto-Frogger is also meant as an interface to a collection and, as such, it should provide a legible information display for the data communicated. Last but not least, Onto-Frogger is developed with a non-gaming audience in mind and, as such, it should be straightforward enough to allow nongamers to immediately start playing. To lower the entry threshold for our players, we aim for simplicity in controls and gameplay as well as a self-explanatory game environment. While the first is directly related to the game concept, the later is mainly an interface issue. A first version of Onto-Frogger’s interface (prototype A) was used to examine how understandable the new game is. Two users (1 biologist, 1 computer scientist) were asked to play Onto-Frogger and figure out its rules without prior explanation. The results were discouraging: our players did not realize that a coin rule was enforced and were very frustrated when losing the game due to a lack of coins. Simply put, they were only trying to play Frogger but not Onto-Frogger. During this evaluation, we identified particular interface flaws that may have obscured the
type layout
prototype A collected annotations and coin annotations appear on the top left part of the screen
prototype B collected annotations and coin annotations appear on the right panel of the screen
layout
collected annotations and coin annotations displayed in a term cloud
collected annotations and coin annotations displayed per lanea HUD display summarizes the total accumulation of coins
graphics
player is a yellow square
player is a green frog
graphics
yellow squares as coins
coin icons- visual distinction between silver and golden coins
narrative
-
toll station added
training
-
tutorial with game training
in-
Table 1. Major changes between prototype A and B.
significance of coins in the game. We, therefore, believe that our players did not resolve the rule of collecting coins simply because the interface failed to place coins in focus. In response, we radically re-designed the interface so that collected coins are more prominently placed. A comparison of the in-game screens of the two prototypes can be seen in Figure 2. Moreover, we decided to count less on the
Figure 2. prototype A (left) vs. prototype B (right): Collected annotations from each selected image tile are now displayed on the right panel and for each lane separately. Coins are designated on each lane and on the score summary.
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analogy with Frogger and treat Onto-Frogger as the new game that it rightfully is. Eventually, we included a complete tutorial with supportive text and storyline. The new prototype (prototype B) was subject to expert evaluations by 5 HCI literate users. This evaluation was focused on the clarity of the in-game interface and tutorial, as also suggested in [6]. Proposed improvements were further incorporated in the current version of the interface. Major differences between the two versions of the interface are summarized in Table 1.
topic
interface: graphics
A special note should be made on the look and feel of OntoFrogger. From early on, we were aware that the resulting product should be perceived and accepted as a 'real' game. To that respect, a proper look and feel of the game and consistency with gaming conventions are essential: the interface should look like a game and play like a game. Respecting industry conventions in controls is a frequent guideline in game design [2, 3] and we further strive for consistency in terms of controls and feedback as well as of visual and sound design. Throughout the development of Onto-Frogger, we were fortunate to conduct expert evaluations with a game developer who reported on gamer expectations (e.g. button response) and commented on the style of the game. Obviously, the look and feel of OntoFrogger mimics that of Frogger and of arcade games in general: the visual style, game controls and soundtrack of Onto-Frogger were selected accordingly. This intention is apparent in both versions of the interface (cf. color schema and coin sounds) but prototype B significantly improves on the graphics, within the aesthetics of the genre.
gameplay: challenge
quotes “a frog is better than a square” [P1], “I liked playing with a frog better than with a yellow square” [P3] “This [prototype A] is less easy to understand because there is no coin system, it only shows a few squares and they are all the same color, so it's a bit difficult to tell how many points you got and how you really got them” [P3] “I understood the first game quicker but at least this [prototype A] is a bit more challenging” [P3], “[prototype B was] faster, better, more fun” [P1], “let the tiles come by faster because it takes a lot of time to see them all, it was better the second day” [P4] “if you are getting good at it, it will be fun to turn up the speed or reduce the amount of time” [P1] “you have to understand that the tiles have connections with each other” [P1], “in how annotations are sort of linked” [P4]
mental model
USER EVALUATION
The two versions of the interface were further evaluated by 4 novice users, new to both the game and database (4 life science students). The players interacted with the web interface of the database, the original Frogger game and prototypes B and A, in the given order. Prototype A was introduced as a game that may or may not have the same rules as prototype B. Both prototypes were assessed by a questionnaire including also open questions to test the players on the rules of the game.
“you can learn to relate pictures to text and annotations and you can relate back from annotations to pictures to get the search results you want” [P2], “what kind of annotations are required to find certain images” [P3]
Table 2. Relevant quotes extracted from think-aloud session and questionnaires (player id indicated as P#).
indication that prototype B allowed players to successfully internalize the game rules, a knowledge they could later use when interacting with a less supportive interface.
While results are only indicative, we are pleased by the level and quality of the current version of the interface. Overall, Prototype B is better received in terms of legibility and clarity as well as look and feel of the interface (cf. Table 2). In respect to the major aim of the re-design, i.e. to better support the learning of a game by means of interface improvements, we observe that prototype B allowed all players to resolve the game rules accurately. Prototype A, on the other hand, introduced confusion, particularly due to the absence of coin icons (cf. Table 2), but our players did not have as much difficulty as previous testers of prototype A. This observation, however, does not render prototype B redundant since the players highly valued and often commented on the missing features. Instead, it may be an
Interestingly enough, prototype A seems to score better that prototype B in terms of user satisfaction. Previous observations suggested that a clearer interface and, hence, a more understandable game would increase satisfaction. Yet, our players, although they appreciated prototype B more, visually and in terms of clarity, they found prototype A more challenging and more fun to play. The players themselves justified their preference to an increased speed of the passing tiles in prototype A. Such a feature should be easy to implement in prototype B, but it may indicate a conflict in the aims of our game: a faster pace has been in
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times perceived both as a welcome challenge and as a hindrance in studying the available information. Of course, increased satisfaction could simply result from previous exposure to the game: the players, free from the load to understand the game, could now enjoy playing and would even request more challenges. Further ideas to expand gameplay with new rules or new levels are still to be considered. But the exact impact of the interface on perceived challenge is yet to be determined. Would e.g. a more adaptive interface, i.e. one that simplifies its layout as the player becomes familiar with the game, be more appropriate for our purposes?
proposed strategies to normalize the score but we are actually reluctant to correct this inherent unfairness. Another expert player complained that an obviously right image choice was not rewarded as such because the image has been annotated differently by its owner. These discussions are highly desirable in the context of our database and were entirely triggered by the game: Converting an aspect of the system into something relevant for the player, e.g. score, allowed the player to react on an important aspect of the system, i.e. annotations. Such exposure to the database's principles can facilitate our users in their regular database tasks, especially in data entry and annotation. To date, we are still to examine the (long-term) usage of the game by users that are actively involved with the database. But, all in all, we believe that Onto-Frogger can function at least as a good introduction to our database.
DISCUSSION
This paper documents our efforts toward a usable and selfexplanatory interface for the game of Onto-Frogger. Given a defined game concept, our design iterations and evaluations have been predominantly focused on the interface elements of the game. Having secured a proper interface should allow us to further examine the less straightforward aspects of our product such as its playability or its relevance as a collection interface. This step-by-step approach is certainly not foolproof but, in lack of standardized methodology, is an attempt to better coordinate our research. The assessment of a game-like interface is a multifaceted problem and it will require combined evaluation methods that better address usability, playability and fun as well as the added value of the provided experience. The later is of particular significance: After all, Onto-Frogger is a case study to tackle the potentials of video games as interfaces for collections and, as such, it should be evaluated on the effect of its use.
ACKNOWLEDGMENTS
This work was partially funded by the Cyttron consortium (BSIK grant #03036). We wish to thank all of our participants for their valuable input. REFERENCES
1.
Frogger. http://en.wikipedia.org/wiki/Frogger.
2. H. Desurvire, H., Caplan, M. and Toth, J.A. Using heuristics to evaluate the playability of games. In Proc. CHI '04, ACM (2004), 1509-1512. 3. Federoff, M. A. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master's thesis, Indiana University, 2002. 4. Kallergi, A., Bei, Y., Kok, P., Dijkstra, J., Abrahams, J.P. and Verbeek, F.J. Cyttron: A virtualized microscope supporting image integration and knowledge discovery. In Backendorf, C.M.P., Noteborn, M. and Tavassoli, M. eds. Proteins Killing Tumour Cells, Cell Death and Disease Series, ResearchSignPost, Kerala India, 2009, 291-315.
Some anecdotal evidence, however, seems to support our ideas on the contribution of the game as an 'unconventional' interface to the image collection, especially on its impact on the user's mental model. Overall, all of our student players reflected on the collection as a connected structure and discussed the game rules in terms of establishing links between images (cf. Table 2). But the most promising potential of Onto-Frogger lies in the confrontation with the image annotation process. By interacting with the game, the players eventually reflect on the varying quality of the annotations and the different annotation strategies. Consider e.g. the following remark: One of our expert players argued that the game is inherently unfair as different images have different numbers of terms assigned to them and, hence, permit different score maxima. The observation was repeated by one of our student players, who noted that “the point system isn't completely fair” and that “sometimes only one golden coin could be collected which was needed to win” [which was more difficult to achieve]. The player
5. Kallergi A. , Verbeek F.J. Video Games for Collection Exploration: Games for and out of Data Repositories. In Proc. Academic Mindtrek 2010, in press. 6. Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L. and Fuller, T. User-centered design in games. In Sears, A. and Jacko, J.A. eds. The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, Human Factors and Ergonomics, 2003. 7. D. Pinelle, D., Wong, N. and Stach, T. Heuristic evaluation for games: usability principles for video game design. In Proc. CHI '08, ACM (2008), 1453-1462.
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Politics at the interface: A Foucauldian power analysis Gopinaath Kannabiran School of Informatics and Computing Indiana University, Bloomington gopikann@indiana.edu
Marianne Graves Petersen Department of Computer Science University of Aarhus mgraves@cs.au.dk
ABSTRACT
underscored this shift in design process from being usercentered to user-involved by viewing the users as „human actors‟ instead of just „human factors‟. It is fair to state that there is a significant awareness and literature about the need and role of users in the process of design itself.
At the birth of participatory design, there was a strong political consciousness surrounding the design of new technology, the design process in particular, establishing a rich set of methods and tools for user-centered design. Today, the term design has extended its scope of concern beyond the process of design and into how users interact with the designed product on a day-to-day basis.
The significant shift in focus between the second and third waves of HCI brings to light a multitude of issues such as context, culture, experience, etc. [5]. The term design has extended its scope of concern beyond the process of design (and development) and into how users interact with the designed product on a daily basis. This then implicates and necessitates that we extend the existing political consciousness beyond the design process itself and into the interaction between the users and the products and the emergent relationships between the two. This work is an addition to the existing body of works that put forward the agenda of extending the political sensibility beyond the process of design and into the daily interactions and the emergent relationships between the user and the interface. We present a critical analysis of two design cases to elicit the importance of such an agenda and the implications for design in doing so. The focus of this analysis is narrowed down to one important political variable in particular, namely power. We use the Foucauldian notion of power, explained in the next section, to analyze the power relationships in these cases and present our observations and insights.
This paper is an attempt to call to attention the need for a new set of methods, attitudes and approaches, along with the existing, to discuss, analyze and reflect upon the politics at the interface. By presenting a critical analysis of two design cases, we elicit the importance of such an agenda and the implications for design in doing so. We use the Foucauldian notion of power to analyze the power relationships in these two cases and to articulate the politics at the interface. We conclude by emphasizing the need for furthering this agenda and outlining future work. Author Keywords
Politics, interface design, power, gender, transgender, Foucault, critical analysis. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Design is, at its core, political [12]. Be it improving the quality of the design process itself or bolstering a specific political agenda through the designed product, design is inherently and inescapably political in nature. The birth of the Scandinavian participatory design tradition was propelled by a strong political motivation to involve users as active stakeholders in the design process. This earmarked the commitment of design fields to view design as intrinsically political. Seminal works such as [1, 2] have
FOUCAULDIAN POWER
Michel Foucault, a philosopher and historian, was a key figure in the critical discourse of power relations. The word power is commonly viewed as a possession, something that someone possesses to control/oppress/constrain others. Foucault urges us to move “beyond this view of power as repression of the powerless by the powerful to an examination of the way that power operates within everyday relations between people and institutions” [11]. Instead of focusing on where power comes from or who owns it, Foucault turns us to analyze local forms of power and the way they are constantly negotiated by individuals or other agencies in a system. He argues that power must be viewed as “something which circulates, or as something which only functions in the form of a chain… Individuals are the vehicles of power, not its points of application” [8].
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Based on Foucault‟s works, his notion of power can be said to be characteristic of the following. These five
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User profiles are “poor as literal representations of users, but they are rich as performed expressions of how users perceive themselves and/or desire to be perceived” [3]. The profile then is not just a webpage with information about the user but is an active construction of the self in the digital world [13]. The main objective of the profile is to help the users to faithfully construct and communicate this perceived account of their self. Let us consider a specific example where the user identifies herself as a transgendered female. The system does not provide an option for her to express her gender. Viewing the scenario through Foucauldian power analysis sheds light on how power is negotiated in this scenario and brings to surface the following observations.
characteristics are by no means comprehensive or exhaustive of his oeuvre but are sufficient distillations for the purposes of this work. o Power: Power should be viewed as - a strategy and not as a possession; a verb not a noun; something that needs to be constantly performed and not merely attained. o Operation of power: Power circulates and operates in the form of a network permeating through the various levels of the system rather than being just located in an institution or possessed by an individual. o Enactment of power: Power is enacted and actively contested among various agents in a system rather than just being applied to someone or something.
o Facebook, like any other designed system, has inbuilt political beliefs. As obvious as this insight may sound, it is important to note that the designed system is never neutral or void of beliefs, values and prejudices. We would like to clarify that we are in no way suggesting that a neutral design is necessary or even possible [6]. Also, the system is not a passive ground upon which the interactions happen but rather is an active agent that is involved in the constant negotiation of power. It actively prohibits or promotes, vocalizes or silences, makes visible or hides user actions and motives – making it an active agent with a specific inbuilt political stance.
o Power and resistance: “Where there is power, there is resistance” [7]. In other words, the presence of multiple points of resistance is a necessary condition for power to exist and such resistance should not be reduced to an anomaly or to a single source of rebellion. o Power and knowledge: Foucault coins a new compound term called „power/knowledge‟ which he characterizes as the conjunction of power relations and knowledge production. “It is not possible for power to be exercised without knowledge, it is impossible for knowledge not to engender power” he states in [8]. We would like to call to attention two important implications in this formulation of power/knowledge. First, knowledge is an integral part of power relations. Power/knowledge “determines the forms and possible domains of knowledge” [9]. Second, by producing knowledge, irrespective of their stance, one is making a claim for power.
o Let us consider a scenario where the user actively resists identifying herself with the categories provided by the system. The user then is not a passive agent who is oppressed by the system but rather an active and volitional agent of resistance. In other words, the user, even though she may not have equal rights, has political agency in the system. Through this very act of resistance she is making her claim to power.
CASE STUDIES
In this section, we present two case studies, analyze the power relations through the critical lens of Foucauldian power analysis and discuss our observations to elicit the politics that happen at the interface.
o The user may choose to convey her gender through the „Bio‟ section in her profile. For example, one user writes “I am a transgendered woman” in her „Bio‟ while choosing no value for her „Sex‟. Such interactions help the user to actively contest and negotiate her power relationships inside the system. It is important to note that these interactions are not the means to gain or exercise power but rather it is the very interaction itself which is an act of power. By making an attempt to construct an identity that the system actively prohibits, she is negotiating her power relationship with the system through her interactions.
Gender in Facebook
Here we present a critical artifact analysis of Facebook, a social networking website. Facebook requires its users to enter „Basic Information‟ about themselves while creating their profile, one among them being their sex. Users are provided with only two options for selecting a value for this field – male and female. Users who do not identify themselves with either of these values, for a multitude of reasons, do not have any other option but to not select any value for this field thereby reporting their sex as „Unknown‟. Stepping aside the fact that Facebook uses gender and sex interchangeably, the former being sociocultural construct while the latter being a physiological construct, let us analyze how such users negotiate their power relationship with the system.
Advanced heating control in the home
As a part of an empirical study, we evaluated a product offering remote indoor heating control and interviewed three different families to investigate how they use the system and what kind of routines they had established over time. The system consisted of both central and local controllers making it possible to program complex features and functions. One such function is the weekly heating
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any more as someone who doesn‟t understand the system and as being just oppressed. This aligns with the Foucauldian notion that knowledge engenders power and vice versa. It is important to note when we apply this formulation of power/knowledge, the husband is not seen as the oppressor. Rather it is the system through its design, restricts this particular knowledge, and by implication power, from certain users. The Foucauldian notion of power/knowledge is crucial since it helps us attribute this scenario as a design flaw rather than a bad behavior on the part of the user.
schedule which allows the user to centrally program the system to control the temperature of all the rooms for the whole week.
IMPLICATIONS FOR DESIGN
In the previous section, we analyzed two specific design scenarios through the critical lens of Foucauldian power. Based on the observations presented in the previous section, we present the following insights for interaction design. o Design: The designed system is neither neutral nor a passive background upon which the interaction happens. It has been well established that biases are always inbuilt into the designed systems [6, 10]. We would like to build upon this and propose that the designed system is not a passive sandbox which just permits or restricts something but is rather an active site that enables the various stakeholders to negotiate power and have a conversation. It is the very site of contestation with inbuilt political stances, beliefs, and prejudices upon which power is constantly performed, contested and negotiated.
Fig 1. Central controller (left) and controller in context (right)
Let us analyze a particular scenario where we interviewed a husband and wife. The wife mentioned that she interacted with the system mostly through the local controller in the kitchen. Initially, she explained how she adjusts the temperature in the kitchen using the local controller since she finds that it gets cold there often. At a later stage during the interview, she was upset when she learnt that her husband had pre-programmed the temperature for the kitchen through the weekly heating schedule. She said that she was unaware of the „hidden control‟ and told that it „made no sense‟. She preferred to control the temperature locally in the kitchen than through the central controlling mechanism. Analyzing this scenario through Foucault‟s conception of power, we present the following observations. o Even though it appears as if the user with access to the central controller has more power, upon closer analysis we can observe that power is continuously negotiated between the central and local controllers. Despite the fact that the central controller resets the temperature preferences in the kitchen at regular intervals, the user in the kitchen actively and constantly negotiates her power.
o Designer: Foucauldian power analytics frames the designer as another active stakeholder who takes part in the negotiation of power relations. Such a view of the designer has two major implications. First, the political stances, beliefs and prejudices of the designers inescapably get woven into the designed system. Such an acknowledgement helps us to gain critical distance between the designer and the designed system. Second, the designer is viewed as another stakeholder in the power mesh and not as a teleological creator of the system. This implication is crucial because it does not pin the onus of responsibility for the designed system solely on the designer and acknowledges the influence of other stakeholders as active and volitional agents.
o On the outset, it appears as if the husband „hid‟ the central controller from the wife and the designed system is a neutral ground which treats all its users the same. Let us analyze this through the quality of “selfdisclosure” as discussed in [4]. Self-disclosure “refers to the extent to which the software renders visible the ways in which it effects us as subjects” [4]. In this particular case, the display at the local controller does not indicate the presence of a central controller. Hence the system makes it impossible for the user in the kitchen to know why the temperature keeps resetting itself. When this knowledge is made available by the system to all its users, the user in the kitchen is not seen
o Interaction: In the perspective of politics at the interface, interaction between the users and the system is not just a means to achieve a specific result. Neither is it wholly dictated by the internal system constraints. Rather interaction is the very act of contestation and the performance of a Foucauldian power relation. Such a view of interactions should not be mistaken as a denial of the constraints present in the system but should be viewed as a critical assessment of the effects of such constraints. This then would help to view the mundane activities of interactions as an active negotiation of power rather than as just another step in a task sequence or unexpected user behaviors.
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o Users: In a Foucauldian power analysis, users are active agents rather than passive external parts of a designed system. Even though this view of users is not new, a Foucauldian perspective helps us to re-conceptualize not only the user but also the role that the user plays in power relations – whether they are simply subjected to the constraints of the designed system or whether they actively play a role through their actions and relations with others and with the designed system. The former casts them as muted, passive victims without volition or agency while the latter helps us to view the users as active political agents. Viewing the users not just as oppressed but as political agents who constantly negotiate for power, helps us to gain a nuanced perspective which might otherwise be lost.
advance the agenda of extending the political consciousness to daily interactions and help design systems more thoughtfully and responsibly. ACKNOWLEDGMENTS
We would like to thank Tyler Pace and Ravikumar Jayaraman from the School of Informatics and Computing, Indiana University, Bloomington for their continued support and feedback. We would also like to thank Danfoss, Denmark, for their support. REFERENCES
o User behavior: While a traditional view of power as just constraining and repressing would have discarded emergent behaviors as anomalous and errant, a Foucauldian notion of power helps us to account for emergent relationships and behavior as a constant performance and contestation of power relations in the system amongst various agents. This also helps us to account for the day-to-day actions of the users immersed in local contexts and not discard them as mundane and insignificant.
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Bannon, L. J. From human factors to human actors: the role of psychology and human-computer interaction studies in system design. Human-computer interaction: toward the year 2000. Morgan Kaufmann Publishers Inc., 1995. p. 205-214.
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Bannon, L. J., Bødker, S. Beyond the interface: encountering artifacts in use. Designing interaction: psychology at the human-computer interface. Cambridge University Press, 1991. p. 227-253.
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Bardzell, J., Bardzell S. Intimate interactions: online representation and software of the self. Interactions, Vol. 15, Issue 5. ACM Press, 2008. p. 11-15.
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Bardzell, S. Feminist HCI: Taking Stock and Outlining an Agenda for Design. Proc. of the 28th international conference on Human factors in computing systems. ACM Press, 2010. p. 1301-1310.
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Bødker, S. When second wave HCI meets third wave challenges. Proc. of the 4th Nordic conference on Human-computer interaction: changing roles. ACM Press, 2006. p. 1-8.
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Dunne, A. Hertzian Tales - Electronic Products, Aesthetic Experience, and Critical Design. MIT Press, 2006.
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Foucault, M. The History of Sexuality, Vol. 1 An Introduction. Pantheon, 1978.
8.
Foucault, M. Truth and Power. Power/Knowledge. Harvester, 1980.
9.
Foucault, M. Discipline and Punish: The Birth of the Prison. Penguin, 1991.
CONCLUSION
As technology becomes woven into almost all aspects of our lives, domestic and work alike, it is crucial that we extend the existing political consciousness beyond the process of design itself. As the above case studies show, a critical analysis of the day-to-day interactions helps uncover nuanced relationships that are otherwise unnoticed. This paper highlights the need for a new set of methods, attitudes and approaches, along with the existing, to discuss, analyze and reflect upon the politics at the interface. By doing so, we invite future works for an open discussion that could contribute critically to the discourse of politics at the interface. The use of Foucauldian power analysis in this paper was to show why such an agenda is necessary and what it can contribute to design. It is used to showcase the insights such a critical method might help us unearth that may remain oblivious otherwise. Foucauldian power analysis is specifically well suited to study local forms of power that is constantly negotiated through day-to-day interactions immersed in local contexts. Let us be clear that we are in no way suggesting that Foucauldian power analysis is the only way or the best way to garner such insights. Rather, the point we want to drive home is that we need a new set of methods, approaches and attitudes to discuss and analyze politics that happen at the interface. We intend to develop robust critical frameworks in the future that would help
10. Friedman, B., Nissenbaum, H. Bias in computer systems. ACM Transactions on Information Systems (TOIS), Vol. 14, Issue 3. ACM Press, 1996. p. 330-347. 11. Mills, S. Michel Foucault. Routledge, 2003. 12. Rith, C., Dubberly, H. Why Horst W. J. Rittel Matters. Design Issues, Vol. 23, No. 1. MIT Press, 2007. p. 7291. 13. Turkle, S. Life on the Screen. Simon & Schuster, 1995
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Thumbs-Up Scale and Frequency of Use Scale for Use in Self Reporting of Children’s Computer Experience Akiyo Kano, Matthew Horton, Janet C Read University of Central Lancashire Preston, England akano, mplhorton, jcread @uclan.ac.uk ABSTRACT
with a range of scales that measures each child individually. This paper presents two scales that can be used for this purpose.
A Computer Experience questionnaire was piloted with 49 children to validate two new scales of measurement, the Thumbs-Up Scale (TUS) and Frequency of Use Scale (FUS). TUS is a VAS (Visually Analogue Scale) designed to measure perceived skill levels. FUS is a Likert scale for measuring how often a device is used or an event occurs. The two scales gained high correlation with their respective validation measures (TUS r=.892, FUS r=.744) indicating that TUS and FUS can be used effectively with children as young as 7 years old.
MEASURING COMPUTER EXPERIENCE (CE)
Many definitions exist for Computer Experience [8], but in its simplest terms, CE is ‘the amount and types of computer skills a person acquires over time’ [5]. CE is considered to be multifaceted [4, 9] and as a result researchers have tried to break it up into parts to make it easier to discuss and measure. Smith et al. [16] suggested that measures of CE can be grouped into two distinct categories:
Author Keywords
Computer Experience, Children, VAS, Likert Scale, Validating Scales, Thumbs-Up Scale, Frequency of Use Scale. ACM Classification Keywords
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The Objective Computer Experience (OCE), relating to the amount of computer use.
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The Subjective Computer Experience (SCE), relating to the personal perception of the experience [7].
OCEs are a collection of ‘observable, direct and/or indirect human-computer interactions which transpire across time’ [16]. They are generally measured by the amount of computer use, opportunity to use computers, diversity of experience, sources of information [7].
H.5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/Methodology INTRODUCTION
The participants’ previous computer experience (CE) is a variable within HCI experiments that has a significant effect on any results [10, 15]. In order to ensure high internal validity in experiments, researchers require a simple method to quantify CE so they can report its effect or design for it. Whilst several methods for measuring CE exist for use with adults these methods are seldom adapted from their original form when used with children.
In contrast, SCE is defined as a private psychological state, reflecting the thoughts and feelings a person ascribes to some existing computing event [2, 3]. SCE is a latent process that exists in people's minds but cannot be observed directly. SCEs are measured in terms of perceived competency, control and perceived usefulness [6, 17]. The most common method of measuring a person’s CE is by using survey methods such as questionnaires that are filled in by the respondent. The questions ask the respondents to either rate themselves on their CE or computer skills, or answer questions relating to each area of OCE and SCE. Questionnaires often ask the respondent to answer questions relating to their OCE in a quantitative manner (e.g. ‘how many hours a week’), whereas SCE questions are usually responded to with qualitative answers (e.g. ‘do you like, dislike, or don’t mind using a computer?’)
Obviously, children will have increasing CE as they get older, but across an age group it cannot be assumed that each child will have had the same experience. For example, a 10 year old child that started using computers at 3 years old will have considerably higher CE (7 years) than a child that started using computers at age 6 (CE = 4 years). It is therefore important to be able to measure children’s CE Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
QUESTIONING CHILDREN
Questionnaires have been used with young children in Child Computer Interaction with success [12, 14].
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Questionnaires are popular as they can be administered to large numbers of children (e.g. a whole class) simultaneously [12] with relatively low workload for the investigators.
to be used in any questions concerning the perceived skill level of the respondent (TUS) or the frequency of any task/event (FUS). Thumbs-Up Scale (TUS)
One disadvantage of using questionnaires, as opposed to other survey techniques such as interviews, is that it is not usually possible to ask the respondent to clarify their answers [14]. Markopoulos et al. [12] highlight that difficulties often encountered in using questionnaires with children include having confidence that children understood the question asked and eliciting accurate answers from children.
The Thumbs-Up Scale is a VAS that is designed to measure the children’s perception of their skill in a particular task, in the example case described below – the skill being measured was typing. Figure 1 shows an example TUS asking the respondent to indicate his or her perceived typing skill. The TUS can be applied to any question regarding how the children perceive themselves as being good or bad at a particular skill.
Ensuring that the children understand
Before asking young children about any question, it is crucial that children understand the topic in discussion [14]. Borgers et al. [1] also recommend the use of children’s ‘own words’ when creating questionnaires for children and warn of issues that can occur when using negatively phrased questions or including any level of ambiguity.
Frequency of Use Scale (FUS)
Since frequency of use is one of the major factors in a person’s CE, it was important to ensure that the scale measuring frequency was suitable. For this, a 4-point likert scale was designed, with ‘never’, ‘once a week’, ‘a few times a week’ and ‘every day’. This scale could be applied to any task that children carry out. Although the above example is for a task that occurs at least on a weekly basis, these measures can be altered for monthly or annually tasks.
Therefore, researchers must first ensure that the children understand the concept presented to them in a questionnaire. For example, when asking how often a child uses a word processor, the researcher must first know that the child knows what is meant by ‘a word processor’. To do this, in a questionnaire on school delinquency, Loeber and Farrington [11] first asked their young respondents for examples of each concept (e.g. skipping school), and only used the answer if the example given was correct.
THE STUDY
A one-day study involving 49 children from two local junior schools was carried out to investigate whether young children understand questions relating to CE, and whether the use of TUS and FUS are appropriate for children aged 7 and upwards. Carrying out pilot studies for questionnaires designed for children is important to ensure that the questions are written in a suitable manner for the children [12]. TUS and FUS were worded to ask questions relating to typing as a test case for these scales.
Use of scale with children
Besides understanding the questions, the children may also have difficulties understanding how they should respond. Scott [14] suggests that for children under 11, the use of visual stimuli are useful in making a concept in question more concrete than verbal representation alone. Read et al. [13] applied this to scales used to measure various concepts with young children (6-10 years old). In particular, the Funo-meter and the Smiley-o-meter used VAS to assist children in understanding what the scale represented.
Procedure
There were 24 boys and 25 girls. 26 were from year 3 (7 to 8 years old) and 23 were from year 5 (9 to 10 years old). The two classes visited the university separately but on the same day – each class was from a different school. The children were selected by their teachers to be in groups of three. Several activities were available in separate rooms and the children took turns to carry out the tasks. The questionnaire activity was carried out in a quiet computer lab with five to seven children at a time. Each child filled in the questionnaire individually with a pen.
NEW SCALES
Two new scales, one VAS (Visual Analogue Scale) and one Likert, have been developed to assist children in selfreporting their CE more accurately. The scales are designed
Figure 1: An Example Use of The Thumbs-Up Scale (TUS)
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Children’s understanding of computer hardware & software
Design
The questionnaire had twelve questions relating to CE, across two pages, written in Comic Sans font size 12pt. The questions consisted of seven core questions related to the respondent’s CE, three questions checked their understanding of the concepts in question and two questions were designed to validate TUS and FUS.
From the first question in part two of the questionnaire, 48 out of 49 children were able to name all four devices correctly. This indicates that children as young as 7 have a good basic understanding of computer hardware, and so it is appropriate to ask questions regarding these. In question two of this section, 47 children answered the question ‘what do you do with a computer keyboard’ correctly with answers such as ‘type’ and ‘type words.’
The seven core questions asked about the children’s computer experience. The first of these asked the child’s own opinion on his or her typing skill (SCE) and used TUS. The second question asked how much they liked typing (SCE) and used a smiley-o-meter [13]. Three questions then asked about the frequency of computer use at home, at school and use of word processor (OCE). All three questions used the same FUS scale ranging from ‘never’ to ‘everyday’ The questionnaire also asked whether the children had a computer or a laptop in their own bedrooms and asked how old they were when they first used a keyboard (both relating to OCE).
However, in the third question in this part, children indicated some lack of understanding in computer software. Eight children could not answer the question ‘what can you do with a word processor (Microsoft Word)’. Many children indicated difficulties with this question during the study, asking the researcher ‘what a word processor was’. The children were more familiar with the software name of ‘Word’, rather than ‘word processor’ and generally comprehended the question fully when it was restated as ‘what can you do on Word?’ It is suggested that ‘word processor’ should not be used by young children but refer the question by names of products they are familiar with.
To ensure that children understood the concepts in question, three questions were designed to see whether the children had an appropriate understanding of relevant computer software and hardware. The first of these showed pictures of a computer mouse, a PC, a laptop and a keyboard and asked the children to name these devices. The other two questions asked the child to write down what tasks could be done with a computer keyboard and a word processor.
Scale Validations
The TUS and its validation word cloud scale, both measuring the children’s perceived skill level, had a high correlation (r=.892). Despite the two scales having exactly the same range of answers, children scored themselves lower on the word cloud scale (M=.67) than in the thumbs-up scale (M=.76).
The two final questions were designed to validate the answers the children gave using TUS and FUS. These essentially asked the same question, but the options for answering were presented differently using a cloud of words from which the child was required to select an answer. It was assumed that if the children give similar answers on both questions, then the new scales were appropriate for children. The new scales were presented at the start whilst the validation questions were positioned at the end of the questionnaire.
To validate FUS, the question of frequency of computer use at home (previously asked with a FUS) was asked again but using a cloud diagram with numbers from 0-8 (representing the number of days in a week) scattered randomly in a box. 8 was added as an option to see if children would use 8 to mean that they use the computer very frequently. For this comparison, the numerical values of 0 to 8 were recoded so that they meant ‘never’ = 0, ‘once a week’ = 1 and 2, ‘a few times a week’ = 3, 4 and 5, and ‘everyday’ as 6, 7 and 8. The two scales had a high correlation (r=.744). Overall, children rated themselves similarly on both scales.
Results
All the children were able to complete the question about their skill (the TUS) with the results being 65.3% ‘good’ or ‘very good’, 22.0% ‘okay’, and 12.3% ‘not very good’ or ‘poor’. The Smiley-o-meter was easily completed by all children with 77.6% responding ‘I like typing’ or ‘I like it very much’ and only 8.2% reporting ‘I don’t like it’ or ‘I hate it’. The other questions in this part also had a 100% completion with all the children reporting using a computer at school, with older children using it more frequently. Only two reported using it everyday in school. 86% of children reported using a computer few times a week to everyday. Only two children reported never using a computer at home.
These high correlations indicate that the new scales measured their respective items in very similar manner to the cloud diagrams. Children are able to answer questions using these scales with similar accuracy to if they were using cloud diagrams. CONCLUSION
Two new scales were proposed to assist children in measuring their own CE more accurately. These scales were tested for validity within a pilot questionnaire designed to quantify CE. In a study with 49 children, it was found that children as young as 7 years old were able to understand and
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effectively use the TUS for perceived skill levels and FUS for frequency, indicated by the high correlations between the new scales and their respective validation measures.
6. Igbaria, M. and Chakrabarti, A. Computer anxiety and attitudes towards microcomputer use. Behaviour and Information Technology (1990), 9 (3). 229-241. 7. Jones, T. and Clarke, V.A. Diversity as a determinant of attitudes: a possible explanation of the apparent advantage of single-sex setting. Journal of Educational Computing Research (1995), 12. 51-64. 8. Kay, R.H. An analysis of methods used to examine gender differences in computer related behaviour. Journal of Educational Computing Research (1992), 8. 323-336. 9. Koslowsky, M., Hoffman, M. and Lazar, A. Predicting behaviour on a computer from intentions, attitude, and experienc. Current Psychology: Research and Review (1990), 9 (1). 75-83. 10. Lee, J.A. The effects of past computer experience on computerized aptitude test performance. Educational and Psychological Measurement (1986), 46 (3). 727733. 11. Loeber, R. and Farrington, D. Development of a new measure of self-reported antisocial behavior for young children: prevalence and reliability. Klein, M. ed. Cross-National Research in Self-reported Crime and Delinquency, Kluwer Academic, Dordrecht, (1989. 12. Markopoulos, P., Read, J.C., MacFarlane, S. and Hoysniemi, J. Evaluating Children’s Interactive Products. Morgan Kaufmann, Burlington, MA, USA, (2008). 13. Read, J.C., MacFarlane, S.J. and Casey, C., Measuring the Usability of Text Input Methods for Children. in HCI2001, (Lille, France, 2001), Springer-Verlag. 14. Scott, J. Children as Respondents: The Challenge for Quantitative Methods. in Christensen, P. and James, A. eds. Research with Children – Perspectives and Practices, Falmer Press, London, UK, (2000), 98-119. 15. Shiue, Y.-M. The effects of cognitive learning style and prior computer experience on taiwanese college students' computer self-efficacy in computer literacy courses. Journal of Educational Technology Systems (2002), 31 (4). 393-409. 16. Smith, B.L., Caputi, P., Crittenden, N., Jayasuriya, R. and Rawstorne, P. A review of the construct of computer experience. Computers in Human Behavior (1999), 15. 227-242. 17. Todman, J. and Monaghan, E. Qualitative di_erences in computer experience, computer anxiety, and students use of computers: a path model. Computers in Human Behaviour (1994), 10 (4). 529-539.
It was also found that children understood computer hardware and software enough to be able to answer questions relating to the basic concepts of computers. However, the children had a stronger understanding of hardware than software, suggesting that questions regarding CE for young children should be focused towards the hardware. Future works
Since the TUS and FUS are applicable for use in asking about the children’s perceived skill levels in other tasks (TUS) and the frequency of use of a piece of equipment or an event (FUS), the two scales should be tests for their validity in various uses, not just those relating to computing. The questionnaire used in this study did not cover all aspects of CE. Further work should be carried out to design questions to measure all four aspects of OCE (amount of computer use, opportunity to use computers, diversity of experience, sources of information) and three aspects of SCE (perceived competency, control and perceived usefulness). This work will lead onto quantifying a unified, weighted number for each child’ CE. REFERENCES
1. Borgers, N., Hox, J. and Sikkel, D. Response Effects in Surveys on Children and Adolescents: The Effect of Number of Response Options, Negative Wording, and Neutral Mid-Point. Quality and Quantity (2004), 3 8 (1). 17-33. 2. Eagly, A.H. and Chaiken, S. The psychology of attitudes. Harcourt Brace Jovanovich, Fort Worth, (1993). 3. Farthing, G.W. The psychology of consciousness. Prentice Hall, Englewood Cliffs, NJ, (1992). 4. Heinssen, R.K., Glass, C.R. and Knight, L.A. Assessing computer anxiety: development and validation of the computer anxiety rating scale. Computers in Human Behaviour (1987), 3 (49-59). 5. Howard, G.S. and Smith, R.D. Computer anxiety in management: myth or reality. Communications of ACM (1986), 29. 611-615.
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EcoIsland: A Persuasive Application to Motivate Sustainable Behavior in Collectivist Cultures Hiroaki Kimura Waseda University 3-4-1 Okubo Shinjuku Tokyo 169-8555 JAPAN hiroaki@dcl.info.waseda.ac.jp
Tatsuo Nakajima Waseda University 3-4-1 Okubo Shinjuku Tokyo 169-8555 JAPAN tatsuo@dcl.info.waseda.ac.jp
ABSTRACT
in order to keep him/her from getting discouraged [2]. However, it is easily imagined that people are scarcely motivated for behavioral changes aiming at public benefits such as environmental protection. One of the difficulties to change users behavior for this purpose is that it does not make any sense for a person to change his behavior if others do not act in concert. This dilemma is well known as the tragedy of the commons [4].
Until now, many kinds of persuasive applications have been developed, and most of which are used by individuals for personal benefits, example includes better healthcare, better lifestyle, etc. However, one application area that is yet to be explored effectively is persuading commons for preserving shared resources including environmental conservation. Unlike existing persuasive applications, these applications do not aim personal benefits and consequently requires radically different persuasion techniques. In this paper, we apply knowledge of cross-cultural understanding to this kind of persuasive applications. We introduce five design strategies for persuasive applications that could be used especially in collectivist cultures. By sharing our experiences of building persuasive application for reducing CO2 emissions, we expose how these five strategies could be applied in persuasive applications in collectivist cultures.
Recently some researches explored design strategies for persuasive applications. For example, Consolvo et al. proposed eight design strategies that use psychological theories and experiences from prior persuasive applications [1]. However, most of the existing researches about persuasive technologies have been carried out based on American culture, a typical individualistic one [6]. In fact, different cultures have different ways of thinking. In particular, there are significant differences in the persuasion technique that uses social factors. In [3], authors reported different techniques that are used in two social networking services popular in two different societies, Facebook in the US and Mixi in Japan.
Author Keywords
Persuasive technology, cultural difference, sustainability. ACM Classification Keywords
H.1.2. User/Machine Systems: Human factors; J.4 Social and Behavioral Science: Psychology INTRODUCTION
Prior persuasive applications have motivated individuals to change behavior mostly for personal benefits. For example, a persuasive application aiming to convince individuals to quit smoking persuades their behavior change by highlighting the benefits of good health. Even though such a behavior change does not always take an immediate effect, users already know the importance of the behavior change. In other words, they understand that their sustained action will take effect ultimately. Thus, it is imperative for such persuasive applications to provide users with a sense of achievement by showing what s/he has done, how ahead s/he is of his/her competitors, and how close to his/her goal Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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According to [5], individualist societies are the societies in which the ties between individuals are loose: everyone is expected to look after himself or herself and his or her immediate family only. He also remarked that the United States ranked 1st (most individualistic country), and the United Kingdom ranked 3rd among 53 countries and regions. People in individualist societies are more self-centered and emphasize mostly on their individual goals. They tend to think only of themselves as individuals and as “I”. They prefer clarity in their conversations to communicate each other more effectively. In contrast, collectivist societies are the societies in which people from birth onwards are integrated into strong cohesive in-groups, which throughout people’s lifetime continue to protect them in exchange for unquestioning loyalty. Most of Asian countries are collectivist countries (Japan ranked 22nd, South Korea ranked 43rd), and Hofstede added that collectivist countries are more common in the world than individualist countries. Collectivistic cultures have a great emphasis on groups and think more in terms of “we”. Harmony within a family or society is very important and should always be maintained, and confrontation should be avoided. Saying “no” means to destroy the harmony.
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Combine Use of Positive and Negative Feedbacks
As we mentioned, it is important for environmental protection that individuals act in concert with others. Thus we introduced the knowledge of cross-cultural understanding to develop a persuasive application to motivate sustainable behavior in Japan, a non-individualist country. In this paper, we propose five design strategies for developing persuasive applications that could be used in collectivist societies. We also share the lessons that we have learned through the development non-personal persuasive application aiming for sustainable environment.
Fogg emphasized that negative reinforcement in operant conditioning should be avoided due to ethical reasons [2]. Consolvo et al. also pointed out that offering negative reinforcement or punishing should be avoided in order to sustain the individual’s interest without making her feel too bad or it runs the very real risk of being abandoned [1]. However, it is unavoidable for these kinds of feedback in persuasive applications for collectivist societies because users have negative feelings when they feel not like the others even if the application offers positive feedback. Furthermore, giving negative feelings while training such as scolding is widely accepted in collectivist societies. Hofstede noted that this is a typical characteristic of many collectivist countries [5].
FIVE DESIGN STRATEGIES
From the characteristics of collectivist societies, we defined following five design strategies for persuasive applications that promote public interests in collectivist societies.
ECOISLAND: AN APPLICATION FOR ENCOURAGING USERS TO REDUCE CO2 EMISSIONS
Organizing Groups
If there is no group yet where the target behavior is recognized as a good behavior, the persuasive application must organize a virtual group where the target behavior is recognized as a good behavior. This makes a member feel that the target behavior is acceptable in the group, and it breaks his psychological barrier to do the target behavior.
To confirm that our design strategies work effectively, we developed a persuasive application for encouraging users living in Japan, a non-individualist country, to reduce CO2 emissions. There have been some existing persuasive applications to reduce ecological footprints. For example, Mankoff et al. designed a social networking site to motivate individuals to reduce ecological footprints [7]. However, this application was not explicitly designed for collectivist cultures even though it also used social incentives to motivate users.
Anonymity
In a horizontally egalitarian society, there is a possibility that an application user antagonizes others who belong to the same “real” group (e.g. same society) because the target behavior is not widely accepted yet. Not to make waves among the real group, it is advisable to provide users with anonymity on persuasive applications.
Basic Concept
Some experts say that greenhouse gas emissions, such as CO2, contribute significantly to global warming. They also believe if current trends continue, global sea levels will rise by a meter or more by the end of the century. Therefore it is said that we need to reduce quantities of the greenhouse gas that are released into the atmosphere. The application mimics this situation. Needless to say, the Japanese people understand that rising seas pose serious threat for their country because Japan is an island country.
Mutual Surveillance
Monitored by Others: When someone else is watching, a person performs better at a task [8]. Moreover, the person will perform even better if the task has been recognized as recommended behavior in the group. The important point for the person is to make others aware that the person is now accumulating virtues for the group.
The objective of the game is to save virtual island from loss of land through rising sea levels by reducing greenhouse gas that each household emits. To give a responsibility to all users, we designed that each household owns one virtual island, and the family members are represented as avatars on the island (Figure 1). Each household sets the amount of greenhouse gas to be reduced, and the application tracks the approximate current amount of greenhouse gas by using self-reported data. If they fail to reduce the emissions enough, the sea level around the island rises corresponding to the excess of the emissions. Users can report their own green activities via their mobile phones or PC. On the phones or browsers, users have a list of activities that take to reduce the emissions: turning down the air heater by one degree, taking a train instead of a car, and so on. After reporting activities, the sea level reacts accordingly. Users can see nearby islands and activities as well as their own islands. Then they can list sell and buy offers for emission
Watching Others: A person in a collectivist society tends to avoid isolation from the group. So watching others and confirming that other people do the same activities would lessen the person’s feeling of isolation. Comparing with Others: The feature of watching others reveals a person’s contribution in the group. When the contribution is smaller than others, the person feels the pressure to contribute more. Development of Mutual Aid
When a person knows someone else in the same group is placed in a predicament, s/he tries to help the person. Similarly, when a person knows another person in the same group cannot contribute enough in a persuasive application, s/he would try to contribute also for the person. The most important point for the people in collectivist societies is to maintain the total degrees of contribution in the group.
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Figure 1. EcoIsland main screen
Figure 2. Each family member contribution
actions for a few days due to a variety of reasons (e.g. catching a cold, travelling, etc.), the other family members can maintain the island by reporting harder. Besides, the application prepares a remedy when none of the family members affords to report enough actions. The application offers the trading system, which is based on the same principle as the industry level emissions trading systems. A household that finds it easy to make significant reductions can sell emissions rights to households that find it difficult to make reductions.
rights on a marketplace. Trading is conducted using virtual currency, EcoPoints earned by reporting green activities. The credits are also used to buy virtual items to decorate their islands. So successful sellers can afford to decorate their island more, while heavy emitters have to spend their allowance on emission rights. How Each Strategy Applied Organizing Groups
EcoIsland was designed for the families interested in environmental activities. We informed participants that other participants were also ecologically minded in our experiment. Moreover, this application brought a participant into line with other family members to save an island, which means they share a common goal. Thus participants are able to report ecological actions at ease.
Combine Use of Positive and Negative Feedback
The water around island is the most symbolic feedback in the application. When sea level is low, users feel it as positive feedback. On the contrary, users feel negative when the sea level gets higher. Moreover, the feedback is intended to evoke the importance of ecological behavior by using the metaphor of sea surface elevation. Furthermore, the island decoration is another positive feedback because the virtual items for decorating island are used as rewards. However, this may also effect as negative feedback when a household realizes that other islands are more decorated than the island owned by the household. Again, we cannot avoid negative feedback from the application in collectivist societies until excluding mutual surveillance.
Anonymity
Each household can name their island as they want, and the island name is shown on the display. Each family member in a household is represented on the island as an avatar. Mutual Surveillance
The application shows a number of islands owned by the families participating in the application. A family can observe the degree of ecological behavior of their neighbors through the visualization of the sea level of the neighbors’ islands. Moreover, when a user reports ecological behaviors, a speech bubble that describes what the user has done, appears over the corresponding avatar. Other family members as well as other households can read the speech bubble (Figure 1). Contribution of each family member is shown in a pie chart. The pie chart is concealed from other families (Figure 2). Also, the speech bubble inhibits users from cheating on the self-reporting. If a user reports many activities at once, other users will suspect the user of cheating because of the unnaturally expanded speech bubble. Once the cheating is found out, the user may be isolated from the group.
EXPERIMENT AND RESULTS
In our experiment, we recruited 6 families (20 persons, age 15 – 58, M: 12 F: 8) who were interested in environmental issues and lived in a family. As the application was designed to be used in a group, all families had one or two children (age 15 – 24), five families had both parents, and one family had a single parent (age 47 – 58). They used their own mobile phones for reporting activities. The experiment lasted for four weeks. In the first week, we equipped the participant’s air heater with a simple electricity usage meter. We measured ordinary energy consumption before installing EcoIsland. In the second week, EcoIsland was installed and only one family member from each household was asked to use it. In the third week, all family members used EcoIsland. After the experiment, in the last week, we conducted a survey in the form of a questionnaire asking about the changes in the participants’ attitudes. All participants took part in our experiment gratis.
Development of Mutual Aid
The mission is to save the island by reducing the amount of greenhouse gas that each household emits, not a user emits. Even if one family member neglects reporting ecological
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purchasing virtual items and amassing EcoPoints rather than ecological reasons. Though this is an extrinsic reason, this must be an important motivation in getting started for continuous use of the application.
In the survey, 17 out of 20 participants said that they were more conscious of environmental ecology after the experiment than before. From the air heater electricity usage data, there was no statistically significant correlation with the reported activities. While this is an alarming result, it reflects that the experiment period was short to measure the day-to-day variance in an electricity usage. We ran the experiment at the end of December and the beginning of January, and the period might also be non-optimal because it is a holiday season in Japan.
14 participants mentioned that earning EcoPoints by reporting eco-friendly activities contributed to behavior modification. They said that the fact that they bought virtual items and decorated his/her island increases the motivation for acting eco-friendly activities. From interviewing, we found that some participants felt earning EcoPoints was an incentive while others felt collecting virtual items was an incentive.
Mutual Surveillance
Recorded logs about the eco-friendly activities that participants reported shows that 5 out of 6 participants reported eco-friendly activities more in the third week than in the second week. According to the questionnaire, many participants answered that doing green activities with their family members contributed to change their environmental awareness. The fact supports that one of our strategies: “mutual surveillance” especially between family members could be used effectively. On the contrary, however, displaying users’ activities in a speech bubble had a little impact in this experiment, because the font size of the bubble was too small to recognize in the current application, which was pointed out by 4 participants.
CONCLUSION
In order to develop persuasive applications that promote public interests, it is effective to take into account cultural differences. We extracted five design strategies for persuasive applications that promote public interests in collectivist societies. From our experiment, we discovered that mutual surveillance and positive and negative feedback worked. Also our design made users feel closer to the environmental protection with using virtual assets and EcoPoints themselves especially in the early stage. Our work needs to be further explored over a longer period of time and families in different profiles, and to conduct a comparative experiment in individualist societies. Also we have to design an application to reduce CO2 emissions in individualist societies for comparative study. Some design strategies including mutual surveillance that effects a promotion of competition could be useful also for individualist societies. Therefore we will extend our design strategies that take into account individualist societies.
People tend to compare themselves to the others especially when they are looking at the same goal. Some participants said that they had a feeling of superiority if another person’s achievement was less than their achievement. This suggests that mutual surveillance effects a promotion of competition with others even in collectivist societies. Mutual Aid
The target reduction of CO2 emissions in EcoIsland was fixed to 6 % of the average Japanese CO2 emissions (Japanese government conducted a campaign against global warming aimed at cutting greenhouse gas emissions by 6 %). 10 participants expressed that the target was easy to be accomplished, but 5 said it was somewhat difficult. In this experiment, however, only 2 participants used the emissions trading system. Participants mentioned that it was confusing and not necessary. This was simply because the participants who achieved the target reduction without difficulty earned enough EcoPoints already. So most participants had no reason to use the trading system. The cause of the failure was that participants could not work other economic activities to earn EcoPoints in the application unlike real emission trading systems.
REFERENCES
1. Consolvo, S., et al. Theory-driven design strategies for technologies that support behavior change in everyday life. Proc. CHI 2009, pp. 405 – 414, 2009. 2. Fogg, B.J. Persuasive technology: using computers to change what we think and do. Morgan Kaufmann Publishers, Boston, 2003. 3. Fogg, B.J., et al. Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison. Proc. Persuasive 2008, pp. 35 – 46, 2008. 4. Hardin, G. The Tragedy of the Commons. Science, 162, pp. 1243 – 1248, 1968. 5. Hofstede, G. Cultures and Organizations: Software for the Mind, McGraw-Hill, New York, 1996.
Positive and Negative Feedback
6. Khaled, R., et al. Persuasive interaction for collectivist cultures. Proc. AUIC ‘06 vol. 50, pp. 73 – 80, 2006.
9 participants said that the feedback of sinking virtual island contributed to the change in their attitudes, which proved that even negative feedback made a satisfactory effect. However, the application could not encourage intrinsic motivation for eco-friendly activities, since some participants said that they felt motivated by explicit incentives, such as saving their sinking virtual islands,
7. Mankoff, J., et al. Leveraging Social Networks to Motivate Individuals to Reduce Their Ecological Footprints. Proc. HICSS ‘07, 2007. 8. Zajonc, R. B. Social facilitation. Science, 149, 1965.
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Comprehending Parametric CAD Models: An Evaluation of Two Graphical User Interfaces Siniša Kolarić, Halil Erhan, Robert Woodbury, Bernhard E. Riecke School of Interactive Arts and Technology, Simon Fraser University 250 - 13450 102nd Avenue, Surrey, BC, Canada, V3T 0A3 {skolaric, herhan, rw, ber1}@sfu.ca +1 778 782 7400 parametric CAD models. ABSTRACT INTRODUCTION
In this study, we experimentally evaluated two GUI prototypes (named "split" and "integrated") for parametric CAD modeling. Participants in the study were asked to perform a number of 3D model comprehension tasks, using both interfaces. The tasks themselves were classified into three classes: parameterization, topological and geometrical tasks. We measured the task completion times, error rates, and user satisfaction for both interfaces. The experimental results showed that task completion times are significantly shorter when the “split” interface is being used, in all cases of interest: 1) tasks taken as a whole and 2) tasks viewed by task type. There was no significant difference in error rates between the two interfaces; however, error rate was significantly higher in the case of parameterization tasks (for both interfaces). User satisfaction was significantly higher for the “split” interface. The study gave us a better understanding of the human performance when perceiving and comprehending parametric CAD models, and offered insight into the usability aspects of the two studied interfaces; we also believe that the knowledge obtained could be of practical utility to implementers of parametric CAD modeling packages.
Current parametric CAD modeling packages commonly utilize two concurrent views into the parametric CAD model (cf. Fig. 1): one view for displaying the geometry of the model, and another one for displaying the associated parametric dependency graph. Fig. 1 shows one such twoview interface from a modern commercial parametric modeler (GenerativeComponents by Bentley Systems, Inc.).
Figure 1: A parametric CAD model with its associated parametric dependency graph to the left, and its geometry to the right. The model is visualized using a typical “split” interface.
Author Keywords
CAD, parametric CAD, parametric models, GUI, interfaces, usability, 3D model comprehension. ACM Classification Keywords
H.5.2. Information interfaces and presentation: User interfaces – graphical user Interfaces (GUI), prototyping, evaluation/methodology; J.6. Computer-aided engineering: Computer-aided design – parametric modeling, 3D models, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI ‘10, 16-OCT-2010, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10...$10.00.
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However, some studies [1, 4] indicate that switching focus between two separate views slows users downs due to increased motor and mental effort. Because of this constant attention switching, the time needed to complete a given set of tasks increases, when using such two-view interfaces. Little research related to the analogous problem in parametric CAD modeling exists. Naturally arising questions include: is there a way to combine the information present in both views into one single view, thus avoiding attention-switching and possibly improving task completion times in parametric CAD modelers? What are the usability-related characteristics of such “integrated” graphical interfaces? And are users actually more satisfied when using such graphical interfaces?
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MATERIALS AND METHODS
not have to switch focus to a separate graph view in order to 1) view the names of the components, as well as to 2) view the parametric dependencies between parameters belonging to these components. Note that in the “integrated” interface graph nodes move together with the model, i.e. nodes (along with their labels A, B, …) stay superimposed over the associated geometric components at all times, as the user rotates the 3D model using mouse drag motions.
Interfaces: “Split” and “Integrated”
Fig. 2 is a screenshot of the “split” interface prototype that we developed for the purposes of this study, and as such corresponds to the interface type depicted in Fig. 1 commonly found in current parametric CAD packages.
Our participant pool consisted of 13 individuals: one postdoctoral researcher, three graduate students, and nine undergraduate students, all recruited from Simon Fraser University, Surrey, Canada. Participants' age ranged from 21 to 35. No subject was paid for participating in trials, however undergraduate students obtained one credit. All participating graduate students and the post-doctoral researcher volunteered for the experiment. All subjects had normal or corrected-to-normal vision. Five participants were male. Ethics Approval for the study was obtained through the umbrella IAT 812 ethics approval at Simon Fraser University, Canada. Figure 2: The “Split” interface prototype developed for this study. It consists of the dependency graph view and its associated geometric model view, placed side-by-side. Both views are linked, i.e. hovering or selecting an object in either view automatically highlights (using red color) its equivalent on the other view. The questions posed to participants appear near the right edge.
We defined three different types of tasks to be performed using the two interfaces. These task types were related to the difficulty of comprehending (understanding) a given parametric CAD model, and consisted of: Parameterization-related tasks. These tasks were meant to measure the comprehension of parametric dependencies between the model's parameters. In other words, the participants were asked whether there is a dependency (arc) from one component to another component. Possible answers were “Yes” and “No”.
Fig. 3, on the other hand, is a screenshot of the “integrated” interface prototype that we developed for the purposes of this study, in order to compare its usability, relative to the “split” interface prototype shown in Fig. 2.
Topology-related tasks. These tasks were meant to measure some aspects of the topology inherent to the model. Specifically, the participants were asked to determine whether a component is fully contained within another component. Possible answers were “Yes” and “No”. Geometry-related tasks. These tasks were designed to measure the comprehension of the geometry of model's components. The participants were asked what is the shape of a given component. Possible answers were “Cone”, “Sphere”, “Box”, “Cylinder”, “Line”, “Disk” and “Point”. We prepared a total of 5 different CAD (prototype) models for this study; every participant worked with all of these models using both the split and the integrated interface. The number of components in each CAD model ranged from 8 to 15.
Figure 3: The “Integrated” interface prototype developed for this study consists of one single view that combines elements from the “split” interface into one unified interface. The questions posed to subjects appear near the right edge. Just like in the “split” interface, by hovering the mouse pointer over a component or its graph node, both the geometric component and the graph node get highlighted in red.
Independent (manipulated) variables were 1) user interface type (a nominal variable), taking on two values (“split”, “integrated”), and 2) task type (also a nominal variable), taking on three values (“parm”, “topo”, “geom.”). The dependent (observed) variables were 1) the time spent solving tasks (ratio variable; from 0 to ∞), 2) error rates while solving tasks (ratio; from 0% to 100%), and 3) user satisfaction (Likert scale from 1 to 5).
“Integrated” interface features one single view, whereby the textual information found in the labels of graph nodes (as rendered in the graph view of the “split” interface) has been superimposed over the geometric components of the model. As a consequence, an user of the “integrated” interface does
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Experimental Procedure
gives t(d.f.194) = 6.79, p < 0.001. The value of d statistic is 0.486 which, according to guidelines [2], produced a medium effect for the difference between task completion times.
Each participant was first presented with the standard Simon Fraser University “Informed Consent” form, and asked to sign the form and fill out a pre-test questionnaire for basic demographic data. The test administrator then shortly explained the purpose and main parts of the experiment, and how to use both interfaces. All participants were then successively presented with tasks/questions using both interfaces. For each of the 5 models, a participant had to answer 3 questions, therefore considering that we had 2 interfaces, there were 2×5×3 = 30 questions total, for each participant. The order of all 30 questions was randomized. When a participant answered all questions, the postquestionnaire for user satisfaction (Likert scale 1-5) was administered. The procedure took about one hour. RESULTS Task Completion Times
We collected a total of 390 task completion times (13 subjects × 5 models × 3 unique questions per model 2 interface types). The distribution of all task completion times, common to experiments measuring durations [6], follows the log-normal distribution (Shapiro-Wilk tests give p-values of 0.32, 0.69, 0.24 and 0.08 for: all tasks, parameterization tasks, topological tasks and geometrical tasks, respectively). Interface
Figure 5: Mean task completion times, grouped by both interface type and task type.
When we group task completion times by both the interface type and task type (Fig. 5), participants were faster using the Split interface, for all three task types. The difference is pronounced in the case of parametric tasks (“parm”), however less so in the case of geometric (“geom”) and topological (“topo”) tasks.
Task completion times (in seconds)
type:
Mean
Median
Std dev
Stderr
Split
13.3
12.1
6.7
0.48
Integrated
16.5
15.1
7.2
0.52
Table 2 (results of paired-samples t-tests for logarithms of task completion times) shows that all three types of tasks take on the average significantly longer to complete when using the Integrated interface, than the Split interface. The difference between task completion time means produced [2] a large effect (d = 0.80) for parameterization tasks, and small effects for topological (d = 0.27) and geometrical (d = 0.36) tasks. Thus there is a statistically significant difference in mean task completion times relative to either interface, when users solve the parm, topo and geom tasks.
Table 1: Task completion times grouped by two interface types: mean, median, standard deviation and standard error mean.
Figure 4: Mean task completion times, per interface type.
Task Type:
Mean (Integrated)
Mean (Split)
p-value (two-sided)
Effect size (d)
parm
4.28
4.08
< 0.0001*
0.80
topo
4.22
4.18
0.016*
0.27
geom
4.04
3.97
0.0027*
0.36
Table 2: Results of paired-samples t-tests (d.f.64) for logarithms of task completion times, broken by task type, within each of the two interfaces. All three types of tasks take on the average significantly longer to complete when using the Integrated interface, than the Split interface.
When we view task completion times grouped by two interface types, participants were faster overall using the Split interface than the Integrated interface (Table 1 and Fig. 4).
User Satisfaction
The values of means show that tasks take on the average significantly longer to complete when using the Integrated interface, than the Split interface. The paired-samples t-test for logarithms of task completion times (in milliseconds)
User satisfaction is significantly higher with the Split interface than with the Integrated interface. The mean satisfaction level for the Split interface is 4.31, and for the
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Integrated interface 3.38, relative to the chosen 1-5 Likert scale. One-sided paired-samples t-test gives t(d.f.12) = 2.98 and p-value of 0.0057. The value of d-statistic is 0.83, which represents a large effect [2] for the difference between satisfaction means.
Regarding user satisfaction, the participants overwhelmingly preferred the Split interface over the Integrated interface. This is in concordance with previous studies [5, 4, 1] which found that users prefer the overview+detail interface type, which is similar to our Split interface featuring the parametric dependency graph view (which could be considered a type of “overview” for parametric models), and the geometric view (which could be considered a type of “detail” view for parametric models).
Error Rates
As described in Section 2, each of the two interfaces had a pool of 195 questions/tasks. Out of these, there were 13 incorrectly answered questions in Integrated, and 14 incorrectly answered questions in Split interface (Fig. 6). All (but one) incorrectly answered questions were in the “parameterization” category, and the error rate for these tasks is 20% for both interfaces. There is no statistically significant difference in mean accuracy rates relative to either interface, both when we take all the tasks as a whole, or when viewed by one of the three types (parm, topo, geom).
As seen in Section 3.3, the error rates were the same for both interfaces. However, interestingly, experimental data show that error rates are rather high (20%) for parameterization tasks, for both interfaces. This demonstrates that it was relatively difficult for participants to discern whether there is an arc leading from one node to another node, even though this task could be considered trivial, especially in the case of the Split interface which nicely separates the dependency graph. One possible improvement would be to replace standard arrow representation by a tapered representation [3] in which the width of an edge is gradually varied along its length. ACKNOWLEDGMENTS
This project was partly funded by the Parametric Design Research and Application Bentley/SFU Collaborative R&D agreement between Simon Fraser University and Bentley Systems, Incorporated. We would furthermore like to thank the participants in our user study for their time. REFERENCES
Figure 6: Question answered correctly? Error Rates, Relative to Interface Type.
1. Baudisch P., Lee B., and Hanna L. Fishnet, a fisheye web browser with search term popouts: a comparative evaluation with overview and linear view. In Proc. AVI 2004, ACM Press (2004), 133-140.
DISCUSSION
Task completion times are significantly longer for the Integrated interface in all meaningful cases: 1) all tasks taken together, and 2) grouped by task type. This may come as surprise, since the Integrated interface, by its very design, tries to eliminate the increased motor and mental effort associated with attention switching between the two views (as present in the Split interface). For example, [1] demonstrated that when users switch focus between two views, they may get slowed down. Another study [4] investigating zoomable and overview + detail interfaces on small screens found that users solve tasks significantly faster using a detail-only view, which is analogous to our Integrated interface. But even so, i.e. despite this cognitive penalty incurred when using the Split interface, in our study users are significantly faster using the Split interface. One possible explanation for this effect is that the cognitive cost associated with finding and perceiving required elements in the Integrated interface is greater (probably due to visual clutter) than the cognitive cost associated with switching focus between the two views in the Split interface.
2. Cohen J. A Power Primer. Psychological Bulletin 112(1) (1992), 155-159. 3. Holten D. and van Wijk J. J. A user study on visualizing directed edges in graphs. In Proc. CHI 2009, ACM Press (2009), 2299-2308. 4. Hornbæk K., Bederson B. B., and Plaisant C. Navigation patterns and usability of zoomable user interfaces with and without an overview. In ACM Trans. Comput.-Hum. Interact., 9(4), (2002), 362-389. 5. Hornbæk K. and Frøkjær E. Reading of electronic documents: the usability of linear, fisheye, and overview+detail interfaces. In Proc. CHI 2001, ACM Press (2001), 293-300. 6. Limpert E., Stahel W. A. and Abbt M. Log-normal distributions across the sciences: Keys and clues. BioScience, 51(5) (2001), 341-352.
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Are Human-Computer Interaction Design Patterns really used? Christian Kruschitz University of Klagenfurt Universitätsstrasse 65-67 9020 Klagenfurt am Wörthersee chris@isys.uni-klu.ac.at
Martin Hitz University of Klagenfurt Universitätsstrasse 65-67 9020 Klagenfurt am Wörthersee hitz@isys.uni-klu.ac.at Our intention is to develop a framework, which supports pattern users, and authors in writing and using HCI design patterns more efficiently. This framework provides a common format for design patterns in the HCI domain, which is specified in XML and enriched with semantics [4].
ABSTRACT
This paper describes the outcoming of an online survey which focuses on the usage of Human-Computer Interaction (HCI) design patterns. The results should clarify if HCI patterns are currently used in academic and especially in industrial environments. Furthermore, we want to investigate the shortcomings of the design pattern concept from the users point of view. The results are incorporated in the design of an formalized HCI design pattern structure.
The survey, described in the remainder of the paper, is a preliminary study to find out whether HCI design patterns are used in academic and industrial environments. Moreover, the results are important for the design decisions of the above mentioned framework.
Author Keywords
SURVEY SETUP
HCI design pattern, survey, formalization
The survey consists of a questionnaire with 9-16 questions (depends on the participants answers). This questionnaire is separated into four sub-groups.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
• Demographic Information: This information about the participants.
part
gathers
• Design Pattern Usage: This sub-group clarifies if the participants have already or have not used HCI design patterns.
INTRODUCTION
Design patterns are a document-based knowledge management tool for organizing and reusing design knowledge. Patterns describe a recurring problem together with a proven solution. They are stored in design pattern catalogues or collections. Design patterns are an appropriate means for communicating domain specific knowledge between professionals with different backgrounds (software engineer, UI designer, manager, end-user) [5].
• Not Used Design Patterns: This sub-group focuses on participants who have never used or do not know HCI design patterns at all. • Used Design Patterns: This sub-group focuses on the participants experience with HCI design patterns. The survey was published on various mailing lists with relevant topics (e.g. HCI, software engineering, consulting, etc.). We got 311 responses (286 full responses and 25 responses not completely filled out). Finally we have used the full responses (n=286) for preparing the results and conclusions. The original questionnaire can be found at http://patterns.uniklu.ac.at/doc/HCI_Patterns_usage_Survey.pdf .
Originally developed by Christopher Alexander [1,2] for reusing design concepts in architectural design, the pattern concept was adopted by Coram et al. [3] in 1996 for the HCI community. The authors published the first design patterns of a pattern language for user-centered interface design.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Count
Percentage
Female
122
42.66%
Male
164
57.34%
Table 1: Distribution of male and female participants
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DEMOGRAPHIC INFORMATION
Unfortunately we did not asked, which workplaces they mean by “Other Industry”.
Distribution of male and female participants
As mentioned above 286 individual persons have participated in the survey. Table 1 shows the distribution of male vs. female participants. Although the field of technology is male dominated the gender of the participants is almost balanced. One reason can be that the female’s participation is slightly higher than the male’s is that HCI is not an exclusive technology-driven science because of the psychology aspects in this domain. Many psychologists are working in the HCI domain. Participant’s profession Figure 1: Distribution of participant's workplace. Male
Female
Count
17
8
21
1
3
3
Student (Other Major)
2
2
6
HCI Researcher / Professional
80
73
133
Software Developer / Engineer
27
5
25
Other
37
31
34
Student (Computer Science) Student (Visual Design / Arts)
DESIGN PATTERN USAGE
The usage of HCI design patterns in academic and industrial environments is one of the important outcomes of this survey. Our intention is to find an evidence for the existence of HCI design patterns in industrial settings. Without doubt, in academic research HCI patterns have found their place. However, are patterns used by the industrial community? Therefore, we have asked the participants whether they have used HCI pattern yet or not. The majority of 59,79% have already used HCI design patterns, 63,39% of this group is employed in the industry, whereas 53,40% are employed in academic environments (see Figure 2). This is an evidence that HCI patterns are really used for supporting user interface (UI) design in industrial settings and which is not only a concept for academic researchers.
Table 2: Distribution of participant’s gender regarding to their profession.
Table 2 shows that the majority of the survey participants are working as an HCI professional/researcher. The distribution of males vs. females in this profession is almost balanced compared to software developer/engineer with a ration of 27 males vs. 5 females. For professions not provided on the questionnaire we provided an option “Other” where the participants were able to post their profession (see Table 3). Profession IT-Trainer Meta-Data Specialist Chief Technical Officer Consultant IT Lecturer Business Analyst Technical Writer IT Project manager Technical Communicator Design Manager Information Architect Librarian Creative Director
Table 3: Professions not covered by the questionnaire.
Figure 2: HCI design pattern usage - overall and in industrial and academic environments.
Participant’s workplace
We asked the participants in which environment they are working. Figure 1 shows that 36,01% are working in a university environment and 24,83% in the software engineering industry. Additionally we had a large response concerning industries that are not related to university environments, research or software engineering industries.
PARTICIPANTS PATTERNS
WHO
NEVER
USED
HCI
DESIGN
40,21% (n=115) of all participants have never used HCI design patterns. We asked for the reason why they have never used them. The question was sub-divided into five possible answers with the possibility of multiple answers.
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The majority (n=44) answered that they are familiar with the concept but they have never used them (e.g. patterns are difficult to find, there are no specific patterns for their domain, when designing a UI no HCI patterns at hand, etc.). This indicates that this group would like to use patterns but the access to useful patterns is difficult. Another popular answer (n=33), that the participants have never heard about the existence of HCI patterns. Other answers were that they do not like using design patterns because they are difficult to understand and to implement and that they do not need patterns because they have already expert knowledge in their domain.
knowledge managing tool for employees to get familiar with the company’s UI design guidelines. Can HCI design patterns speed up and improve the design process?
In the following section, we want to present if design patterns can shorten the design process and improve the quality of user interfaces. So far it was not clear if HCI design patterns can help designers in their daily work or that patterns are only a tool to document design knowledge. 12,87% of the participants who have already used design patterns, believe that patterns are not shorten the design process. They are arguing that it is time consuming to understand the different taxonomies and terminologies to understand the pattern. Furthermore, it is a problem finding the right pattern within a short time. This happens because there are no search engines, which are specialized in finding patterns. A reason can be that patterns published on the internet are not enriched with semantic metadata for finding patterns for specific problems.
Furthermore, we have asked this group if they are using other reuse concepts (with the possibility of multiple answers). Most of these people are using guidelines (n=65) and a few using claims (n=5) as a design aid. Other reuse concepts are: behavioral data, design principles, excel wireframes, standards, and heuristics to shorten the design process. PARTICIPANTS PATTERNS
WHO
ARE
USING
HCI
DESIGN
64,33% believe that design patterns accelerate the design process. These participants commented their decision that they do not reinvent the wheel again and therefore they are saving design time because there are less design cycles needed. Furthermore, patterns are a good tool to explore many different design options and produce prototypes for testing in a short period of time.
Participants who have already used HCI patterns (n=171) had to fill out five different questions which are presented below. Finding HCI design patterns
We have asked the participants where they get their patterns. In the first part of the question, it was important to find out that the company / institution is maintaining a HCI design pattern repository or the participant is responsible for finding patterns.
Only 6.43% of the participants believe that patterns cannot improve the design process because wrong patterns are often applied to wrong situations and patterns can handcuff creativity.
Most people are looking on their own for patterns. When they are looking for resources they are using various repositories (online repositories, books, scientific papers). Most relevant repositories are online, because they are 24/7 available. When pattern users have found a useful pattern they store it in their personal repository. This indicates that there is a need for an easy to use repository where each individual can store patterns. Beside that, companies / institutions provide design pattern repositories for accessing and updating patterns. They are used as an internal
The majority of 70,76% of the respondents state that patterns are improving the design process because patterns can be used as checklists, patterns are more contextualized than other reuse concepts (e.g. guidelines), they help to avoid common pitfalls, and patterns help to maintain consistency in large projects. Furthermore, patterns provide access to proven and well-documented solutions and they are providing a better overall user experience. These statements are a clear indicator that patterns bring more quality to UIs.
Q: How do you find HCI Design Patterns? (multiple answers possible) Possible Answers
HCI design pattern management tools
Many participants are storing useful pattern in their personal repository. Therefore, it is interesting to know if they are using special management tools which support the storing, updating and finding process of design patterns within a repository. 71,35% are not using any pattern management tool. The reasons for that are diverse. Participants are using books and/or online repositories for accessing design patterns. Furthermore, they do not even know that such pattern management tools exist but many of the participants are interested in such tools. Currently they are using personal wikis, Google, and excel spreadsheets that link to word documents for finding and storing HCI design patterns. Only 5,85% of the respondents are using
Count
My company / institution is maintaining a design pattern repository where user interface designers can access and update design patterns.
51
I look for design pattern resources on my own.
120
I store interesting and useful design patterns in my personal repository for later use.
72
No Answer
37
Table 4: How participants find HCI design patterns
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pattern management tools. Most of them are in-house developed tools. This result indicates that pattern users would like to use a pattern management tool if it is available.
means the search possibilities in repositories are too limited. On the other hand, the majority is convinced that patterns can shorten the design process because they save design time when not reinventing the wheel again, junior designers have a starting point, and there are less design cycles because patterns are solving many design problems.
Expectations on reuse concepts
Finally, we have asked what the participants expect on reuse concepts like HCI patterns. Many of the respondents want to have multiple hierarchy structures for finding patterns in a collection. There is a need for organization and categorization scheme for better searchability and finding patterns for different situations and problems. It is also claimed that HCI patterns should be formalized to make them available in UI design tools (e.g. GUI builders). A community platform can support the community in sharing, rating and reusing patterns. These repositories should be available with public tools to manage and update personal patterns. With these community repositories it is easier to bring pattern writers together so that novices in pattern writing can benefit from writers with more experience. There is also a need of a standardized pattern format for each sub-domain within the HCI domain to have a common format for easier understanding a domain specific pattern.
70% of the participants believe that patterns improve the design process and put more quality to user interfaces. The reasons are diverse. Patterns can be used as checklists when developing new UIs and they help to avoid common pitfalls. Furthermore, they improve the consistency among large projects and they provide a better overall experience. Pattern management tools are rarely used to manage HCI design patterns. Respondents are almost using in-house developed tools, wikis or excel-spreadsheets with links to documents. Pattern users are expecting a better organization and categorization scheme with different dimensions. It should improve the searchability of patterns for specific design problems. It is also claimed by the participants that patterns should be formalized to make them available in UI design tools. However, a community platform can support the HCI community in sharing, rating and reusing of best design practices. These repositories should be available with public tools to manage and update patterns (e.g. online pattern editor). These community repositories can bring pattern writers together so that novices in pattern writing can benefit from more experienced pattern authors. Finally, there is a need of a standardized pattern structure to have a common format for easier understanding the problem and solution the pattern addresses.
Conclusion
In our means, we have conducted the first comprehensive online survey on the usage of HCI design patterns. The survey was slightly dominated by male participants. The main group of participants is employed as HCI professional who are working in university environments and in the software engineering industry. 40,21% have never used HCI design patterns. This group argues that patterns are difficult to find and that there exists no specific design patterns for their domain. To support this group with design patterns it is necessary to patterns with semantic metadata so that pattern can be found according to the problem they are addressing. To cope with that problem a formalized pattern structure must be established to enrich the pattern with semantic data (e.g. metadata, ontologies).
REFERENCES
1. Alexander C. The timeless Way of Building, Oxford University Press (1979) 2. Alexander C. The Oregon University Press (1975)
Experiments,
Oxford
3. Coram, T. Lee, J. Experiences – A Pattern Language for User Interface Design, Online: http://www.maplefish.com/todd/papers/experiences.html , Accessed on: July 16, 2010
Among all survey participants, 59,79% are using or have already used HCI design patterns. 63,39% of these participants are employed in industrial environments and 53,40% in academic environments. It was interesting to find out that the majority of design pattern users are from the industry sector. This indicates that HCI patterns are not a construct for and from researchers. They are used to support the design process of UIs in economic oriented institutions.
4. Kruschitz C., Hitz, M. Bringing Formalism and Unification to Human-Computer Interaction Design Patterns, In Proceedings of the 1st International Workshop on Pattern-Driven Engineering of Interactive Computing Systems, ACM (2010) 5. Pemberton, L. The Promise of Pattern Languages for Interaction Design, Online: http://www.it.bton.ac.uk/staff/-lp22/HF2000.html, Accessed on: July 16, 2010
About 12% of pattern users do not believe that patterns can accelerate the design process and consequential saving money in economic oriented institutions. The problems are that the finding process of the right design pattern for a specific design problem is too time consuming, which
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Where are the Ionians of User Experience Research? Kari Kuutti University of Oulu, Department of Information Processing Science 90014 Oulu, Finland kari.kuutti@oulu.fi ABSTRACT
that would help in building and evaluating user experience”[pp. 22-23]. Kaikkonen gives 5 examples of models, and they seem mostly consist of different features affecting UX. The selection of these features has been based more on practical considerations than on theoretical analysis; in Kaikkonen’s analysis only one background theory is once mentioned.
The paper discusses about the attempts to clarify and define the concept of User Experience, using the difference between Babylonians and Ionians to astronomy as a parable. According to paper, the effort in UX research may be too heavily directed towards immediate practical usefulness, and suggests that there is a need for a complementary conceptual-theoretical discussion.
This kind of state of affairs within a field of research is naturally quite unsatisfactory, and there is an active subcommunity within HCI working on systematizing and conceptualizing the heterogenous UX field. It has organized special interest groups, workshops and panels for that purpose in many recent conferences, such as NordiCHI '06, HCI '07, CHI '08, CHI '09, and INTERACT '09. Some concensus has already emerged, and the term “user experience” has been given a definition in the recently published ISO 9241-210 standard as “a person’s perceptions and responses that result from the use or anticipated use of a product, system or service” [7].
Author Keywords
Theory, empirical research, usability, history ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION: DIFFICULTIES IN DEFINING USER EXPERIENCE
User experience (UX) as a term has emerged into HCI discussions around the change of the millenium, and since then it has gained more and more acceptance, use and momentum, becoming one of the central topics of HCI. A series of conferences (Designing User Experience – DUX) has been founded around it, and it is perhaps characteristic that even within a rather small Finnish HCI community half a dozen PhD theses on UX have been produced during the last years.
Although the term has thus been defined, it does not mean that the content of the concept is operational enough for the purposes of research, and so the quest continues. The next step in the quest will take place in September 2010 in the form of a Dagstuhl seminar, a long-standing institution within European research on information technology. The Schloss Dagstuhl Centre for Informatics in western Germany has a permanent open call for thematic seminars on information technology topics, and several tens of them are arranged there every year since 1990s. The arrangements are supported by local authorities, and thus a group of researchers can organize a seminar lasting several days without any other institutional support. In this Dagstuhl seminar about thirty invited UX experts will gather "to focus and identify the core concepts of UX" (excerpt form the seminar invitation material), and the organizers have produced a “white paper” on UX to serve as a starting point [14]. Eventually this paper – that will be amended during the exercises and seminar – is aimed to “describe the core concepts of user experience and distinguish UX from related concepts” (excerpt from the introduction).
Despite this interest there is no commonly agreed definition what is the content of the concept of user experience. According to the review in a recent PhD dissertation [8] a multitude of different models on UX have been developed, but none of them has gained any wider acceptance, and author’s view towards them is quite skeptical: “From the practitioner’s point of view the current definitions have only a relative value; they may build the framework in research area, but do not offer ways to create proper tools
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Interestingly enough, although this UX white paper gives the aforementioned ISO 9241-210 standard definition, it does not discuss about any of the models of UX already developed by the UX research community. Neither are any
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background theories mentioned, nor any possible need for them. There is a preliminary task assigned to the participants before the seminar, the purpose of which is to collect insights on user experience to be used as a source material for consolidation. This will happen by using a method called Conceptual Analysis, which "works from a shared consensus on the key attributes, illustrative examples, and non-examples at play in order to build conceptual consensus" (excerpt form the seminar invitation material). So the development of core concepts is expected to take place inductively, based on the empirical material which will be the opinions of the participants.
work. ideas such as circular tubes full of fire, with small holes visible as stars, lumps of flaming rocks, nonluminous, invisible bodies obstructing the light of the Moon, and so on. No system capable to any prediction was possible to be based upon these ideas. These crude models were, however, the starting point for the continuing development of a quite sophisticated and adequate mechanical model of heavens, completed eventually by Ptolemy. So Babylonians were empiricists, who valued prediction and usefulness over understanding, while Ionians were theorists who went after explanation and understanding, even at the cost of practical uselessness.
This is naturally a fully legitimate way of developing a consensus on the use of a term. Anyway, the white paper and preparation task for the workshop put me into a contemplative mode. By no means is my purpose to scorn or ridicule the honest and respectable efforts of the organizers, far from that: this particular subcommunity makes an outstanding example in its energy and determination, a research community effort at its best. (I eagerly accepted the invitation to the seminar myself.) But I was lead to ask, if this consolidation of personal, practicegrounded opinions is really the only way to define what user experience means. Has the more theoretically oriented research on human experience this far been so poor and the models developed so bad, that nothing can be learnt from them? And is there a real reason not to look towards any existing research and other background theories and models beyond HCI? And then another story, that of Babylonians and Ionians came to my mind.
With the example Toulmin wants to make a point that in science, prediction and understanding do not necessarily go hand in hand, but they represent rather different approaches to issues, and that currently it is expected that scientists must combine both approaches. Both Babylonian and Ionian contributions were also finally needed for the scientific astronomy to get started: there was a limit, beyond which it was not possible to push the empirical forecasting without any systemic modeling; but without the empirical evidence it was not possible at all to test the validity of any theories. It is not farfetched to think, that the organizers of the Dagstuhl seminar are now leaning towards the Babylonian way of doing research: a careful collection of observations, and then finding common patterns among them. A legitimate effort indeed, one that could be called the initial categorization of facts in the absence of a theory. Bu where are the Ionians of UX? Their voice seems to be so feeble that it is not heard, certainly not enough to be answered and refuted, for example. Interesting situation, and worth of a small historical detour.
EMERGENCE OF SCIENTIFIC ASTRONOMY
In his classical book on scientific thought, Foresight and Understanding [16], Stephen Toulmin uses as an example the difference between Ionian and Babylonian science around 400-600 B.C. Both of them contributed to the creation of scientific astronomy, but in a very different ways. Babylonians were masters in calculating the times and dates of astronomical events, and their mathematical command of celestial phenomena was far ahead of Ionians. But, to our knowledge, they achieved all this without any theory how the heavens are constructed and working. They computed the celestial motions in a purely arithmetical way: first by a painstaking empirical observation and data collection of what was happening, grouping similar things together, and then analyzing each of the motions separately using a long series of observations, and searching for a regular predictable patterns. When these were found, it was possible to combine the individual variables and find lunar eclipses, for example. Babylonians succeeded in expanding this kind of analysis to the movements of the major planets, a feat unsurpassed for next eight hundred years or so.
BABYLONIANS RESEARCH
AND
IONIANS
IN
USABILITY
If we look 25 years back in the history of HCI, an interesting parallel situation can be found, albeit in a reversed form. HCI in its current form emerged in 1980s as an answer to the needs of rapidly expanding PC market. Earlier, with larger computer and software installations, a final training and installation phase had been vital for success, and often some roughest edges of new software were also polished off during this step. The commercial success of PC had opened mass markets for PC software, but with a condition that they must be usable “off-theshelf”, without any such special training. This is still a relative tall order, and despite the currently available guidelines and usability techniques many software vendors are still struggling with it; quarter a century ago nobody knew how it could be achieved. HCI of the 1980s was a struggle to get a handle of the situation, and Babylonians and Ionians can again be identified in the discussions – only their roles are reversed: there was plenty of Ionians and only a few Babylonians. In the middle of 1980s the information processing variant of
On the other hand the early astronomy of Ionians was not interested in calculations, but it consisted almost entirely of speculative theorizing, where all kinds of analogies were used to create a system how heavens are constructed and
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cognitive psychology was the dominant school of thought in psychology. It forms a good base for modeling, and the development of such models to understand use situations was a prominent thread of HCI research at that time. In the beginning the tone of research discussions was optimistic: for many the practical challenge was helping not only to develop better computer systems, but also better models and theories for cognitive psychology. Ionians were leading the way with their models, and empirically oriented Babylonians coming from industry were only able to make somewhat bitter comments:
– cannot really be used to sell products. And this has become a certain problem, when the focus of HCI research has during the last decade moved from initial mandatory work-oriented systems towards discretionary use [6]. Therefore the need for a new concept, user experience: something that can be measured and used in predicting how well does a product sell. Thus the UX research of today has two strong reasons why to lean towards a Babylonian approach: first, the whole mainstream HCI tradition and its cornerstone usability has done decades extremely well without fussing about models and theories. For younger members of the community who have grown into research during the period this may well be a fact of life, and those who still are interested in something so impractical than theories may look a bit odd. Secondly, it is exactly the Babylonian properties of prediction and practical usefulness that are needed: who is really interested in explanations? Small wonder if researchers are at least tacitly if not openly agreeing with the Landauer coda above [11], written almost 20 years ago.
“We invite the authors [of this volume] to observe some people doing real work and try to do this with as few theoretical preconceptions as possible, following a hermeneutical approach: We predict that they will find a rich set of observations and questions, which could serve as the basis for further modeling and theorizing[17, p. 357.] Over the course of the 1980s the initial optimism faded. Some success had been achieved within special limited areas, but in general the Ionian approach to HCI of 1980s did not deliver the goods needed. Too many features of real life had to be abstracted out to make the models and theories applicable, and then the practical usefulness of the results was seriously limited. So the demand for more Babylonian approach grew louder and louder:
DISCUSSION
I have nothing against prediction and better methods: practical usefulness is a major driver in our research, and advances are impossible without empirical experimenting and testing. But, as Toulmin points out, prediction and practical usefulness, and explanation and interpretation are not competitive but complementary approaches to knowledge. If we focus only on practical usefulness and exclude explanation and interpretation, we do serious harm to our very nature as researchers. The purpose of research – at least the research done in universities – is to develop better understanding of the world around us.
“For the most part, useful theory is impossible, because the behavior of human-computer system is chaotic or worse, highly complex, dependent on many unpredictable variables, or just too hard to understand. Where it is possible, the use of theory will be constrained and modest, because theories will be imprecise, will cover only limited aspects of behavior, will be applicable only to some parts of some systems, and will not necessarily generalize; as a result, they will yield little advantage over empirical methods.” [11, p. 60].
The people who have organized and participated the series of events to define UX are without doubt most active and dynamic members of the UX research community. I wish all success to their efforts (and hope to be a useful member of the Dagstuhl event myself). But besides trying to squeeze out the last drop of evidence from empirical observations, and generalizations I feel that there should also be a complementary conceptual and theoretical debate on the issue, and this is currently lacking.
Towards the end of the 1980s the perhaps inevitable happened: practical methods for usability design and testing had matured in industry (IBM & Digital) workshops, they were able to deliver good enough goods for practical design, and Babylonians took over. Usability became rapidly the leading concept in HCI, and it took the HCI community by storm. Nobody was anymore interested in theories and models, and those Ionians who did not change over withered slowly away. In the fringes, small groups continued to experiment with new post-cognitivistic theories [10], but they did not have large audiences nor have they had much influence on UX research.
There should be no shortage of voices in such a debate. First, there are those fringe post-cognitivistic theories on HCI, whichever is their orientation, anthropological [15], phenomenological [5], or activity-theoretical [9], they all should have something to say about experience. Besides them we have also a number of philosophers and psychologists who claim to have something to say about human experience. Pragmatism has had a strong interest in experience, and both William James [7] and John Dewey [4] have well-developed conceptions on experience. Mihaly Csikszenmihalyi has written several books about experience [2,3] and Middleton & Brown have formulated a perspective on experience from a social psychological point
The last 20 years of usability research have been an unquestionable success: methods for design and testing have continuously improved, and technology development has brought forth new problem frontiers to be solved (GUI, WWW, mobile devices). The success of usability has been the major factor in the growth of the HCI community and increased visibility of its research. The only limitation has been the finding, that usability – as practical and useful it is
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of view [13]. It would be high time to bring these background theories better to bear in UX research as well.
6. Grudin, J. (2006) Is HCI Homeless? In Search of InterDisciplinary Status. Interactions, Jan/Feb 2006, pp. 5459
On the other hand, there are also recent critical voices within psychology who think that experience has not received enough attention as one of the foundational concepts of psychology, see [1]. And this is surely also a topic UX researchers should be aware of.
7. ISO DIS 9241-210:2010. Ergonomics of human system interaction – Part 210: Human-centered design for interactive systems (formerly known as 13407). International Standardization Organization (ISO). Switzerland
CONCLUSION
8. James, W. (1902/2009) The Varieties of Religious Experience. The Echo Library.
It has been possible to successfully deal with usability issues using only Babylonian methods, just as it happened long ago with planet movements. But Toulmin’s story about ancient astronomy has one more interesting turn to be told: when Babylonians attempted to use their tried and tested empirical method for predicting earthquakes and appearances of locusts, they failed miserably despite the efforts and masses of empirical material they collected for the purpose. So how do we know? Although usability and user experience may seem to have same origins, perhaps difference between them is as large as that between planet movements and appearances of locusts. And this is an issue that is very difficult to answer at the level of empirical evidence only, as Babylonians can witness; one has necessarily to start to speculate and experiment with models and theories as well, to understand and interpret similarities and differences.
9. Kaikkonen, A. (2009) Internet on Mobiles: Evolution of Usability and User Experience. TKK Dissertations #200. (A PhD dissertation.) Helsinki University of Technology, Espoo. 10. Kaptelinin, V. and Nardi, B.A., (2006) Acting with Technology. Activity Theory and Interaction Design. MIT Press, Cambridge, Mass. 11. Kaptelinin, V., Nardi, B., Bødker, S., Carroll, J., Hollan, J., Hutchins, E. & T. Winograd (2003) Post-cognitivistic HCI: Second-Wave Theories. Panel description. In Proceedings of the CHI2003 conference, ACM, New York, pp. 692-693. 12. Landauer T.K. (1991) Let’s Get Real: A Position Paper on the Role of Cognitive Psychology in the Design of Humanly Useful and Usable Systems. In Carroll, J.M. (ed.) Designing Interaction. Cambridge University Press, Cambridge, pp. 60-73.
Thus we are in a need for more Ionians in UX research. ACKNOWLEDGMENTS
13. Middleton, D. & Brown, S. D. (2005) The social psychology of experience: studies in remembering and forgetting. Sage Publications, London.
The research for this paper has been supported by the PUDAS project funded by the Academy of Finland. I would like to thank the organizers of the Dagstuhl seminar on UX in October 2010 for inviting me in the event.
14. Roto, V., Lai-Chong Law, E., Vermeeren, A.P.O.S. & Hoonhout, J. (2010) User Experience White Paper. Distributed beforehand to the participants of the Dagstuhl UX workshop, October 2010. The version developed in the workshop will be put publicly available in the web after the workshop.
REFERENCES 1. Bradley, B. (2005) Psychology and Experience. Cambridge University Press, Cambridge. 2. Csikszenmihalyi, M. (1990) Flow – The Psychology of Optimal Experience. Harper & Row, New York.
15. Suchman, L. (2006) Human-Machine Reconfigurations: Plans and Situated Actions 2nd edition. Cambridge Univ. Press, Cambridge, Mass.
3. Csíkszentmihályi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper Perennial
16. Toulmin, S. (1961) Foresight and Understanding. An enquiry into the aims of Science. Hutchinson, London.
4. Dewey, J. (1934/1980) Art as Experience. Perigee Books, New York.
17. Whiteside, J. & Wixon, D. (1987) Discussion – Improving Human-Computer Interaction – a Quest for Cognitive Science. In Carroll, J. M. (ed.) Interfacing Thought: Cognitive Aspects of Human-Computer Interaction. MIT Press, Cambridge, Mass. pp. 353-365.
5. Dourish, P. (2001) Where The Action Is: The Foundations of Embodied Interaction. MIT Press, Cambridge, Mass.
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To what extent usability truly matters? A study on usability requirements in call-for-tenders of software systems issued by public authorities Taina Lehtonen¹, Juha Kumpulainen², Tapani N. Liukkonen4 Department of Information Processing Science, University of Oulu P.O. Box 3000, 90014 University of Oulu {firstname.surname}@oulu.fi, kumpulainen.juha@gmail.com
Timo Jokela³ Department of Computer Science, University of Helsinki & Joticon Oy timo.jokela@{helsinki.fi, joticon.fi)
ABSTRACT
European Union legislation requires that a public authority must issue a public call-for-tenders when outsourcing the development of a software system. The authority chooses the software supplier that gets the highest score based on the criteria defined in the call-for-tenders. The selected supplier is then committed to deliver what is required in the call-for-tenders. It is natural that the software suppliers consider usability in their tenders and development only if usability is truly required in call-for-tenders.
Systems in public organizations widely suffer from poor usability. We analyzed to what extent public authorities require usability, through examining 38 call-for-tenders that were issued during a period of three months in Finland. We found six categories of usability requirements. Our conclusion is that the authorities seem to have some concern on usability. However, not a single call-for-tenders was found where usability was truly required: the usability requirements were invalid and/or not verifiable. We conclude that both more research and more guidance for defining usability requirements for practitioners are needed. Usability, usability requirements, call-for-tenders
In this paper, we study that how, and to what extent, public authorities set usability requirements in a call-for-tenders. We review 38 call-for-tenders of software systems, issued by public authorities during a period of three months in Finland.
ACM Classification Keywords
OVERVIEW OF RELATED WORK
D.2.1 Requirements/Specifications
Usability requirements at a general case are discussed rather widely in literature e.g. in [4], [16], [6] and [14]: different usability measures (e.g. task time) are identified, and approaches for defining targets are proposed (e.g. worst, planned, best and current level [15]). ISO 9241-11 [7] provides a definition of usability that can be used for measurable requirements setting.
Author Keywords
INTRODUCTION
Systems of public organizations widely suffer from poor usability. A travel management system, used in many public organizations in Finland, is a good example of what kind of consequences the usability problems lead to. Users report that making a single travel expense report may take up to three hours, and requires contacting user support every time. User failures and negative feedback were reported even in main newspapers.
Usability requirements specifically in software contracting are studied by some authors [1], [13], [5]. Their focus is on usability requirements after the selection of the software developer. Existing literature explicitly on usability requirements in the call-for-tenders context is limited. Lauesen [12] is one of the few who addresses the tendering phase. He proposes usability requirements in containing performance style (such as task time) and process style (such as number of prototypes/ usability tests) metrics and target values.
Why do these kinds of usability problems exist? This is not a matter of the application area: commonly used office software (word processing, spreadsheets, etc.) represents at least reasonable good usability. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Related work also includes design guidelines. For example, ISO 9241-110 [8] includes numerous design guidelines, which are meant to act as references for the buyers “during the product procurement”. In Voluntary Voting System Guidelines (VVSG) [10] usability requirements are defined in two main categories: design requirements, and performance requirements.
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Further, related issue is the usability maturity assessments, such as [3], [9], where the development practices of a development organization are rated from the usability point of view. Usability maturity models have, however, been mainly used for process improvement [2], and not in the selection of the suppliers.
9241-11 [7]: “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use”. The definition identifies three attributes of usability for categorization:
In summary, there exists substantial earlier work related to usability requirements. Still, systematic research on usability requirements in call-for-tender is very limited. Thereby, we find that our study is complementing the current research and offers a contribution.
•
effectiveness,
•
efficiency and
•
satisfaction
The data, however, revealed that there was a need for more categories:
METODOLOGY
The research method was a qualitative content analysis of the data collected. Empirical data consisted of call-fortenders documents, such as requirement specification. The call-for-tender documents were collected from a national database for public call-for-tenders. Altogether 38 call-fortenders were gathered during a period of three months. The types of systems ranged from health care systems to the financial management systems.
•
general requirements
•
design requirements and
•
process requirements
Effectiveness requirements
Effectiveness is defined as “accuracy and completeness with which users achieve specified goals” [7]. We found only three effectiveness requirements and they all were in a single call-for-tenders. These effectiveness requirements are shown in Table 2.
Terms such as ‘user’, ‘usability’, and ‘interface’ (in Finnish) were used as keywords when searching usability requirements from the documents. Each requirement that was related to usability and user interface design was identified. These requirements were then categorized, and the validity (whether the contents of the requirements are right) and verifiability (whether the fulfillment of the requirements can be objectively tested) were analyzed per category.
No.
Task
Meter
Target level
1.
Log in
Success rate without any user guidance
95 %
2.
Payment
Success rate without any user guidance
80 %
3.
Sending an application form
Success rate without any user guidance
70 %
RESULTS Overview of the data
Usability requirements were found in 29 out of 38 call-fortenders. The total number was 191 usability requirements in different categories.
Table 2. Effectiveness requirements were found in a single call-for-tenders
Typically the number of usability requirements per call-fortenders ranged between 1 to 5 requirements. Nine call-fortenders did not include a single usability requirement. Table 1 summarizes the number of usability requirements in the different call-for-tenders. Number of usability requirements
Number of call-fortenders
0
9
1–5
17
6 – 10
8
> 10
4
In total
38
Current level
The requirements appear to be valid. They, however, cover only three user tasks. Thereby it is probable that the fulfillment of these requirements do not cover the usability of all the system. The requirements are apparently verifiable: clear target levels (e.g. “95%”) are defined. However, it is not possible to verify the achievement of the target level (“95%”) unless the task is tested with all potential users. Thereby, in practice, the requirement is not verifiable. For example, if one carries out a test with 20 users and 19 of them are successful, the result is not “95% of all users are successful”. Instead, one only gets a certain statistical confidence of the percentage of all users carrying out the task successfully.
Table 1. Number of usability requirements in call-for-tenders Categorizing the requirements
Our hypothesis was to categorize the usability requirements from the viewpoint of the definition of usability of ISO-
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Efficiency requirements
system”? Further, verifying such requirements are laborious, because of the many rules and lots of screens to be evaluated.
Efficiency is about “resources expended in relation to the accuracy and completeness with which users achieve goals” [7]. Efficiency is typically measured with time.
An exception is style guides. Adherence to style guides can often be objectively verified. But as said, their validity is limited.
The call-for-tenders included quite many, 45 efficiency requirements. Most of the efficiency requirements were expressed by using terms such as “fast” or “easy”. Examples of efficiency requirements:
In summary, design requirements should be regarded as guidelines for designers, rather than formal requirements.
• “Selection lists need to be easy to update by the admin user.”
Process requirements
One requirement was related to the development process: what kind of practices should be followed. This requirement was:
• “Making page templates has to be fast.” Some efficiency requirements were general, not task specific:
• “A usability evaluation should be carried out. A proof of the evaluation should be provided”.
• “Efficient work should be supported and shortcuts should be provided.”
This kind of requirement is naturally easy to verify (a proof of the evaluation). Still, these kinds of requirements are not valid: their fulfillment does not prove anything about the usability of the system. For example, even a big number of usability tests do not guarantee good usability.
• “To make reporting personnel information easy, one should use flexible, efficient and modern tools.” The efficiency requirements can be regarded valid. Yet, all of them were totally unverifiable: no measures, target values and measuring instruments were defined.
General requirements
General requirements are those that are too imprecise to fit any other category. In total 55 general requirements were found. Examples of general requirements:
Satisfaction requirements
Satisfaction is defined as “freedom from discomfort, and positive attitudes to the use of the product” [7] . No satisfaction requirements, surprisingly, were found.
perhaps
• “User interface of the system has to be user friendly and clear”
somewhat
• “System should be user friendly”
Design requirements
Design requirements cover usability design guidelines, which for example, guides for
• “The requirement for procurement of system is a clearly structured, highly usable, and user-friendly system”.
• how information must be represented
These kinds of general requirements naturally are not objectively verifiable.
• how feedback should be given to the user
Summary
Design requirements were the most usual among the types of requirements; altogether 87 design requirements were found.
Figure 1 shows the summary of the types of usability requirements found in the call-for-tenders.
Examples of design requirements were: • “System's navigation is clear, consistent and similar in the whole system” • “User interface should guide user and prevent to select wrong information combinations” One call-for-tenders used Nielsen’s ten usability heuristics [17] as design requirements. Even though design requirements represent ‘best practices’ and thereby are generally valid, their validity is limited because they are too general, and not application and user task specific. For example, style guides mainly address the visual aspects of the system, not on how users are able to carry out tasks. The fulfillment of design guidelines is generally difficult to verify objectively. For example, how to verify whether a delivered system meets the requirement “System's navigation is clear, consistent and similar in the whole
Figure 1. Occurrence of usability requirements organized by authors’ classification.
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3.
One can conclude that at least some authorities have true concern about the usability of the system to be developed. However, our clear finding is that no true usability requirements were defined in a single call-for-tenders that we analyzed. All usability requirements were either invalid or not verifiable, or both.
4.
CONCLUSIONS
Our study shows that authorities that acquire systems have at least some concern on usability but do not truly require usability in call-for-tenders. We found usability requirements in 6 categories but not a single call-for-tender included true usability requirements.
5.
6.
Our study is based on call-for-tenders samples from 3 months’ period, 38 call-for-tenders altogether. The results are not meant to be statistically generalizable. Instead, our research focus was qualitative, to understand about the quality of usability requirements in call-for-tenders.
7.
We imply that there is a lot of work to improve the quality of usability requirements in call-for-tenders. The practitioners – those who compose usability requirements – seemingly do not have a capability for generating valid and verifiable usability requirements. It is probable that public authorities have an administrative or domain specific background, e.g. from the field of health care, but not usability background.
8.
9. 10.
But we find that this is not only a practical problem. Our literature study indicates that very little research has been carried out for how to define usability requirements generally, and specifically in a tendering context. We find that preparing valid and verifiable usability requirements is both a research and practical challenge. An empirical study on this is reported in [11].
11.
12.
Further research could also include a review on usability requirements in call-for-tenders in other European countries.
13.
ACKNOWLEDGMENTS
This publication refines the results and utilizes the data gathered for Juha Kumpulainen's masters' thesis. The research has partly been supported by the CreaBase project that is funded by The European Regional Development Fund (ERDF) and the Joint Authority of Kainuu. We thank all public organizations that have provided for us their documents to use for research purposes.
14. 15.
16.
REFERENCES
1.
2.
Artman, H. Procurer Usability Requirements: Negotiations in Contract Development. in NordiCHI 2002. 2002. Århus. Bevan, N. and J. Earthy. Usability process improvement and maturity assessment. in IHMHCI 2001. 2001. Lille, France: Cépaduès-Editions, Toulouse.
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Flanagan, G.A. and T.L. Rauch. Usability Management Maturity, Part 1: Self Assessment How Do You Stack Up? in CHI Companion 95, Conference on Human Factors in Computing Systems. 1995. Denver: ACM. Good, M., et al. User-derived impact analysis as a tool for usability engineering. in Conference Proceedings on Human Factors in Computing Systems. 1986. Boston. Gulliksen, J., et al., Key Principles of UserCentred Systems Design. Behaviour & Information Technology, 2003. 22(6): p. 397-409. Hix, D. and H.R. Hartson, Developing User Interfaces: Ensuring Usability Through Product & Process. 1993, New York: John Wiley & Sons. 416. ISO/IEC, 9241-11 Ergonomic requirements for office work with visual display terminals (VDT)s Part 11 Guidance on usability. 1998: ISO/IEC 9241-11: 1998 (E). ISO/IEC, 9241-110 Ergonomics of human-system interaction -- Part 110: Dialogue principles. 2006: ISO/IEC 9241-110: 2006 (E). ISO/IEC, 18529 Human-centred Lifecycle Process Descriptions. 2000: ISO/IEC TR 18529: 2000 (E). Jeffrey, W. and &al, Voluntary Voting System Guidelines Recommendations to the Election Assistance Commission. 2007, Technical Guidelines Development Committee, United States Election Assistance Commission. Jokela, T. Determining Usability Requirements into a Call-for-Tenders. A Case Study on the Development of a Healthcare System. in NordiCHI 2010. 2010. Reykjavik. Lauesen, S. Usability requirements in a tender process. in OZCHI’98. 1998. Adelaide. Markensten, E. and H. Artman. Procuring a Usable System Using Unemployed Personas in NordiCHI 2004. 2004. Tampere. Nielsen, J., Usability Engineering. 1993, San Diego: Academic Press, Inc. 358. Whiteside, J., J. Bennett, and K. Holtzblatt, Usability Engineering: Our Experience and Evolution, in Handbook of human-computer interaction, M. Helander, Editor. 1988, NorthHolland: Amsterdam. p. 791-817. Wixon, D. and C. Wilson, The Usability Engineering Framework for Product Design and Evaluation, in Handbook of Human-Computer Interaction, M. Helander, T. Landauer, and P. Prabhu, Editors. 1997, Elsevier Science B.V: Amsterdam. p. 653-688.
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Proceedings: NordiCHI 2010, October 16–20, 2010
Blue-Sky and Down-to-Earth: How analogous practices can support the user-centred design process Sara Ljungblad SICS - Swedish Institute of Computer Science Box 1263, SE-164 29 Kista, Sweden saral@sics.se
Clint Heyer ABB Strategic R&D for Oil, Gas & Petrochemicals Box 6359, Etterstad, Oslo, Norway clint.heyer@no.abb.com
ABSTRACT
problematic [4], particularly so for innovative design.
We discuss how traditional methods for understanding design requirements are leveraged to produce innovative and fundamentally new perspectives when using analogy. We call these analogous practice approaches, and illustrate two cases that both use analogy to achieve exploratory design with ethnography, by gathering data from a different setting than we intend to design for. We discuss how the use of analogy is different in the cases, yet exemplify a related perspective of using analogy as a resource to support inventive design with traditional data collection methods.
In this paper, we describe how to look beyond users and use analogy in ethnographic methods to gain new perspectives of a design situation. We will outline how studies of people other than target users combined with knowledge of the technology can support grounded, innovative design. BACKGROUND
Existing work has used analogy in support of design, but not with the motivation of directly recasting findings from a qualitative method to another context. Analogy
Keywords
An analogy is an inference that if one entity (such as an object or practice) is similar to another entity in some ways, then it is probably similar in other ways as well. It is a fuzzy reasoning technique often used as a rhetorical or didactic device, for example the common – yet erroneous analogy that an atom is like the more familiar model of the solar system [18].
Transfer Scenarios, analogy, design methods, ethnography, Analogous Practice. ACM Classification Keywords
H5.2. User interfaces: Theory and methods INTRODUCTION
User centred design, including ethnographic method practitioners, has made large strides over the last several decades toward a greater understanding and respect for users’ expert domain knowledge and the rich, situated nature of activity in order to improve systems’ usability and utility. Design, according to this theme of work, follows understanding of the context in which the design will be used. Thus the design process and the resulting artefact are grounded to the use context.
Analogy and metaphor are well-known tools not only in design schools such as fashion, art, engineering and architecture, but is used by almost everyone to simplify communication in everyday life. The field of HCI has a constant stream of examples, where the most known is probably the desktop metaphor – an interaction paradigm where digital documents are treated as paper copies on a “desktop” to simplify understanding. Analogy can not only be utilised as a metaphor in design, but also has methodological possibilities [14]. “Making Tea” [17] is a design technique that illustrates how experiments in a chemistry lab were interpreted as “making tea”. Here, an analogy was used to support an understanding of the “unfamiliar” activities in the chemistry practice, and to simplify the communication between the designers and the chemists.
Qualitative data gathering methods such as contextual inquiry, interviews and ethnography are an approach widely used in the HCI community for developing rich descriptions of use contexts and the complex, contingent environments in which activity is played out. Data from such fieldwork are abundant in detail for grounding design and improve a system’s suitability. However, making use of ethnographic data within the design process can be
Methods supporting innovative design
User-centred and participatory design methods have demonstrated the value in actively engaging users in design in order to leverage their expert knowledge [3]. However, an acknowledged problem is that users tend to come up with designs that are based on what they already are familiar with [19] and user centred design is not necessarily innovative [13]. Moreover, use of analogy as way of
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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The analogous context can be studied with any number of qualitative methods, such as observational study and contextual interview. In lieu of conducting new studies, existing studies or perhaps even representations from popular culture, such as documentary film can be reviewed, with due consideration for their individual focus and agenda. Analysis of the analogous study is used to provide grounding for design work in the target context. Which elements to transfer are dependent on the design goals; for example it may be the experiential quality of use, as described in the case discussed below, or perhaps focused on the style of bodily movement, or even the use of work tools.
supporting innovative design often involves an analogy that is arbitrary or not studied in depth. Several design techniques or methods explicitly strive for addressing an innovative design outcome, and only a few examples can be provided here. Defamiliarisation is related to our use of analogy and is a common technique in art and critical design to raise unexpected perspectives [6] and has also found applications in the design of technological artefacts [1]. Examples of de-familiarisation techniques not necessarily grounded in a practice but rather a brainstorming tool are “interaction relabeling”, where two different products are combined or merged into one, such as a calculator that is interacted with like a gun, and “extreme characters” that explore a design concept for an extreme individual, such as the pope or a drug dealer [5]. IDEO, the design firm, use “Analogous Experiences”, to associate the design with experiences that are analogous but different. For example, when designing a car, this could mean to reflect upon other types of travel experiences, such as horseback riding. Overall, by providing constraints for creativity, designers are supported in developing novel designs and ideas. However, this is a brainstorming technique rather than based on in depth studies of human practices and values. We will demonstrate approaches that also are analogy-based, but provides value beyond brainstorming.
CASE STUDIES
We describe two case studies where we have used different approaches that exemplify analogous practice perspectives. The first case draws on analogy with a particular focus on innovative design, the second case utilises analogy for broadening the design perspective. Designing interests
agents
an
robots
from
reptile-owners
How can you design robot applications for a user group that does not yet exist? Transfer Scenarios [12] presents how we transferred the expressed interest from a specific category of pet owners into design concepts describing potential users’ interest in their robots. Owners' interest in caring for pets such as lizards, spiders and snakes was taken as inspiration for how people might care for robots. We chose this category of pets because they are not especially cuddly nor can be taught advanced tricks, routines or pay attention such as a dog. Today, even a “lifelike” robot such as Pleo is far more limiting to interact with compared to a dog [7]. Nevertheless we did not intend to make robot copies of the animals. We held interviews that focused on the interests people expressed in having such animals and what they did with them. We found that although reptiles often live in a special, environmentallycontrolled terrarium that limits interaction, people have many reasons as to why they enjoy keeping them. For example, owners like to create living environments for their pets, to feed them and watch them eat, to admire them or even specially cross-breeding them to create interesting patterns. Some are part of a community and some enjoy the feeling of keeping a pet that others see as exotic. After the interviews we categorised different types of interest and transferred this data into describing interests in robots and agents. That is, we used the pet owners’ interest as an analogy to explore potential user interests in robots and agents that also would be possible to implement.
ANALOGOUS PRACTICES AS A DESIGN PERSPECTIVE
Analogous context approaches are essentially concerned with using classical qualitative investigative techniques in a new way. Having found merit in its use for two quite different cases, we seek to elucidate and reflect further on using analogous data gathering approaches as a complementary design tool or philosophy. This is intended to support researchers to differentiate between this and alternative ways of using analogy in the design process. Instead of applying the qualitative method to investigate the actual use context for a design, it is applied to an existing and established analogous use context, studying existing, established practices. Rather than attempting to integrate results from the analogous context directly into design as a form of data collection tool, the results are instead used as a creative resource to inspire and broaden design perspectives. In this manner, not only is the intended user practice and its context is seen in a new way, challenging perceptions of mundaneness, but it also has realism, grounding and depth, moderating the design process. Selecting an appropriate analogous context depends on the nature and focus of the inquiry. For example, where the interest is physical interaction and gesture, a context analogous to controlling an industrial robot might be controlling a backhoe. Where the interest is the planning and coordination of several robots, perhaps dance choreography would be a suitable analogous context. Importantly, the analogous context should be established; it is, after all, the authentic, rich practices and experiences in which we seek to draw inspiration.
The outcomes of the project were several design concepts exemplified with personas, built from the interviews. Two of them were implemented; Autonomous wallpaper [15], and Glowbots [11]. Autonomous wallpaper lets users decorate their walls by turning pictures into animated flowers that “live” on the wall. This was inspired by the enjoyment that people expressed of arranging the interior for the reptiles and simply watching them in the terrarium.
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silos, annotate, organise and arrange interactive views of live process data.
Glowbots were implemented as small wheel-based robots that spread their patterns. This was inspired by people’s enjoyment in breeding reptiles to get new patterns, as well as emergence as an inspiring phenomenon and feasible technical property. Overall, these explorative designs show how analogy in the design process can stimulate a creative design that is grounded in real and existing interests and qualities found in a practice, rather than being purely based on idea generation. We also succeeded with technically feasible novel concepts in the field of robots and agents, a design space strongly associated to advanced science fiction products, many too technically advanced to ever become realistic as products.
Through the use of analogy, our perspective was broadened, helping us to think beyond what is normal and expected for the industrial context. Analogy illustrated not only alternative means of accomplishing similar tasks, but also different qualities of working – how would, for example, a field operator interact with a compressor with care, empathy and respect? DISCUSSION
The two cases we outlined had different origins and design ambitions. Both exemplify how analogy can be used as a complement in a user centred process, to transfer qualitative data from one setting to another in order to ground innovative design. In one case, robot use practices are imagined based on collected data in the absence of practice. In the other case, the perspective on the existing oil and gas context is broadened and textured based on data from the analogous hospital context. The actual transfer can be accomplished with explicit steps such as exemplified by Ljungblad et al. [12], or with the designers own repertoire of design techniques. Transfer Scenarios provides very explicit steps, drawing inspiration from marginal practices. It can be appropriated, which is exemplified in [10] where experiential qualities from horseback riding are transferred into interaction design, resulting in general design implications for bodily engaging experiences. However, we believe that our notion of “analogous practices” provides a higher level and more general understanding of this specific use of analogy. Studying analogous practices can be explored in a variety of exploratory and inventive design activities, going beyond the focus on marginal practices. Both design cases builds on understanding existing human practices and values that we the designers consider being relevant for the intended setting. Thus, both approaches aims to ground innovative design in an existing, yet different practice that embodied some qualities that we want to take inspiration from. From a user-centred design perspective, this can be explained as taking an extra turn on the user requirements in the iterative circle (see Figure 1, next page). Thus, we do not avoid the users, but rely on other existing successful practices to inform and elevate the design space, beyond what the intended users can provide.
From oil and gas to healthcare
At first glance, a gas refinery has little in common with a hospital. A gas refinery conjures imagery of a sprawling outdoor pipe-labyrinth of interconnected furnaces, highpressure tanks and noisy pumps. Think of a hospital ward however, and perhaps the image of clean, sparse rooms with patients attended to by nurses dressed in white comes to mind. While the physical environment for each context is quite different, the nature of the work has many similarities. Field operators walk around the plant conducting ‘rounds’, taking measurements and looking for indications of damage or malfunction which automated instruments may not pick up. The operator’s role is a sensorial one, in which he (or she) develops an intimate ‘feeling’ for the plant. Likewise, nurses perform similar tasks to an operator: observation rounds, taking measurements, making adjustments, performing small procedures. For both the nurse and the operator, their ‘patients’ are often wired up to instruments which log changes in measurements and raise alarms, however neither can trust automation completely – manual rounds are still an important part of their jobs. Similarities exist in the roles and relationships between nurses and doctors, operators and engineers. Doctors and engineers are experts, and prepare courses of treatment which is carried out by nurses and operators. Nurses and operators act as a mediator between the patient/plant and the doctors and engineers. These similarities, along with others, were identified through a literature review of healthcare workplace studies [9] and our own fieldwork at oil and gas workplaces [8]. We used the analogous context of healthcare as a reflective lens on our own fieldwork. For example, we considered how a nurse uses a stethoscope to listen to a patient’s heartbeat, forming a close physical connection between the two. This inspired a variety of design sketches for field operator instruments, exploring sonification of information and linkages between operator and equipment. We also considered the classical patient record, a folder stuffed with notes, test results, x-rays and so on, and how a similar metaphor might be useful as a way of aggregating and collaging data for engineers. We created concepts for a tablet-computer based system with which an engineer can draw together data from a variety of different information
Analogous practices can only be stretched so far. While we may intuitively see the value in mapping the familiar onto the unfamiliar, care must be taken that analogy does not lead us astray. At a certain point, it becomes apparent that findings from an analogous study, no matter how compelling, simply does not map to the actual context being designed for. The jarring heterology of the two contexts serves as a valuable in-built “sanity check”, hinting that findings are erroneously being used literally rather than figuratively. As with many design activities and methods for our field, design methods can be easily misunderstood or be used inappropriately [2]. In both design cases, we strive for understanding specific qualities
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2. Boehner, K., Vertesi, J., Sengers, P., and Dourish, P. How HCI interprets the probes. In Proc. of CHI '07 (2007), 1077-1086.
or appreciated practices to transfer into the intended setting. Carrying out transfers literally, such as letting oil workers use a stethoscope, or replacing “pet” with “agent” in accounts of pet-owners is a way to start grasping underlying embodied qualities that potentially could apply in the intended setting or for the intended users.
3. Buur, J. and Bagger, K. Replacing usability testing with user dialogue. Comm. of the ACM 42, 5 (1999), 63-66. 4. Crabtree, A., Rodden, T., Tolmie, P., and Button, G. Ethnography considered harmful. In Proc. CHI’09 (2009), 879-888.
The analogous practice philosophy primarily sites ideation with designers, who are informed and inspired by the qualitative perspective from a practice that embodies some of the qualities we wish our design to aspire to. Analogy is used as a pair of glasses onto a context, providing glimpses of something fresh and unexpected which our actual user context is yet to realise or experience.
5. Djajadiningrat, J. P., Gaver, W. W. and Fres, J. W. Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In Proc. of DIS’00 (2000), 66-71. 6. Dunne, A. and Raby, F. Design noir: The secret life of electronic objects. August/Birkhøuser (2001) Basel, London. 7. Fernaeus, Y., Jacobsson, M, Håkansson, M., and Ljungblad, S. How do you play with a robotic toy animal? In Proc. of IDC’10, Barcelona (2010) 8. Heyer, C. High-Octane Work: The oil and gas workplace. In Proc. of ECSCW’09 (2009), 363-382. 9. Heyer, C. and Grønning, I. Cross-workplace perspectives: relating studies from hospitals to an oil and gas workplace. In Proc. of NordiCHI’08 (2008), 475-478. 10. Höök, K. Transferring Qualities from Horseback Riding to Design. In Proc. of NordiCHI’10 (2010).
Figure 2. The iterative design cycle, with an additional twist of examining an anlogous context.
11. Jacobsson, M, Ljungblad, S., Bodin, J., Knurek, J., and Holmquist, L. E. GlowBots: Robots that evolve relationships. In Adjunct Proc. SIGGRAPH’07 (2007).
CONCLUSIONS
We discuss the notion of the analogous practice of transferring findings from a source context to a target context. This generalises and broadens the discussion from prior work. Our two instances of using analogy in ethnography and similar kinds of classical methods is not only about grounding blue-sky research [15], but also to provide some “blue-sky” or innovation opportunities for ethnographic methods. Here, the provided “blue-sky” is a rich understanding only available from actual practice and use. Traditional highly-grounded qualitative data serve as inspirational input for inventive design ideas, suggesting that such studies can raise novel or even provocative ideas. For example, by examining accounts of the sociology and work practices in healthcare, we were able to critically reflect on an industrial context and envision new tools and ways of working. By studying reptile owners’ interests, we gained a new perspective of pet ownership, informing novel robot and agent designs which move beyond interactional stereotypes.
12. Ljungblad, S. and Holmquist, L. E. Transfer scenarios: grounding innovation with marginal practices. In Proc. of CHI'07 (2007), 737-746. 13. Macdonald, N. Beyond human Interactions 12, 2 (2005), 75-79.
centered
Design?
14. MacLean, A., Bellotti, V., Young, R., and Moran, T. 1991. Reaching through analogy: a Design Rationale perspective on roles of analogy. In Proc. CHI '91 (1991), 167-172. 15. Petersen M. G., Ljungblad, S. and Håkansson, M. Designing for playful photography. New Review of Hypermedia and Multimedia 15, 2 (Aug 2009), 193-209. 16. Rogers, Y. and Bellotti, V. Grounding blue-sky research: how can ethnography help? Interactions 4, 3 (1997), 5863. 17. Schraefel, M. C., Hughes, G., Mills, H., Smith, G. and Frey, J. Making tea: iterative design through analogy. In Proc. of DIS'04 (2004), 49-58
ACKNOWLEDGMENTS
18. Taber, K. S. When the analogy breaks down: modelling the atom on the solar system. Physics Education 36, 3 (May 2001), 222-226
Thank you Bill Gaver for creating the model in Figure 1. REFERENCES
1. Bell, G., Blythe, M. and Sengers, P. Making by making strange: Defamiliarization and the design of domestic technologies. ACM Trans. Comput.-Hum. Interact 12, 2 (2005), 149-173.
19. Wilson, S., Bekker, M., Johnson, P. and Johnson, H. Helping and hindering user involvement — a tale of everyday design. In Proc. of CHI '97 (1997) 178-185
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GappaGoshti™ – A Social Networking Platform for Information Dissemination in the Rural World Sylvan Lobo Tata Consultancy Service Ltd. Mumbai, India sylvan.lobo@tcs.com
Pankaj Doke Tata Consultancy Service Ltd. Mumbai, India pankaj.doke@tcs.com
ABSTRACT
Sanjay Kimbahune Tata Consultancy Service Ltd. Mumbai, India sanjay.kimbahune@tcs.com
literacy, poverty, fear of technology, and other social aspects. Personal computers have failed in rural India due to their interface complexity, power requirements and nonlocalization. On the other hand, India has about 500 million and increasing, cell phones used by its population every day. The rural populace is comfortable with a cell phone.
The poor, rural, semi-literate farmer in India is in dire need of credible information services for sustenance. Various telephony, Interactive Voice Response System (IVRS), Short Messaging Service (SMS) texts, kiosks, and mobile based approaches have attempted to cater to their information needs, but have failed to give an engaging and useful experience. We have attempted to give the rural farmer a rich and useful Internet-like experience through a mobile based multimedia social networking platform GappaGoshti™. We have created an engaging user experience which transforms into a platform used for information exchange, advice exchange, announcement board and more such services in spite of the technology and social challenges.
In this paper we have proposed an innovative Information and Communications Technology (ICT) solution that lets users to interact with one another in a social media setting and obtain relevant and useful information. This solution, a mobile social platform has a rich visual interface and other local features, giving rural people a richer and engaging knowledge sharing and learning experience. BACKGROUND
A farmer's job is like running a business organization as it involves complex tasks involving multiple resources, equipment, man power, deep domain knowledge and good business sense. They need to make critical decisions which affect the nation's food supply chain and economy. Most farmers have a very basic education. But they do well with their deep traditional knowledge and experience. It is a paradox that the least qualified personnel are in charge of the most critical function – food security. With modern times, changing government policies, budgets, changing climate, disasters, etc., making effective decisions has become difficult for farmers. At times, with limited information and being taken advantage of, they have made poor decisions which have affected their crop and self sustenance. Literacy and information dissemination can create awareness of various technologies and opportunities to address this problem.
Author Keywords
ICT, India, Social Media, Rural Social Networking, Usability, Mobile, Web, Voice, Asynchronous Persistent Audio, Search, Rural ACM Classification Keywords
H.4.3Communications Applications, H.5.2User Interfaces. INTRODUCTION
India is dominantly an agricultural country where more than 70% of the population is dependent on agriculture as a major source of direct and indirect employment. [10] The farmers have to deal with various challenges regarding crops, manpower, irrigation, soil, pests, diseases, climatic changes, markets and government policies. They need timely, reliable, contextual, local advice to cope with these challenges and make critical informed decisions that could affect their very livelihood.
RELATED WORK
The farmers depend on mass media for information, but these tend not to be localized. The Internet is a powerhouse of information to the urban crowd, but rural people do not have access to information at this scale due to low levels of
There are many notable initiatives that provide information services to the farmers and people in a rural setting. They are based on a voice UI, mobile application, SMS or telephone. There have been attempts to provide a persistent and asynchronous model for voice communication, which is similar to the existing text based messaging model, and different from a synchronous telephone call. This approach allows users to refer older conversations and lets multiple participants to contribute to a conversation at leisure. One of the major drawbacks of using voice as a medium is that it is difficult to browse audio and find relevant content. Some
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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research exists in the field of persistent asynchronous audio communication such as: RadioActive, Nishimoto’s Asynchronous Voice Meeting System, BubbleTalk and MMS. [1,2]
icons. In order to alleviate the problem of textual data entry we use a persistent and asynchronous model of voice communication. Voice conversations persist in the system letting users browse and listen at leisure, and add to the conversations, thus providing a voice based social networking platform. We also disseminate local news information.
A commonly used system for sharing voice based user generated content is an Interactive Voice Response System (IVRS). Telephones are widely accessible throughout India. Simple applications can be created that cater to illiterate as well as literate users effectively. Being very simple to use, it does not require much investment in training the user.
GappaGoshti™
GappaGoshti™ (chitchat in local language) is rich interactive voice based mobile platform for social networking. It has a visual user interface in the local language, Marathi, with intuitive icons for tasks such as recording and playback. Care has been taken to use simple non-technical local terms to create contextual menus.
Comparative studies have been made for speech and touch tone input modalities. Some users prefer a speech based input as it is enjoyable and natural. But it is difficult to implement an accurate system, and to cater to the large number of languages and dialects of India. Others prefer dialing, as it is accurate and can get the job done quickly. [3,4] IVR-like voice based UI systems have disadvantages. People dislike talking to machines as there is no personal touch. Even a natural human-like voice UI can be confusing as it may seem that one is talking to a real person. Deep call flows and long menus are unpleasant. Only a limited amount of information can be presented. Voice prompts may be hard to understand. Compared to a visual interface, an IVRS is slow as access is sequential, rather than random. Recovering from erroneous input is tedious. It is near impossible to design a rich interactive usable application.
The platform requires that the mobile has a TCP IP based network capability, like GPRS. The primary medium of communication is a voice post. People can browse through others posts and listen and respond to them. “In particular, it is a platform where a user can (a) interact with his friends, (b) interact with an expert to get advice on his queries (c) participate in discussions (d) voice his opinion (e) start a new forum and (f) view the latest news feeds (g) view customized data feeds. The solution is architected such that it can run on low end handsets with a minimum requirement of voice record and play features support. This helps the platform accessible across a large range of handsets.” [8]
Some of the initiatives that have attempted to bring the Internet and social media to the rural and illiterate are Avaj Otalo, Spoken Web, Conspeakous VoiceGen, VoiKiosk and LifeLines. [5,6,7] These initiatives are mostly telephone and IVRS based and allow the accumulation of user generated content to provide services such as expert advice, answers to queries, classifieds and other information services. But these systems are prone to the general restrictions of an IVRS-like system.
A quote from this paper, [9] aptly states why a social networking platform is a choice for information dissemination to users: “Using social networks in a traditional way, i.e., in an informal way where they grow by themselves, is a starting point for knowledge management as well as collaboration. Supporting personal contacts in the use of social networks most likely facilitates the collaborative activities between people in the organization. It is not only the end contact between two persons that are important for knowledge dissemination and collaboration, but also the contacts in between. The search for the right person, through talking to others, makes people aware of the activities going on in the organization. Supporting social networks in an organization also supports a natural way of finding things out.”
Reuters Mobile Light (RML) and Nokia Life Tools are SMS based services that provide agricultural and education information but, a richer and local language experience is not promised. OUR APPROACH
The rise and emergence of social media has presented how information is shared among users through social interaction, crossing boundaries of the traditional web. Such a social media setting can help a farmer obtain immense information and gain from each other's expertise. Farmers need such access to Internet scale information via a simpler medium than a traditional PC. With the variety of languages scripts and low literacy levels in India, a text based input system poses challenges.
Major Features
Short voice posts: Recording short 20 seconds voice clips is one of the primary features of GappaGoshti™ and primary source of user generated information. This provides users a platform to perform various activities like marketing their products, broadcasting useful information, querying for information and sharing of knowledge (Figure 1). 20 seconds were chosen as a tradeoff, as the time taken to upload a longer voice recording over a poor network would give a bad usability experience.
We have built a mobile platform with a visual interface rather than a pure voice based telephone user interface. The visual interface is a blend of local language and intuitive
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Pilot Deployment
Notifications: When a user makes a post, other users are notified via SMS.
The GappaGoshti™ platform had earlier been deployed in other regions in Punjab and Maharashtra. [8] The new deployment at Raigad is based on learning from our previous attempts, and has seen an improved usage and satisfaction level. The platform at Raigad was deployed with additional information services such as Channels and News, and a notification system.
Channels: Information services that provide customized data feeds and discussion forums. Currently there is support for weather forecast, news and discussion with a local expert and the organization. Channels provide a platform to reach out to the users with additional information services such as market updates, health information, notices or any relevant topic. (Figure 1)
With the help of a reputed agro-tourism farm owner, ten people in the agricultural field from Raigad were chosen to use GappaGoshti™. Most of the participants were in the vicinity of 30 years of age, with a few senior participants above 60 years. Most had a school education of 10 years. They were mostly farm owners, conducting agro-tourism, agricultural shop owners, a few farm helpers, and an agricultural officer from the government.
The following features were introduced after observing usage and usability problems. They are currently in a test phase, and not yet presented to the users: Tagging: The tagging feature was introduced as the users were unable to figure out which posts are relevant, and listening to all posts unnecessarily was unpleasant. The user now needs to choose a tag from a list, to describe a post’s content, before uploading it. This simplifies browsing of relevant posts. Threaded discussions: A post and its replies are linked for tracing a discussion. A thread of discussion is now coherent with answers linked to queries. We also provide an offline automated voice notification to indicate if they have received responses to their posts. Selection based search: With the help of tagged posts, the search feature can enable users to find posts related to a keyword. Instead of tedious text entry for search, we provide a scrollable list where the users select the tags they want to search for. This enables the user to filter through a treasure of information.
Figure 2. User’s activity per feature
Figure 3. English translation of posts made
Figure 1. GappaGoshti screens for recording, playback, and weather information.
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Devanuj, Sachin Adawadkar, Kushal Gore, Arijit De, Vinod Pande, Lajish VL, Bhushan Jagyasi and Della Sajan for their invaluable support, feedback and efforts. REFERENCES
1. Zinman, A. RadioActive: Enabling large-scale asynchronous audio discussions on mobile devices. Master’s thesis, MIT, August 2006.
Figure 4. Nature of Posts: Replies, Announcements, Queries, Information, Feature Requests Observations
2. Nishimoto, T., Yuki, H., Kawahara, T., Araki, T. and Niimi, Y. Design and evaluation of the asynchronous voice meeting system AVM. In Systems and computers in Japan, Wieley Periodicals (2002), 33, 11, 61-69.
Observations were collected by direct feedback from the users and an analysis of server logs and posts made in two months. The platform had about 90% notable activity among the users. (Figure 2) The users made frequent posts and used the platform regularly to listen to posts and avail of news and weather services. They used the platform for various purposes: to market their produce, such as mangoes and rice; to share knowledge in various areas such as mango ripening or informing others of agricultural magazines available (Figure 3); to refer to the weather predictions and news. Figure 4 shows the nature of posts. Replies to queries and announcements were most popular. Interestingly, there were no spurious or spam posts made. Social policing seemed to be inherent.
3. Patel, N., Agarwal, S., Rajput, N., Nanavati, A., Dave, P. and Parikh, T.S. A comparative study of speech and dialed input voice interfaces in rural India. In CHI ’09: Proceedings of the 27th international conference on Human factors in computing systems, New York, NY, USA, 2009. ACM, 51–54.
Difficulties faced by the users
4. Sharma, A., Plauch´e, M., Barnard, E. and Kuun, C. HIV health information access using spoken dialogue systems: Touchtone vs. speech. In Proc. IEEE/ACM Int’l Conference on Information and Communication Technologies and Development, (2009).
It took initial hand holding to get the users accustomed to the recording controls. Being a rural area, poor network connectivity posed a problem. We had temporarily given the users our handsets with the platform installed. Some users found it cumbersome to carry two handsets.
5. Patel, N., Chittamuru, D., Jain, A., Dave, P., Parikh, T.S. Avaaj Otalo — A Field Study of an Interactive Voice Forum for Small Farmers in Rural India. In Proc. of ACM Conference on Human Factors in Computing Systems (CHI 2010). 6. Jain, S., Prakash, P., Rajput, N. and Nanavati, A.A. Conspeakous VoiGen: Creating Context-Aware Voicesites. In Proc. India HCI 2010/ Interaction Design & International Development (2010), 37-43.
Future Work
We will provide improvements based on observations. We would add capability to record, tag and search photos and video along with a longer duration for recording.
7. Agarwal, S.K., Kumar, A., Nanavati, A.A., Rajput, N. Content Creation and Dissemination by-and-for Users in Rural Areas. In Proc. 3rd international conference on Information and communication technologies and development, IEEE Press Piscataway, NJ, USA.
CONCLUSION
The concept of social networking was well understood by the rural people. Most of the users were not familiar with telephonic, mobile, or Internet technologies and yet saw benefit and adopted it. It was an interesting novelty to the users and used it with great zeal to perform their agricultural activities. They were awed by the asynchronous voice model: that they can listen to voice posts and discussion threads at leisure; that unlike a telephone call, the conversation is not lost; that one can listen to a question-and-answer conversation made by others and find help and information for oneself, and also add their own views to it. The platform was not used for casual chitchat, but for useful knowledge that helped them make informed decisions.
8. Pande, A., Kimbahune, S., Doke, P., Chunduru, D. GappaGoshti™: Multimedia based Mobile phone Solution for Social Networking for Rural masses. In Third International Conference of Pattern Recognition and Machine Intelligence (PReMI’09). 9. Groth, K. Using social networks for knowledge management. In Proc. European Conference on Computer-Supported Cooperative Work (ECSCW 2003). 10. India: Priorities for Agriculture and Rural Development http://go.worldbank.org/8EFXZBL3Y0
ACKNOWLEDGMENTS
We thank our users, Chandrashekar Bhadsavale, Shashikant Vartak, Arun Pande, Ananth Krishnan, the developers,
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PINwI - Pedestrian Indoor Navigation without Infrastructure Markus Löchtefeld, Sven Gehring, Johannes Schöning, Antonio Krüger German Research Center For Artificial Intelligence Campus D3 2, 66123 Saarbruecken, Germany {markus.loechtefeld, sven.gehring, johannes.schoening, krueger}@dfki.de ABSTRACT
Navigation in larger unfamiliar buildings like town halls, airports, shopping malls or other public indoor locations is often difficult for humans. Due to the high amount of infrastructure needed for indoor positioning, just a few navigation services for indoor environments exist. Therefore in many of these buildings 'YOU-ARE-HERE’ (YAH) maps are provided, often located at the entrance or other key places, to facilitate orientation and navigation within the building, but they have the disadvantages of being stationary. In this paper, we try to overcome these problems by presenting PINwI (Pedestrian Indoor Navigation without Infrastructure), an application that allows the user of a mobile camera device with integrated compass and accelerometer to utilize a photo of such an indoor YAH-map to navigate through the corresponding building. Using a dead reckoning approach, we enrich stationary analog YAH-maps with basic location functionality and turn them into a digital and dynamic medium that can help decision making while taking turns or estimating distances.
Figure 1: A typical example of an indoor fire-exit map. Often complicated architectural desins lead to deflection [5].
spatial relationship of the offices to the numbers does not reflect the building structure. Other factors that could increase the frustration are complicated architectural building structures (see figure 1) and time pressure that makes navigation nearly impossible [4, 5]. GPS navigation systems are getting more and more popular and nearly every recent mobile device is equipped with a GPS-receiver. When considering indoor environments, a major drawback is that GPS does not work in indoor environments due to blocked satellite signals. Therefore, different systems for indoor navigation and localization are needed. One of these alternative localization methods would be to set up a mesh of Bluetooth- or Wifi-cells (or other technologies such as infrared or ultra sonic waves) to estimate the users position via the signal strength of the cells. But these setups are not only expensive but also complicated to establish and maintain. Since the built-in sensors differ among the various cell phone manufacturers, it might be considered nearly impossible to build an indoor navigation system based on Bluetooth and Wifi that works correctly on all common devices. Even if there is a fully functional localization network, one normally needs a special device or the correct software for this very building installed on your own mobile device to be able to use the network. With todays mobile devices application markets, the distribution of such applications would be easy, but still it is cumbersome for the user to download an applicastion for every new building.
Author Keywords
‘You are here’ maps, mobile camera devices, pedestrian navigation, indoor localization ACM Classification Keywords
H.5.1 [Multimedia Information Systems]: Artificial, augmented, and virtual realities, hypertext navigation and maps, location-based services (LBS) INTRODUCTION
Navigation inside a larger building is even in times of sophisticated mobile devices a difficult task. Getting from the entrance of a huge office building to the office, is often connected to a frustrating search. Especially when the numbering of the offices is done in such a way that the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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The application that we present in this paper (PINwI) allows to utilize a snapshot of an indoor YAH-map for navigation purposes. Instead of relying on an infrastructure, the system uses the compass and accelerometer built-in in present mobile phones for a dead reckoning approach like [9]. The system is designed to be used by owners of compass and accelerometer equipped mobile phones without demanding for further skills. After a calibration phase, to reference the photo of the map, the user can continuously look up his actual position that is displayed as a moving dot on the picture of the YAH-map. PINwI is inspired by PhotoMap presented by Schöning et al. [11]. Taking the idea of Schöning et al. a step further, PINwI allows indoor as well as outdoor navigation. With that, it is extending boundaries of indoor maps. The remainder of the paper is structured as follows: First we give an overview of existing work in the area of indoor positioning services. After that we will illustrate the idea of PINwI in more detail with a fictive scenario. Furthermore, we discuss our map referencing methods and our prototypical implementations. We report on comments on our first informal user study and lay out the future work.
Figure 2: Map of the first floor of the Peter B. Lewis Building designed by Frank Gehry.
that can be used for navigation purposes is located close to the entrance. The idea of taking a picture of a YAH-Map to use it for navigation was introduced by Schöning et al. with Photo Map [11] using GPS for outdoor navigation. PINwI however takes the approach one step further and allows indoor navigation as well as outdoor navigation.
RELATED WORK
In the field of indoor localization and navigation a lot of research has been conducted which is reasonable because location is one of the most important context information needed for ubiquitous computing scenarios. GPS navigation systems are lately getting more and more popular but they have the drawback that they do not work indoors since satellite signals are often blocked or unreliable. First systems like the BAT- [2] and its predecessor the Active Badge-System [12] were able to determine the position of the user by establishing a large infrastructure of ultra sonic beacons across the building. Bahl et al. implemented with RADAR [3] a location service that is exploiting the information from an already existing radio frequency (RF) data network. The combination of ultra sonic and RF beacons to eliminate the negative side effect that each of these techniques has was done by Priyantha et al. with Cricket [8]. Besides these radio and ultra sonic based approaches, many different approaches exist utilizing a wide variety of sensors e.g. optical markers [7]. Often accelerometers or gyroscopes have been utilized for indoor navigation. For example, Woodman et al. [13] achieved a location accuracy of 0.73m in 95% of the time by combining a foot-mounted inertial unit, an accurate model of the building and a particle filter. In most approaches where dead reckoning is used to determine the position, every once in a while correction is needed to reduce the error accumulation. Therefore most of these approaches use data from external sources, for example predeployed RFID tags [14]. All the above-mentioned approaches require
In [10], Robertson et al. present a Bayesian estimation approach for simultaneous mapping and localization for pedestrians in constrained areas such as buildings. Their approach is based on odometry with foot mounted inertial sensors. With the collected sensor data, a 2D map of the building can be derived that can be combined with derived maps of other users. The disadvantage of this approach is that the map, that gets generated automatically, is not appropriate or detailed enough in most cases since they only provide the footprint of the building. PINwI however can provide highly detailed maps in case that such maps are publicly available. Another disadvantage of [10] is that contrary to PINwI, maps are only available for already explored environments. SCENARIO
To exemplify the concept of PINwI more fully, one can imagine the following scenario: John is heading for the seminar room 124 located on the first floor in the Peter B. Lewis Building of the Case Western’s business school where he has an appointment in five minutes. Unfortunately for John, he is unfamiliar with the building. Furthermore the building was designed by Frank Gehry and has a very complicated architecture (see Figure 2) so that even trained SWAT teams have their problems [1]. He spots a YAHmap of the building next to the reception containing all the details he need to get to his seminar room. John takes a picture of the map with his accelerometer and compass equipped mobile phone and marks his actual position on the picture. Then he simply marks his position on the image again when he recognizes that he has reached the end of the South Atrium (see section 4 for details). PINWI has now referenced the map including the orientation of the picture
either infrastructure or at least some knowledge in form of maps about the building. In contrast to that, PINwI postulates that in nearly every public building a YAH-map
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Figure 3: The Scale-True-Referencing: The user takes a picture of an indoor map (left), then marks the YAH-spot (blue). After that the user walks away from the map until she finds another identifiable spot which she marks. From now on, PINwI updates the position automatically (right).
orientation of the image are known, dead reckoning can be used with the second point as the start.
and Johns step length (see figure 3). Now John can look up his position on the map whenever he has to decide which direction to take, so he manages to get to the desired seminar room in time.
During our first real-world tests we discovered that public indoor maps exist that are not true to scale and somehow stretched or compressed in either x- or y-direction. This is different to the set of outdoor maps presented by Schöning et al. [11]. However the Scale-True-Referencing is just suited for maps that are true in scale because the pixel/step calculation is done with just one vector regardless its orientation. For maps that are stretched or compressed in one component a different technique is needed. Therefore, we developed the second technique that takes such deformation into account and determines a scale for each, x- and y-direction.
REFERENCING APPROACH
Since PINwI is designed to be as flexible and generic as possible, we relinquish to rely on an additional infrastructure like Wifi- or Bluetooth-cells. For the indoor navigation, only the built-in accelerometer (used as a pedometer) and the compass of the mobile phone are used for dead reckoning. Dead reckoning is the process of estimating the current position based upon a previously determined position, advancing that position based upon known or estimated speeds over elapsed time, and course. To make the picture of the indoor map usable for navigation, a reference-sequence is needed to adopt it to the users physiognomy (i.e. the length of legs and size of foot). Our approach does not estimate a step length but simply embraces that one keeps the same step length most of the time. Our referencing approaches are adoptions of the ”Two Point Referencing” of PhotoMap [11]. Instead of assigning WGS84 (World Geodetic System, 1984) coordinate offsets to the pixels we use steps done by the user as the unit. We developed the following two methods for referencing which only differ in the number of points one has to mark and walk to. Both approaches are suitable for indoor as well as outdoor maps. Buildings with multiple floors require a map on each floor and the user has to start a new referencing each time. The maps only needs to show the whole walkable area of the building to suit the system.
Deform-Referencing
Just like in the Scale-True-Referencing, the user has to mark the YAH-spot on the map and can the decide whether to calibrate the x- or y-direction first. When he determined which direction should be calibrated first, he has to walk in the according direction in the building and mark a second point that is only shifted in the chosen direction. The same sequence needs to be done for the other direction as well so that a scale for each direction can be determined. During the two walking phases, the compass directions are recorded as well and the average angle of both phases is used to determine the up-vector which leads to higher accuracy, of course adapted to the two scales. IMPLEMENTATION
To demonstrate the described concepts, we implemented a prototype application. As platforms, the Apple iPhone OS (iPhone 3Gs) and the Android OS (Google Nexus One) were chosen. The phones feature an accelerometer as well as a compass, which are necessary for the dead reckoning approach that is used to determine the users position. The algorithm that we apply to detect the steps utilizing the accelerometer is based on the approach of Mladenov et al. [6]. We ported it to the particular platform we were able to recreate the accurateness presented in [6].
Scale-True-Referencing
After the user has taken a picture of the map, he marks the YAH-spot in this picture using the touchscreen to determine the actual position. After that, he walks up to a second position in the building that he can identify and mark in the picture. The bearing of the second point should be in a straight line with the first point and the user should walk up to it as precisely as possible. While walking, the number of steps and the orientation of the compass is recorded. The vector ξ defined by the two marked positions is then used to determine the up orientation of the image by calculating the angle between the ξ and the y-vector (0,1), and adding it to the average compass angle recorded during the walking phase. Furthermore the scale of the image is identified by dividing the length of ξ (in pixels) by the number of steps counted during the walking phase. Since scale and
In our initial real-world test, we observed an imprecision of the built-in electronic compass of the Nexus One. Most of the time, the inaccuracy of the compass was more than 25 degrees compared to a standard magnetic compass. This makes this device unsuitable for the PINwI without further enhancements. Additionally the northing of the compass often is shifted to different extends but this shift normally keeps steady during the usage. Since our approach does not
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2. M. Addlesee, R. Curwen, S. Hodges, J. Newman, P. Steggles, A. Ward, and A. Hopper. Implementing a sentient computing system. Computer, 34(8), 2001.
rely on a given up-vector of the map but determines this vector itself, the shift of the northing can be neglected. The compass built-in the iPhone 3Gs was steady and significantly less errors were observed. Therefore, the Deform-Referencing was only implemented for the iPhone platform. As an additional aid for orientation, the iPhone application allows an optional walking direction oriented rotation of the image of the map. Due to the inaccuracy of the accelerometer-based pedometer and the electronic compass, the calculated position drifts with every position update further away from the actual position. Therefore the actual position can also be resetted by the user. Every once in a while when one can identify his own actual position on the map, for example by comparing room numbers in the environment with these shown on the map, the user can point on the position and for the ongoing postion estimation, this position is used.
3. P. Bahl and V. N. Padmanabhan. Radar: An in-building rf-based user location and tracking system. In INFOCOM, 2000. 4. C. Hölscher and M. Brösamle. Capturing indoor wayfinding strategies and differences in spatial knowledge with space syntax. In Proceedings of 6th International Space Syntax Symposium, 2007. 5. A. J. Maule and A. Edland. The effects of time pressure on judgment and decision making. In Decision making: Cognitive models and explanations, 1997. 6. M. Mladenov and M. Mock. A step counter service for java-enabled devices using a built-in accelerometer. In CAMS ’09: Proceedings of the 1st International Workshop on Context-Aware Middleware and Services, ACM, 2009.
USER FEEDBACK
We collected user feedback in a first unstructured user test for which the iPhone client was used. After a short introduction, we let 7 people navigate through a building by using a prototype of the system. Following the test, we asked the users a few questions in an unstructured interview. The feedback we got from the users was throughout positive. They described the system as easy to use and that the referencing phase had not impeded them because most of the participants integrated it directly into the path they took. For the majority of the users, it was more important to know in which direction they have to go than to know a highly precise position.
7. A. Mulloni, D. Wagner, I. Barakonyi, and D. Schmalstieg. Indoor positioning and navigation with camera phones. IEEE Pervasive Computing, 8(2), 2009 8. N. B. Priyantha, A. Chakraborty and H. Balakrishnan. The cricket location-support system. In MobiCom’00: Proceedings of the 6th annual interna- tional conference on Mobile computing and network- ing, ACM, 2000. 9. C. Randell, C. Djiallis and H. Muller. Personal position measurement using dead reckoning. In ISWC’03: Proceedings of the 7th IEEE International Sympo- sium on Wearable Computers, IEEE Computer Society, 2003. 10. P. Robertson, M. Angermann and B. Krach. Simultaneous localization and mapping for pedestrians using only foot-mounted inertial sensors. In Ubicomp’09: Proceedings of the 11th international conference on Ubiquitous computing, ACM, 2009.
CONCLUSION & FUTURE WORK
In this paper, we presented a pedestrian indoor navigation system that allows utilizing a snapshot of an indoor YAHmap for navigation and uses the built-in compass and accelerometer for a dead reckoning approach. The main focus of the system is to support the user in navigational tasks by providing a rough position and orientation. The approach is unique because it can be applied to any kind of building without modification of the application. In a future work, we want to improve the accuracy of the positioning. A combination of [10] and PINWI to verify and enrich the generated maps with additional information seems to be an interesting approach since it would lead to higher accuracy localization. To evaluate the usability of the system, we want to conduct a full user study comparing our approach to three different methods which will be a standard paper map that the user can carry around, heavily distributed YAHmaps and an indoor positioning system based on Wifi signals.
11. J. Schöning, A. Krüger, K. Cheverst, M. Rohs, M. Löchtefeld, F. Taher. Photomap: using spontaneously taken images of public maps for pedestrian navigation tasks on mobile devices. In MobileHCI’09: Proceedings of the 11th International Conference on HumanComputer Interaction with Mobile Devices and Services, ACM, 2009. 12. R. Want, A. Hopper, V. Falcao and J. Gibbons. The active badge location system. ACM Transactions on Information Systems, 10(1), 1992. 13. O. Woodman and R. Harle. Pedestrian localisation for indoor environments. In UbiComp’08: Proceedings of the 10th international conference on Ubiquitous computing, ACM, 2008.
REFERENCES
14. S. Yeh, K. Chang, C. Wu, H. Chu and J. Hsu. Geta sandals: a footstep location tracking system. Personal Ubiquitous Computing, 11(6), 2007
1. SWAT team blames Gehry architecture for delay in trapping Cleveland shooter. http://tinyurl.com/3adbgj6, 2003, Online; accessed 15-January-2010.
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Pointing for non-visual orientation and navigation Charlotte Magnusson, Miguel Molina, Kirsten Rassmus-Gröhn, Delphine Szymczak Department of Design Sciences Lund University, P.O. Box 118 221 00 Lund, Sweden {charlotte, miguel.molina, kirre, delphine.szymczak}@certec.lth.se ABSTRACT
the mobile device, of which Layar is one example (layar.com). However, there is also recent research showing how to make use of non-visual feedback, for example [1], [2], [4], [6], [7].
People who have visual impairments may have difficulties navigating freely and without personal assistance, and some are even afraid to go out alone. Current navigation devices with non-visual feedback are quite expensive, few, and are in general focused on routing and target finding. We have developed a test prototype application running on the Android platform in which a user may scan for map information using the mobile phone as a pointing device to orient herself and to choose targets for navigation and be guided to them. It has previously been shown in proof of concept studies that scanning and pointing to get information about different locations, or to use it to be guided to a point, can be useful. In the present study we describe the design of PointNav, a prototype navigational application, and report initial results from a recent test with visually impaired and sighted users. Non-visual, interaction, navigation, GPS, compass, audiohaptic, augmented reality.
The soundcrumbs application [2] demonstrated that the non-visual feedback received when pointing with the device and scanning with it in different directions provided sufficient information to the user about the direction to a target. The SoundCrumbs application was an application mainly for creating trails (hence the "crumbs") and following them, and was therefore independent of map data. The display of map data in a completely non-visual use case becomes increasingly complicated with increasing numbers of map features to display. Still, pointing and scanning with a navigation device could potentially augment the reality to aid users who have limited eyesight and give them a means for obtaining an overview and orienting themselves as well as a means for navigating in unknown places. We have developed the PointNav prototype in order to explore how such an application should be designed.
ACM Classification Keywords
THE POINTNAV PROTOTYPE
Author Keywords
PointNav is a test application implemented on the Android platform which can provide speech and vibratory feedback. The application allows the loading of point of interest lists (via .gpx files).
H5.2: Auditory (non-speech) feedback, H5.2:Haptic I/O, H5.2: Prototyping, H.5.1: Artificial, augmented and virtual realities. INTRODUCTION
The use of navigation devices based on GPS information increased with 100% between the years 2006 and 2009 [5]. Nowadays (2010) many mobile and smart phones are delivered with pre-installed navigation applications. By combining GPS data with the information from an electronic compass (magnetometer), directional information can be displayed to a user when a device is aimed in the direction of a point of interest (POI). So far the bulk of this work focuses on adding visual information on the screen of Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Figure 1. The touch screen interaction design.
The main functionality from the user's perspective is the non-visual touch-screen interaction, the environment scanning by pointing, and the guiding to a selected target.
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The touch screen contains nine buttons as shown in figure 1. You get a short vibration as you move from one button to the next. This allows you to feel the borders between the different buttons. If you rest your finger on a button the speech feedback will provide you with the name of the button. You select a button by releasing your finger from the screen (just as you do for mouse button selection in the standard windows interfaces). This design allows the user to slide her finger over the screen to find the right button without accidentally selecting something unwanted. In contrast to the accessibility design used in the Apple iPhone or in [9] this type of screen interaction requires no double tapping or special multi touch gestures.
do, as yet, not employ any signal filtering strategy since filtering has been observed to result in a lag in the compass bearing which has been observed to be problematic for the scanning interaction. It is still possible that some filtering strategy might need to be adopted at a later stage. In the guiding mode the user is guided to the previously selected point. The guiding does not make use of any routing, instead the application provides the user with information about if the device is pointing towards the target point or not. The figure 3 illustrates the guiding design.
In the scanning mode, the user points the device in the desired direction, and if the device points at a POI within a certain distance range she will get a short vibration followed by the POI name and distance (by speech feedback). The scanning angle (see figure 2) is currently 30º, and if several POIs fall into a sector, the one closest to the 0º bearing will be displayed. The last POI reported is stored and the user can select it by pressing the “Add” button and also ask for more information about it. In the real world there are often very many POIs and the user can filter these points by selecting to scan for near points (0-50 m), intermediate points (50-200 m) and far points (200-500 m). Figure 3. Guiding design. The “straight ahead” angle is 46º (to avoid decimals), the “turn around” angle is 60º and the “keep right/left” anlges are 124º.
For the design of the angle intervals we have been guided by the recommendations in [3]. In contrast with the design used in the soundcrumbs application [2] this design does not only provide information about how close the device is to the 0º bearing, but also about which direction to turn in order to point more straight at it. The speech feedback says the name of the goal, the distance to it and the text indicated in figure 3; “keep straight”, “keep right/left” and “turn around”. The corresponding vibration feedback used a design inspired by the PocketNavigator [8] and used a long and a short vibration for the “keep right/left” sectors (longshort for keep right and short-long for keep left). The forward direction was indicated by a pattern of three short vibration pulses and the turn back was shown as indicated by a sequence of long vibrations. The guiding stops when you are 15 m or closer to the target and the speech feedback says “arriving at . No more guiding". In addition you get a sequence of five short vibration pulses. The 15 m distance is to some extent determined by the jitter/jumps in the GPS signal and for the test location (a park with many trees) we had observed that the 10 m used in [2] occasionally placed locations in places that were hard to reach or dangerous while 15 m appeared to work better. For all the vibration patterns described above a short vibration is 50 ms and a long vibration is 150 ms.
Figure 2. Scanning angle and sector ranges. The points signify POIs, and the POIs A and B in the same sector are close to each other in angle.
Since speech information about a POI takes time to display there is, in this respect, the question about how to handle the speech queuing in the case of several POIs with small angle differences (like A and B in figure 2). In PointNav the TTS is allowed to finish speaking POI names. This might result in feedback given at the wrong location, but having the speech interrupted by new speech requests can result in incomprehensible stutter due to compass and GPS jitter. We
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RESULTS
The start button in figure 1 was to keep the application inactive before the test, and the mute button allowed the user to silence the guiding speech information.
All users were able to complete all test tasks. The visually impaired users particularly liked the possibility to orient themselves using the scan mode. The guiding was also quite well liked by four of the five users with vision problems, while one user did not like it since the GPS precision is not good enough (this user had previous gps experience and thus knew the imprecision you sometimes get – “you want to get to the ATM and you end up at 7-11”). The touch screen interaction worked quite well – all users were able to learn it quite quickly, and the main problem was actually to remember which functions there were and what they should be used for. Given the short duration of the initial familiarization, users were allowed to ask for help with the touch screen interface, and everyone except the sighted user needed reminders like “the top left button” initially. All users were able to handle the final task without support indicating that they had mastered the interaction fully.
TEST DESIGN
The above described application was tested with five visually impaired users and one sighted user. The test was semi-informal/qualitative and was done in a park (figure 4).
Compass jitter made it hard to select the “Neverhood” POI (the speech feedback would jump between the two nearby points), causing selection errors and forcing the users to try several times before they succeeded. In response to this, two of the users developed the strategy of turning the phone to a vertical position as soon as they heard the right name (the scanning updates only while the phone is held horizontally). Figure 4. POIs in the test area. The POIs used in the test are indicated by arrows.
In general users kept the phone pointing forwards during guiding and followed the speech instructions. One user also developed the alternative strategy of keeping the phone pointing towards the goal even when walking in another direction (when walking around obstacles or having to follow paths that did not lead straight towards the goal).
Of our visually impaired users three were completely blind while two had some residual vision. We tested with 3 men and 3 women. We tested with young, middle aged and old users – the age of the test users was 14, 16, 44, 44, 52 and 80. The sighted user was the youngest of these – we wanted to test also with a sighted teenager to compare how this kind of user would react to an application like this.
All users had to be told about the vibration patterns. They spontaneously noticed that there was vibration, but unless told so they did not notice the different patterns. One of our blind users had used the application before during pilot tests, and this user preferred to turn off the speech feedback for the guiding. The other users were quite happy about listening to the speech, although some commented that once you got more used to the vibrations you might want to turn the speech off. One user who had tested an earlier application that made use of a Geiger counter type of vibration feedback to indicate direction commented that such a design might be more intuitive than the one we had implemented in PointNav.
To allow the users to familiarize themselves with the application the test started with a tutorial where we showed them how to find the test starting point (the topmost of the points indicated in figure 4). Once at the test starting point the user was asked to locate the fictional place “Beachstock” (at middle distance, rightmost of the points in figure 4) and go there using the guiding functionality of the application. Once at “Beachstock” the user was asked to locate “Neverhood” (at long distance, leftmost in figure 4) and then to go there. The user was not told in which distance interval the points could be found. The use of fictional POIs was motivated by a wish to avoid having users making use of previous knowledge of this park. After having found “Neverhood”, the test leader guided the users to a spot near a fountain placed centrally in the park (the centrally placed white circle in figure 4) and asked the user to tell him how many POIs that could be found nearby. The users were video filmed during the test, and the test concluded with a short semi structured interview around the experience and the application. The whole test took between thirty minutes and one hour.
The users were offered to use earphones. Four of them preferred to use these, while two preferred to listen to the phone loudspeaker. This may in part be due to the test design – since the test leader was walking nearby it is possible that some users felt it more natural to share the sound compared to if they had been on their own. We had included one elderly user in the test. This user had no central vision, and no longer used a mobile phone. Before the onset of the vision problems this person had used one, but it was described as the “old” kind. Thus this
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user had no experience of touch screens, and needed longer time to learn how to use the touch screen interface (although also this user was able to complete the final task without assistance). The pointing and scanning on the other hand caused very few problems.
block the path to the goal (an extreme example would be a cul-de-sac forcing the user to take a detour). It is clear that routing will improve the guiding in an environment where such problems are more common – but at the same time we see that for more open environments the kind of interaction described in this article (as well as in [1-3] and [6-8]) works well both for sighted and visually impaired users. It should be noted that the park was not completely open – there was one place where a ridge barred the way and our users were still able to handle this by walking around it. Still, we feel it should be the subject of future studies how these guiding designs can be combined in a good way.
We were also interested in how the PointNav application (which was designed to be accessible) would be perceived by a sighted teenager and we included one such person among our test users. Teenagers can be considered mobile phone expert users, and much marketing is targeted towards this group. Since we only tested with one user from this group we can make no general statements, but at least this person reacted very positively to the application and thought something like this would be really useful. It was also interesting to see how little the application interfered with the walk – the user looked around and also talked quite a lot with the test team. Even when interacting with the screen in bright sunlight, the device was held in a relaxed position at waist height. This can be contrasted with the “hold the device in front of the face” type of interaction that tends to result from the standard touch screen interaction.
ACKNOWLEDGMENTS
We thank the EC which co-funds the IP HaptiMap (FP7ICT-224675). We also thank VINNOVA for additional support. REFERENCES
1. M. Jones, S. Jones, G. Bradley, N. Warren, D. Bainbridge, and G. Holmes. Ontrack: Dynamically adapting music playback to support navigation. Personal Ubiquitous Comput., 12(7):513-525, 2008.
DISCUSSION AND CONCLUSION
2. C. Magnusson, K. Rassmus-Gröhn, and B. Breidegard. Soundcrumbs - hansel and gretel in the 21st century. In HAID '09, Berlin, Heidelberg, 2009. Springer-Verlag.
This paper describes the design of the PointNav application and reports initial results from a user test involving five visually impaired users (ages 16-80) and one sighted teenager (aged 14). PointNav includes a combination of augmented reality scanning and guiding while earlier studies have focused on either augmenting the reality [4, 6] or guiding [1-3], [7], [8]. In contrast with [1], [4], [6] and [7] we have also tested with visually impaired users. The test reported in [2] involved only one visually impaired user, and was (as was stated above) directed solely at guiding. Our test results are encouraging – the scanning and guiding interaction is intuitive and easy to use, and also the touch screen interface worked well although users needed some time to learn the button layout. The select on release design caused no problems, and the users quickly understood how the interaction worked.
3. C. Magnusson, K. Rassmus-Gröhn, and D. Szymczak. Scanning angles for directional pointing. In MobileHCI'10, 2010. 4. D. McGookin, S. Brewster, and P. Priego. Audio bubbles: Employing non-speech audio to support tourist wayfinding. In HAID '09, pages 41{50, Berlin, Heidelberg, 2009. Springer-Verlag. 5. Navteq corp. Navteq press release january 6, 2010, 6. S. Robinson, P. Eslambolchilar, and M. Jones. Sweepshake: finding digital resources in physical environments. In MobileHCI '09, pages 1-10, New York, NY, USA, 2009. ACM. 7. J. Williamson, S. Robinson, C. Stewart, R. MurraySmith, M. Jones, and S. A. Brewster. Social gravity: a virtual elastic tether for casual, privacy-preserving pedestrian rendezvous. In CHI '10, pages 1485-1494, 2010.
Our visually impaired users particularly appreciated the scanning mode since it provided overview and helped with orientation. The guiding allowed all test users to find the goals we had assigned, but this may to some extent be part of the test design. The kind of POIs we used (not closely tied to a physical object) and the kind of environment we were in (a park) is less sensitive to GPS inaccuracies. Judging from the user comments the orientation one gets from the scanning may be more important – in fact one user explicitly stated that GPS guiding was not good enough for his needs. Still, guiding was appreciated by several users and in fact two of our visually impaired users spontaneously expressed that they felt safe using it (one of these was the elderly test person).
8. Pielot,M., Poppinga, B., Boll, S., PocketNavigator: using a Tactile Compass to Enhance Everyday Pedestrian Navigation Systems, Proceedings of MobileHCI, Lisboa, Portugal, September, 2010. 9. Bonner, M., Brudvik, J., Abowd, G., Edwards, K. (2010). No-Look Notes: Accessible Eyes-Free Multitouch Text Entry. To appear in Proceedings of the eighth International Conference on Pervasive Computing. Helsinki, Finland
Another problem we partially avoided by using a park was the kind of situations where objects in the environment
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Mobile or Desktop Websites? Website Usage on Multitouch Devices Max-Emanuel Maurer, Doris Hausen, Alexander De Luca, Heinrich Hussmann University of Munich, Media Informatics Group Amalienstrasse 17, Munich, Germany {max.maurer, doris.hausen, alexander.de.luca, hussmann}@ifi.lmu.de ABSTRACT
Mobile Internet is nearly a standard nowadays. Due to former bandwidth, input and screen limitations, website providers often created special versions of their websites for mobile devices. New hardware and interactions techniques like multitouch gestures enable a new way of browsing the original versions of websites. However, companies still spent effort and money in creating secondary versions of their original pages. With the rapid deployment of new mobile devices, the usefulness of mobile versions of websites becomes questionable. To investigate on users expectations, we conducted an online survey with 108 participants about their browsing habits and preferences on mobile devices. In a follow-up user study with 24 participants. The results of the survey show that more and more people prefer using original content instead of the mobile version, especially for users of new generation mobile devices like the iPhone or Android phones. Those results are supported by the user study, which shows no significant performance increase when comparing both versions – the mobile and desktop one – performing a visual search task.
Figure 1. An example how a mobile tailored website (left) could look like compared to the respective desktop style website (right) on an iPhone.
ACM Classification Keywords
H.5.4 Information Interfaces and Presentation: Hypertext/Hypermedia Author Keywords
Mobile internet, mobile devices, multitouch INTRODUCTION
Over the last decades, the web has gained immense importance not only on desktop computers but recently also on mobile devices. With mobile data traffic rising on average 4.7 times in 2008, mobile browsing and hence the importance of websites on mobile devices increases1 . 1
http://www.reuters.com/article/idUSTRE59Q20O20091027
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 1620, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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With low bandwidth (i.e. GPRS) and old-fashioned devices (i.e. low-resolution displays), many big companies started creating special mobile versions of their Internet sites. Usually, those sites were adapted in size, design and content to fit on small screens and to require smaller amounts of data to be transmitted. Currently, third generation transmission technologies like UMTS enable mobile phone users to download data at high speed. In terms of bandwidth, the problems of mobile browsing have been more or less overcome. Partially the same is true for device evolution. In contrast to former text-only displays with few lines of text, current devices have increased display size and resolution. Due to new input technologies for mobile devices, the field of mobile browsing is permanently changing. Standard displays are more and more replaced by touch screens that support multi-finger input. With those so-called multitouch displays, users browsing websites can make use of different new gestures to zoom or move page contents. Although device performance is getting closer to what we are used from our desktop computers, many companies still offer mobile websites. The technological development and the evolution that mobile browsing went through during the last decade encourages a new thinking. If the development continues like this, do mobile versions of websites still have their right to exist or are they rendered useless? In this paper, we want to bring this discussion forward by providing results from
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an empirical approach. We conducted an online survey with 108 participants as well as a first consecutive user study with 24 participants. Results of both evaluations show that users do still appreciate mobile versions of websites even though they generally like desktop versions much better. However, quantitative results of a visual search task support our discussion when showing that there is no significant performance difference of mobile versus desktop versions when used on a multitouch device.
subjects were assigned to the tasks of one specific website. Each site was tested on the mobile device in its normal and its mobile phone specific version. In some cases participants were not able to complete the task [3]. The outcome of this study was that on average mobile website versions were better than the desktop ones. Research in the area of mobile website usability has been carried out for many years. But as hardware and software of mobile devices changes, the need for new research arises. One thing that is important regarding the development in this sector, is the question whether mobile tailored or converted webpages could eventually get obsolete in the future especially when looking at the new types of touch screen devices capable of recognizing gestures. Our approach now focusses on this issue with a survey and a small user study.
RELATED WORK
Research in usability of mobile web browsing is as old as mobile web browsing itself. In 1997 one year before the release of the WAP 1.0 specification2 Bickmore and Shilit [1] already thought of ways for “deviceindependent access to the World Wide Web”. The categorization they set back then is still important today as it describes four general approaches for displaying web content on small screens. Most mobile web browsers offer the alternative between “client-side navigation” – scrolling the content – or “automatic re-authoring” – fitting the page to the screen width whilst distorting its layout. Another approach is the “device-specific authoring” which means that a special version of a web page is created that suits mobile devices better. This idea has been taken a little further as some web page providers not only create special mobile versions of their web page but also a device-specific application running separately on the mobile device without the need of a web browser (e.g. Facebook).
SURVEY
Focus of the survey was on touch screen device users and their knowledge of mobile tailored websites. The survey consisted of two parts. The first part was about mobile device usage and the second part focused on mobile browsing with touch screen devices. Only people which stated they had used a touch screen device in the past answered the second part of the survey. The survey was distributed online using different channels like mailing lists or social networking sites. Survey Results
108 participants (36 female) completed the survey which was online available for approximately one week. In the following, the results we received regarding each of the four question groups are described. The participants’ age ranged from 20 years to 50 years (avg. 26 years). All but one participant owned a mobile phone, on average for about 8.1 years (sd 3.5). On a Likert scale from 1-‘never’ to 5-‘very often’ one third never used their phone for mobile Internet access but 25 percent did it ‘very often’. 59 percent had already operated a touch screen device. Only those 63 touch screen users were asked to answer the remaining questions. Members of this group owned their mobile devices in average one year longer (9.2 years). More than half of the touch screen users were experienced with the iPhone or the iPod touch (rating their experience either 4 or 5). 57 % of the touch screen users owned a touch device themselves with 19 % owning an iPhone.
Most of the work presented so far deals with the issue of re-authoring web pages. Lam and Baudisch stated that reformatting websites to fit on smalls screens totally distorts them resulting in the fact that the main information usually is found several screens downwards [2]. When displaying a thumbnail of a web page instead, the user is getting a good overview of the page but is usually unable to read any text. As a solution they proposed a technique called “Summary Thumbnails” rendering the main body of the page as a thumbnail but increasing the font sizes in a way that not all but at least the first part of a text got readable. In 2007, Shrestha compared browsing webpages on both devices – desktop computers and mobile phones – by actually performing tasks with test subjects [5]. Results showed that mobile browsing still was much slower than browsing the same pages on a desktop computer. This study used the online standard versions of a website on both devices. Existing mobile versions of a website were not used. A recent study from Schmiedl et al. examined the mobile web in 2009 [4]. Using different research methods they tried to answer five big questions on mobile phone surfing, one of them being: “Do the mobile optimized versions really have an advantage in comparison with the full version when viewed on a mobile phone?” To answer this question, Schmiedl et al. set up different test tasks on five different websites. One or two test 2
People were asked to compare mobile tailored and desktop style web sites. Two screenshots were used to explain the idea of two different versions (see figure 1). When having the choice of using either a mobile tailored version or a normal version 44 percent of the users preferred the mobile version while 30 percent did not care which version they would use and at least 25 percent of the users preferred to use the standard version using their mobile device, too. In case participants had a preferred version they were asked why they did so. People preferring mobile versions mostly stated the better
http://www.wapforum.org/what/technical 1 0.htm
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Figure 3. Answer distribution for: a) “In how far do gestures simplify browsing?” (1-‘not at all’, 5-‘very much’) and b) “Does using gestures render mobile version obsolete?” (1-‘no’, 5-‘yes’)
Figure 2. Likert value distribution for website version preference (from 1-‘mobile’ to 5-‘desktop’)
readability or the fact that they did not have to zoom in and out using such pages. People preferring the normal version mentioned the recognition value of the desktop version and the fact that the normal website offered more information than the mobile version did. Interestingly both groups had the impression their favorite version would provide better clarity. The 28 participants preferring a mobile version were additionally asked if they would relinquish such a version or whether they would switch to a different website. For four of them, the mobile version was such an important criterion that they would look for another website offering similar content.
a website while looking for a specific information, the users had to perform a visual search task. Each participant had to find a keyword in a news article on a fictional news site. Website measures have been derived as an average from some real existing news sites (e.g. bbc.co.uk, nytimes.co.uk, cnn.com) whilst the content itself was chosen to stay the same for both mobile and desktop version. The article’s position on the site and the design of the website changed resulting in four different test conditions: desktop + target inside the first screen, desktop + target outside, mobile + inside and mobile + outside. Two columns with 10 news entries were shown on the desktop website whilst the mobile version had the two columns underneath each other with altered font sizes (see figure 1). To minimize learning effects people knew the complete news article and the keyword beforehand. The four test conditions were counterbalanced leading to a number of 24 tested subjects. We did not use real webpages because this would result in a high number of independent variables. To be able to properly measure quantitative data we chose creating our own website. The study was conducted using an iPod touch with the Safari web browser. People had the possibility to browse an existing news site as long as they wanted and were explained the different possible gestures before starting the actual task. After reading the target news item and finding the target word they had to perform the tasks under the four different conditions whilst all touches, gestures and actions they did were recorded to compute the exact task completion times. After the users had performed the four conditions they had to fill out a short questionnaire similar to the one previously explained. Our hypothesis was: (H1) Using the desktop version people will be able to locate the information faster.
Rating speed, simplicity and clarity for mobile vs. desktop version, participants preferred the desktop version for speed. Clarity and simplicity were rated higher for mobile versions. Figure 2 shows the corresponding Likert distributions. In the end participants were shown a small animation explaining the different gestures available for browsing on an iPhone. 98 percent already knew the swiping gesture – used to scroll –, 94 percent knew the pinching gesture – used to zoom in and out – and 84 percent knew the double tap gesture – zooming to a specific region. Regarding the like-ability of those gestures, swiping was liked best with an average of 4.67 (sd 0.54) on the Likert scale (1-‘I don’t like it’; 5-‘I like it very much’). The pinching gesture (sd 1.14) and the double tap gesture (sd 1.16) had both an arithmetic mean of 4.0 in like-ability. Finally we asked how far people agreed to the fact that gestures make mobile browsing easier. In this case the arithmetic mean on a Likert scale from 1-‘not at all’ to 5-‘much easier’ was 4.37 (sd 0.94) with 57 percent selecting the highest value of 5. When asking people whether those gestures make it possible to waive mobile versions of Internet sites the results were nearly balanced (see figure 3). Summarized our findings of this survey show that users of touchscreen devices normally know about the different types of websites that exist, but when asking them which type they prefer and why, they do not agree with each other. Some do like mobile tailored versions better, some like using the original desktop ones.
Study Results
The four tasks formed a repeated measure user study with 24 test subjects (14 female) aged from 19 to 30 years (m = 22.7). 20 subjects were right handed and four were left handed. All of them owned a mobile device in average for 8.5 years (sd 2.29). Anyhow, only 14 (58 percent) of all participants previously used a touch screen device. 71 percent of the participants thought that they found the contents more quickly using the
USER STUDY
To get first insights on how people perform using mobile or desktop websites we additionally conducted a small user study. To measure how users interact with
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conclusions on this topic can be drawn. The results gathered so far do not allow to finally pronounce mobile website versions dead nor do users see those versions as a must. In this light, the momentary trend to offer different websites for different kinds of devices (even different mobile versions) seems debatable. With new device sizes coming up every day (i.e. tablet computers) the possible number of different web site versions will have to be limited in the future. CONCLUSIONS AND FUTURE WORK
The mobile device market is changing quickly. Together with these devices, the users’ habits change, too. With our survey and the user study we tried to get an insight of the impact of new touch screen phones on current Internet browsing habits. Are mobile tailored versions still important? The findings of the survey show that people start to like using standard websites whereas still some appreciate the extra effort put in creating mobile versions of websites. Looking at our user study in terms of finding information fast, we cannot attest an advantage to mobile tailored websites but neither for desktop versions. While in other work (e.g. [4]), authors argue that mobile websites are still important and highly appreciated by users, we take a different point of view. Users expectations were mostly formed in a time when mobile Internet was a painful, expensive and hardly joyful experience. However, those times have changed. From a technical point of view there is no need anymore to limit user experience this way. With a broader range of device screen resolutions ranging from full HD over netbook resolutions down to mobile phones, something should be done to be able to properly display web content on all different screens. To identify future trends similar studies should be conducted and should be compared with the results gained here.
Figure 4. Medians and sd for the different user study tasks displayed as a box plot. A (mobile + target inside), B (desktop + target inside), C (mobile + target outside), D (desktop + target outside)
mobile page. 66 percent of the participants had the impression that the mobile version was easier to use than the desktop one. Asking for clarity the mobile version was preferred by 58 percent of the users. Consecutively we did a statistical analysis of the execution times derived from the user study. All data – except for the condition mobile + target inside – is normally distributed. Median and sd for all cases are depicted in figure 4. A two-way repeated measures ANOVA was applied to the data. There was no significant main effect for the independent variable design (F1,17 = .72; p > .4) so hypothesis 1 has to be rejected. Instead visibility showed high significance (F1,17 = 20.9; p < .001). No significant interaction effect for design × visibility could be found (F1,17 = .18; p > .6). Consequently only visibility had a verifiable effect on the results. The survey showed that users tended to advocate for either one of the designs giving some plausible arguments for their preferred version. ‘Clarity’ for example was claimed by both groups as an advantage of their chosen design. We argue that those subjective opinions do not hold against actual usage performance on multitouch devices. There are mainly three observations of our studies that support this assumption. A visual search task on an iPod touch did not show any advantage (regarding speed) for mobile websites. Most participants of the survey agreed that in their opinion, gestures highly simplify the browsing task on mobile devices. And finally (and more importantly), 45% of participants of the user study did not realize that they were interacting with two different versions of the news website, which have been designed based on the main news websites of nowadays Internet (see figure 1).
REFERENCES
1. T. Bickmore and B. Schilit. Digestor: device-independent access to the world wide web. Computer Networks and ISDN Systems, 29(8-13), 1997. 2. H. Lam and P. Baudisch. Summary thumbnails: readable overviews for small screen web browsers. In Proc. of SIGCHI, New York, NY, USA, 2005. ACM. 3. G. Schmiedl, J. Baumert, M. Seidl, C. Dobiasch, R. Religa, J. Eder, Johannes ans Jaworski, C. Winkler, C. Graf, C. I. Freudenthaler, P. Salmutter, N. Hellenpart, and M. Gunacker. Verwendbarkeit und verwendung des mobilen webs, 2009. 4. G. Schmiedl, M. Seidl, and K. Temper. Mobile phone web browsing: a study on usage and usability of the mobile web, 2009.
The user study and its results can only give a first insight on users’ behavior. Several limitations like the small number of participants and the fact we used one non-existing website reduces applicability of the results. Multitouch events, interactive content and other things definitely need to be taken into account before general
5. S. Shrestha. Mobile web browsing: usability study. In Proc. of Mobility, New York, NY, USA, 2007. ACM.
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Venice Unfolding: A Tangible User Interface for Exploring Faceted Data in a Geographical Context Till Nagel, Frank Heidmann University of Applied Sciences Potsdam Pappelallee 8-9, 14469 Potsdam, Germany {nagel, heidmann}@fh-potsdam.de
Massimiliano Condotta Università Iuav di Venezia Tolentini S. Croce 191, Venezia, Italy condotta@iuav.it
ABSTRACT
Erik Duval Katholieke Universiteit Leuven Celestijnenlaan 200A, 3001 Heverlee, Belgium erik.duval@cs.kuleuven.be
user-friendly interactive tabletop visualization with a narrow focus on a specific data set to trigger discussions at town-hall meetings or urban centers. The aim is to support the decision-making process, and to allow active citizens and local stakeholders to impact the directions of their cities. We strived to create an explorative visualization to invite residents to participate in analyzing urban transformation and new projects, helping them to influence the ways limited amounts of money are spent in their territory. For that, we enriched the flux of information, composed of data about projects and conceptual relations between them, with geographic locations. And we tried to lower the barrier to access the data by implementing simple tangible interactions.
We introduce Venice Unfolding, a case study on tangible geo-visualization on an interactive tabletop to enable the exploration of architectural projects in Venice. Our tangible user interface consists of a large display showing projects on a map, and a polyhedral object to browse these data interactively by selecting and filtering various metadata facets. In this paper we describe a prototype employing new methods to communicate territorial data in visual and tangible ways. The object reduces the barrier between the physical world and virtual data, and eases the understanding of faceted geographical data, enabling urban planners and citizens alike to participate in the discovery and analysis of information referring to the physical world.
There have been several related studies. Ishii et al. [3] describe an Augmented Urban Planning Workbench, which combines physical and digital media for a more holistic design approach. Their conclusions suggest that this method shifts the emphasis away from computer screens by creating an integrated environment in which stakeholders can incrementally create shared understandings. Other studies investigated the utilization of tangible objects for spatial interactions on tabletops (e.g. [4, 5]).
Author Keywords
Tangible interaction, tabletop interface, geo visualization, urban planning, multi-touch, visual browsing, faceted data ACM Classification Keywords
H5.2. [User Interfaces]: Interaction styles, Input devices and strategies, Prototyping. INTRODUCTION
Work with geospatial data is routinely carried out in groups with users exploring the data in ways according to their different needs. Public participation geographic information systems (PPGIS) “usually call for an open-ended exploration in which users […] examine various issues that relate to their community and locality” [1]. In her literature review, Sieber [2] summarizes they “allow participants to dynamically interact with input […], and empower individuals and groups.”
In this paper, we focus on a prototype developed collaboratively by architects, urban planners and interaction designers. We conceived new methods to communicate territorial data in visual and interactive ways, enabling experts and non-experts alike to participate in the exploration and analysis of geo-located data. The paper discusses requirements and design decisions, gives an overview of the visualizations and interactions of the prototype, and concludes with first results of a usability evaluation and an outlook on future work.
Instead of creating a PPGIS with all the possibilities complex GIS offer, we intended to develop a reduced but
REQUIREMENTS
We developed a list of specific requirements based on our previous experience in the design of visual exploration tools for architectural contents [6, 7].
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
• Users should be able to interact directly with the relevant information to be able to control several parameters. • Navigation of the information space needs to be flexible, according to the choice of users.
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• A subtle but permanent guidance giving visual feedback needs to be in place in order to prevent users from getting lost in open environments.
The asymmetrical polyhedron consists of one base area and five responsive faces in different shapes, which act as filters to various facets of the data.
• People should feel invited to participate. The tool shall be social, not as personal and introverted as stand-alone desktop computers, but an open shared information space for collaboration and discussion.
Metadata is faceted when it is composed of orthogonal sets of categories, allowing the assignment of multiple classifications to an object. Faceted metadata has been proven to support exploration and discovery [9].
• Size of the interaction space should be large enough to allow multiple users interacting with the visualization. Thus, enabling directed collaborative exploration, as well as to find connections by serendipity when different persons examine the data they are interested in, simultaneously.
For this prototype we employed facets relevant to architecture and urban planning, i.e. designer, date of construction, functional typology (such as “Infrastructure” or “Residential”) and keywords. We picked these classification categories, as they can describe the visualized projects appropriately. For the latter two facets we utilized a subset (selected by architectural experts) of flattened classification terms from the hierarchical MACE taxonomy [10], to reduce the conceptual complexity while still enabling “semantic interoperability among contents” [7]. All facets are used to determine relations between projects based on shared metadata.
In order to enhance knowledge exchange processes, the communication of conceptual networks has to be simple and visual: It allows users to intuitively grasp these conceptual networks increasing both their understanding and exploration activities. In turn, this enhances “analytical strategies for information seeking based on planning, query terms [such as through dynamic filters], and iterative adaptations of queries based on evaluation of intermediate results” [8].
Technical setup
The interactive surface of the tabletop has an area of 1.87 square meters, and a resolution of 29.4 pixels per inch (full HD 1080p). As resolution strongly influences visualizations [11], this relatively low resolution led us to iteratively redesign the interface, e.g. by opting to only display three facet text entries in legible font sizes at a time. The table size enables multiple persons to watch and interact with the visualization, simultaneously. For more details on the construction and technology of the interactive table we refer to [6].
PROTOTYPE
The Venice Unfolding application visualizes the spatial and conceptual relations of 116 architectural projects, enabling users to investigate the territorial transformation of the City of Venice. The prototype is built for a tabletop display, and shows a map as basis layer, which can be navigated by finger interactions. On the map, projects are displayed at their locations, with further metadata visible on demand. A physical object acts as tangible input device, and can be used to select various faceted data and filter the projects. In the design of the object we opted for a shape signifying the interaction possibility to select different facets, hinting to the literal meaning of a “facet”.
The polyhedral object is roughly 5×6×6 cubic centimeters. Each reactive face of the polyhedron includes a unique fiducial marker printed on the surface. The marker reflects infrared light recognized by a high definition camera inside the table, allowing the system to identify the currently faced-down polygon, as well as the object’s position and orientation. This tracking procedure was developed with the reacTIVision framework [12].
Furthermore, we intentionally designed the object to create curiosity by being an interesting physical artifact to invite users to touch and utilize it. If users want to choose a facet, they tilt the object towards that area.
Cartographic information depicted through the map comes from OpenStreetMap [13], while Cloudmade [14] provides the image tiles. This allowed us to embed interactive maps fast and effortlessly without the technical setup of a complete map server stack. While the main reason was to customize the map according to interface design necessities, one further advantage is users may contribute and update underlying spatial data. This crowd-source approach may encourage stakeholder communities to participate in discussing territorial problems. Visualization and Interactions
In the beginning, the map of the whole territory is displayed with all projects represented as markers at their locations (see Figure 1). Users can zoom and pan the map to select an area they are interested (by pinching, respectively dragging
Figure 1. Projects displayed on a map of the City of Venice
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Figure 2. Interaction sequence with the tangible object, starting with a) selecting one of the facets, b) choosing a specific entry from the radial menu, and c) browsing through further metadata and media of a selected project.
it with their fingers). Tapping a marker (i.e. touching it with a single finger) selects the respective project and shows its background information and media files, as well as connections to related projects.
position so as to not interfere with the facet item selection (which is at West). Keeping the same interaction mechanism, users select a category by moving the object towards its respective orientation. By rotating the object inside the ring users can explore project information in detail: scrolling through the descriptive text, and browsing through explanatory pictures (Figure 2 c). Selection of the third category (“relations”) activates the project’s conceptual network with other projects (Figure 3).
The main exploration activity is performed with the physical object, which allows haptic direct manipulation. To select a facet the polyhedral object can be tilted to one of its sides. The edges of the polyhedron are flattened, aiming for an effortless and easy-to-use tilting maneuver. For the visualization of the data facets we used the metaphor of unfolding a 3-dimensional object, to support users grasping the concept of opening the data set from different perspectives, and “to present a broad overview of the entire collection and to allow many starting paths for exploration” [9]. The polyhedral object can be placed anywhere onto the table's interactive surface to begin with one of two interactions: (1) Select criteria to filter and display specific projects, and (2) Browse background information of a single project. When a user puts the object onto the tabletop, the facets are displayed, each represented as an unfolded face of the polyhedron (Figure 2 a). After the user tilts the object onto one of its sides, the entries of the chosen facet are displayed as a radial fisheye menu surrounding the object (Figure 2 b). The text items are alphabetically ordered and displayed as small ticks, thus visualizing the overall amount of items. By rotating the object the user can now browse through the terms. The currently viewed one is set in large type. Its direct neighbor entries are legible as well, while farther apart ones are blanked out due to space constraints. The user can choose a specific item by moving the object towards its text representation. After a user’s selection, the application filters the data set, and highlights matching projects on the map. If necessary, the map section automatically adapts appropriately, so highlighted projects always fit the whole table surface.
Figure 3. Exploring relations between projects
The possibility of showing related projects in a direct visual way is a key feature of the interface. The relations are based on common metadata, for example same designer, similar construction date, or sharing some conceptual classifications according to the taxonomy. When the user selects this modality all corresponding projects are highlighted with their titles on the map, and can be selected to start a new browsing and discovery process through the information network. EVALUATION
We conducted a formative user study to gather first feedback from users working with the prototype. We recruited four male and two female participants aged 22 to 40 years from the student body and non-research staff of the FH Potsdam. All participants were right-handed and with normal or corrected-to-normal vision. The participants all
After the user selects a single project, the radial menu around the polyhedron changes to offer background information. The three categories “description”, “pictures”, and “relations” are shown at North, East, and South
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ranked themselves technically savvy, and all but one had used multi-touch devices before. The participants were encouraged to think-out-loud, while the interviewers were writing down those remarks and their own observations. These sessions were recorded on video and took approximately 60 minutes each.
Jula Lakritz, Nadine Patzig, Sabine Richter, Stefan Rechsteiner, Martin Schissler, Sebastian Schwinkendorf, and Stephan Thiel of the University of Applied Sciences for their significant and essential contribution and their work in conceptualizing, designing, implementing, and evaluating the prototype.
We asked the participants to execute specific simple tasks, and to fill out a post-test questionnaire on their satisfaction with the tool. The tasks ranged from finding projects of a given architect, to filter projects for a specified keyword, and to browse the media of one project.
REFERENCES
1. Haklay, M. E., Tobón, C. Usability evaluation and PPGIS: Towards a user-centred design approach. International Journal of GIS 17 (6): 577–92. (2003) 2. Sieber, R. Public participation geographic information systems: A literature review and framework. Annals of the AAG 96:491–507. (2006)
While the map and the display of the projects were interpreted correctly, the polyhedral object was not immediately understood by all participants. For browsing through the alphabetical list, all users rotated the object in the opposite direction. Two users did not realize the selection mechanism, and tried to tap the appearing items with their finger.
3. Ishii H., Underkoffler J., Chak D., Piper B., Ben-Joseph B., Yeung L., Kanji Z. Augmented Urban Planning Workbench: Overlaying Drawings, Physical Models and Digital Simulation. Proc. ISMAR 2002, ACM Press (2002)
After these initial errors all participants learnt the implemented interactions. Overall, the participants described the prototype as “playful”, “inspiring”, and “liked” the explorative approach, but criticized the tilting mechanism as not sufficiently self-explanatory.
4. Baraldi, S., Del Bimbo, A., Landucci, L., Torpei, N., Cafini, O., Farella, E., Pieracci, A., Benini, L. Introducing tangerine: a tangible interactive natural environment, Proc. MM 2007, ACM Press (2007) 5. Kim, L., Cho, H., Park, S., Han, M. A Tangible User Interface with Multimodal Feedback. Proc. HCII 2007, Springer (2007)
CONCLUSION AND OUTLOOK
We presented a case study visualizing architectural projects in Venice. First results suggest the tangible interaction with the polyhedron reduces the barrier between the physical world and virtual data, and eases the understanding of faceted geographical data. The presented mechanisms look promising to be used in other domains with tabletop applications enabling users to explore various facets of a dataset in a unified visualization.
6. Nagel, T., Pschetz, L., Stefaner, M., Halkia, M., Müller, B. maeve – An Interactive Tabletop Installation for Exploring Background Information in Exhibitions. Proc. HCII 2009, Springer (2009) 7. Stefaner, M., Dalla Vecchia, E., Condotta, M., Wolpers, M., Specht, M., Apelt, S., Duval, E. MACE: Enriching architectural learning objects for experience multiplication. Proc. ECTEL 2007. Springer (2007)
In the continuation of our research, we will incorporate the given feedback and refine the interaction design aiming to improve the usability. Currently, we are working on extending the polyhedron with an embedded accelerometer to be able to give visual feedback as soon as the user starts tilting the object, with the intention to ease the discovery of the facet selection mechanism. This also will allow us to provide object shaking as interaction pattern to clear the current selection.
8. Rice, R.E., McCreadie, M.M., Chang, S.-J.L. Accessing and browsing information and communication. MIT Press, 357. (2001) 9. Yee, K., Swearingen, K., Li, K., Hearst, M. Faceted metadata for image search and browsing. Proc. CHI 2003, ACM Press. (2003) 10. Metadata for Architectural Contents in Europe. http://portal.mace-project.eu/
Furthermore, we started first experiments in evaluating the prototype using head-mounted eye-tracking devices, and are planning to test the prototype with different sets of data to investigate whether our conceptual background assumptions are transferable to other domains.
11. Isenberg, P., Carpendale, S. Interactive Tree Comparison for Co-located Collaborative Information Visualization. IEEE TVCG 13(6), 1232–1239 (2007) 12. Kaltenbrunner, M., Bencina, R. reacTIVision: a computer-vision framework for tablebased tangible interaction. Proc. TEI 2007, ACM Press (2007)
ACKNOWLEDGMENTS
We would like to thank the study participants. We also thank Vittorio Spigai and Luigi Di Prinzio of IUAV, and the City of Venice Urban department for the support given us with the database used as case study. Finally, we thank
13. OpenStreetMap. http://www.openstreetmap.org/ 14. CloudMade. http://www.cloudmade.com/
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DESIGNi – A Workbench for Supporting Interaction Design Claudia Nass1, Kerstin Klöckner1, Sarah Diefenbach2, Marc Hassenzahl2 2 Fraunhofer Institute for Experimental Folkwang University Software Engineering IESE Universitaetsstrasse 12, 45141 Essen, Germany Fraunhofer-Platz 1, 67663 Kaiserlautern, Germany sarah.diefenbach@folkwang-uni.de, nass@iese.fhg.de, kloeckner@iese.fhg.de marc.hassenzahl@folkwang-uni.de 1
ABSTRACT
describe interaction and sculpt it by using proper techniques and applicable principles of a good interaction gestalt [4]. With a sharp increase in available materials (screens, sensors, motors, buttons, speech recognition), the potential way of interacting with a device becomes less constrained by technology and, thus, needs to rely more on the skills and expressiveness of the interaction designer. One important contribution appears to be the development of a universal interaction vocabulary [2, 4] that enables designers to talk about their designs in terms of basic characteristics. Like a marble piece, which can be described as smooth, hard, big, rounded, or edged, interaction may be described as slow, direct, powerful, or discrete. Besides a proper language for communicating about interaction designs, designers need tools to support the specification of their designs.
New devices expand design possibilities, but also lead to more challenges in the creation of interaction forms. This article introduces DESIGNi, a workbench that supports designers in exploring interaction forms and their attributes in a structured and systematic way. We present the components of DESIGNi and its use in creating a business application. Moreover, a comparison of the interaction forms specified in the design process with DESIGNi and the perceived interaction characteristics in user studies revealed interesting insights and points for improvement in the interaction design itself. Author Keywords
Interaction design, design workbench, interaction vocabulary. ACM Classification Keywords
This paper reports on the construction of a workbench, DESIGNi (Designing Interaction), which supports the specification of interaction behavior. It enables designers to experiment with different interaction gestalts and their attributes, assess the proposed forms, and align human actions and system (re)actions. To get a better understanding of DESIGNi, we first give a brief overview of the concept of interaction and of approaches that try to support interaction design. We then lay out DESIGNi and its application and report a user study. We conclude with a discussion of the lessons learned so far and detail some suggestions for improving this approach.
H5.2. [Information Interfaces and Presentation]: User Interfaces - User-centered design; Theory and methods. INTRODUCTION
A table that recognizes your drink and recommends related snacks; a faucet that changes the color of the water according to the water temperature chosen by the user; a cell phone that changes its shape to fit the emotional content of a message [1]. Recently, we have experienced a flood of electronic devices that employ a variety of novel, mainly gesture- and touch-based ways of interaction. This can be understood as a change in paradigm, enlarging the design space from designing system behavior to designing entire interaction behavior, i.e. human and system actions, and including new terms to describe the quality of those interactions – such as natural, surprising, or real [2, 6].
INTERACTION
The term interaction has its origins in physical science where it describes a reciprocal action or influence – e.g. electromagnetism; later this term was used in social science to mean an exchange between people; nowadays, its meaning has been broadened to include the exchange of information and action between people and machines [7]. Saffer [6], for example, defines interaction as “a transaction between two entities, typically an exchange of information” (p. 4). Similarly, Lim et al. [4] argue that interaction is an abstract entity between user and artifact. Both authors understand interaction as something happening between the user and the system, i.e., an entity that can be shaped and whose attributes can be manipulated. In his semantic analysis of Human Computer Interaction models, Dix [3] also presents interaction as something built by two states and an action that moves back and forth between the states.
Interaction design has become a major topic. The seemingly intangible concept of interaction has been concretized to facilitate the design activity. Like a sculptor working on a piece of marble, interaction designers need ways to properly Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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els34. Connect elements of type "process building block"
Reaction
hm1.1.Person holds sa1. Recognition of 1st 1 7 5 7 first element. element of connection Person is at sa2. Recognition of the desktop ha1.Person selected element hm1.2. Person taps in front of 7 7 7 7 connects element with which the elements 6 2 5 2 the first element has computer sa3. Connection is built to connect.
…
sm1.1. Element "process building block" pulses when selected sm2.1. Element "process building block" pulses once when tipped sm2.2. Haptic vibration on element "process building block" sm3.1. Arrow fligt from first to the next element sm3.2. Sound effect
attention
constancy
Attributes
System Manner
delay
System action
power
Human action
precision
Human Manner
power
precision
continuity
speed
evidence
purpose
proximity
Attributes
continuity
Action Attributes directness
…
Situation
speed
Interaction Elementary step
2 7 2 1 1 1 7 2 7 2 1 1 7 1 2 7 2 1 1 7 1 6 6 4 4 1 6 1 6 6 4 4 1 6 1
Table 1: Screenshot DESIGNi (Scale of attributes: 1=little to 7= extremely)
That means interaction is not a discrete entity, but something that moves or behaves in a special way between user and system.
This decomposition into actions and (re)action is not really novel, as discussed in the previous section, but helped us to establish an initially systematical description way. Therefore, the benefit presented by DESIGNi is how these components are described in order to support the design process of the behavioral entity interaction [3]. With this approach, designers are able to describe systematically the transition or interplay between human and system, i.e., how “action and (re)action” behave during the interaction.
Saffer [6], in particular, argues that interaction designers need the capability to integrate different disciplines (e.g., visual design, sound design, information architecture, human factors, etc.) and to make sure that they are in harmony. On the other hand, Lim et al. [4] argue that “there is an observed lack of established design knowledge that may help designers thinking about concrete interaction design” (p. 239). Their effort in filling this gap is shown through their design language that includes terms like interaction gestalt, attributes, and shape, and also their collection of attributes that can be employed by designers in order to describe interaction gestalt [4]. However, many of these attributes relate to the question of how information is displayed on screen, rather than to the interplay between action and (re)action, i.e., the actual interaction.
Structure of the Workbench
The interaction is described by three different aspects, the elementary step, the situation, and the attributes. Many action theories, such as Norman's [5] human action cycle, assume a breakdown of higher-order intentions into actionable parts. In DESIGNi, designers can describe each of these actionable parts, which we call elementary steps, such as “picking up the phone”, “connecting to the other phone”, and “speaking to someone on the phone”. By doing these three elementary steps, one achieves the higher-order goal of “communicating with someone”. The situation describes context factors that are relevant in an elementary step. The lower levels of action, in particular, strongly depend on situation factors. These aspects have to be considered during the design of the actual interaction. The attributes of an interaction are described by the interaction vocabulary of Diefenbach et al. [2]. Attributes addressing the entire interaction are directness (mediated-direct), proximity (spatial separation-spatial proximity), purpose (incidental-purposeful), and visibility (hidden-visible).
In a recent study, Diefenbach et al. [2] propose an “interaction vocabulary”, a set of elementary attributes for describing an interaction, which is neither restricted to a certain product range nor grounded in a modality. Along the lines of basic product characteristics such as size, weight, or color, interaction is described by terms such as slow-fast, gentle-powerful, etc. In their study, a set of more than one hundred different ways of accomplishing the task “switching on a light” served as a basis. The rationale behind this approach was to identify a comprehensive set of relevant and discriminating dimensions that help to describe and differentiate the various possible forms of interaction. Several validation studies done to date have shown the suggested vocabulary to support the description of similarities and differences in interaction designs.
Concrete interaction design requires the specification of actions on behalf of the human and a corresponding (re)action on behalf of the machine. Both together form the interaction. The particular actions embedded in an elementary step can be described by the actual action, its manner, and specific attributes. An action on the human side in the elementary step of "connecting to the other phone" is "inputting the number". Manner and attributes describe how a person executes this action, for example, “s/he types the numbers on the keyboard”, or “s/he whispers the number into the system”, or “s/he draws the numbers on a screen”. All these instances define different manners of executing the same action. Attributes, namely speed (slow-fast), continuity (stepped-continuous), precision (approximate-precise), and power (gentle-
DESIGNI
DESIGNi is a workbench that allows designers to describe an interaction and experiment with its attributes in a structured and explicit way by varying their values. Roughly speaking, interaction is a behavioral entity that consists of two components, namely action and (re)action. Action comprises the entire activity a human performs in order to transmit information to a system. (Re)action is the artifact’s response to the human’s action or an autonomous action pushed by the artifact.
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powerful) help to further specify the action; “the user whispers the number to the system in a slow, continuous, precise, and gentle way”.
system reactions by completing the area manner, although no system action was available at that moment. As presented in Table 1 he defined that for the human action “person connects elements”, the user had to “hold the first element” (hm1.1) and to “tap the element with which the first one had to be connected” (hm1.2).
The machine (re)actions are also described by the actual action, the manner, and the attributes. The (re)action manner describes the system’s outputs using one ore more media to trigger a human’s perception. It is the perceptible part of the system (re)action and can be influenced by a designer, e.g., “connection sound”. The following attributes are means for specifying the (re)action of a system: speed (slow-fast), continuity (stepped-continuous), precision (approximate-precise), power (gentle-powerful), delay (instant-delayed), constancy (changing-constant), and demand for attention (independent-needs attention).
After that, the designer was able to define adequate system reactions for each step of the human action and describe its manner and quality. The next steps were characterized these reaction manners, e.g., the manner “element ‘process building block’ pulses when selected” (sm2.1) was classified by the designer as a rather slow, continuous, rather approximate, gentle, instant, changing, and attentionneeding reaction. The characterization was realized via the scale of the “interaction vocabulary” (1=little to 7= extremely) [2].
Currently these elements are allocated in a simple table, inspired by the interaction analytical framework presented by Suchman [7]. She used a table where action and (re)action of a system were shown side by side in order to allow experts to visualize the shared understanding between a person and a machine. Based on this, we also built our workbench as a table, where designers can describe the different aspects of interaction, concretize the interaction, and visualize the sequence of interactions. Table 1 shows DESIGNi specifying an interaction. The first part consists of the elements that describe the interaction, namely elementary step, situation, and attributes. In the second part, designers have elements related to the action – action, manner, and attributes; and the third part presents elements related to the (re)action. So, we tried to preserve the idea of visualization presented by Suchman [7] in her framework.
When some parts of the interactions had already been placed in the table, the designer could assess them. Designers gain a better understanding of the whole because interactions are described in these coherent parts. By analyzing the design at hand, for example, the designer decided upon changes and improved the system reaction “element ‘process building block’ pulses when selected” by including a haptic vibration in the specification (sm2.2). This procedure was executed for each elementary step of the activities in GKE. The designer worked on different elementary steps simultaneously because no sequence was predetermined. He compared individual interaction steps with the entire sequence and reflected on whether the interaction was meaningful and appropriate. Based on the specification of DESIGNi, the system was implemented for evaluation as a high-fidelity fully interactive prototype1.
APPLICATION OF DESIGNI IN THE DESIGN PROCESS
This section illustrates the use of DESIGNi for an application in a business context. It involves a so-called "graphical knowledge editor" (GKE), which is used to model processes and workflows. A typical, recurring task is to build new processes by combining already existing process building blocks. The current prototype employs the multi-touch technology as an input device, because it allows designers to manipulate the action part of an interaction as well as its (re)action part.
USER STUDY
We explored three issues in the user study: (1) the relationship between intended and perceived interaction attributes; (2) the effect of interaction forms on the user‘s assessment of the system’s qualities; and (3) the existence of some relationship between interaction attributes and a higher level evaluation concept, such as goodness (goodbad). For this purpose, we conducted a study with 12 participants (1 female, mean age=36 years, min=29, max=43) who used GKE as part of their daily work, the newly designed form of interaction was compared to the commercial application (conceived without DESIGNi) used by the users in their every day work by means of a classical computer mouse. The participants had to perform a representative work task with both systems.
At the beginning, designers have to enter the known information into the table; in this case, the elementary steps and the situation had already been specified in an earlier requirement phase. With these data, the designers begin to build the puzzle of what an interaction would look like by filling in the other cells of the table. They complete the table in the order that ideas appear in their mind; it is not important to follow any special sequence. Typically, the conception phase is unstructured, because abstract concepts do not necessarily appear to the mind as a complete image.
A comparison of the designer's specification of the interaction and the participants' ratings on how they perceived the interaction in terms of the interaction vocabulary's attributes reveals a relatively high congruence
In our example, the designer conceived an interaction for the elementary step “connect elements ‘process building block’”. He described in the table the human action followed by how users should execute it. Then, the designer defined the human manner; he began to identify different
1
Screenshots of the prototype can be visualized in http://www.fun-ni.org/gke.
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of ratings; the mean correlation between specified and measured attributes is r = .67. Figure 1 shows that for all except one dimension, the designers’ and the participants' judgments are at least in the same direction.
Presently, DESIGNi is still a conceptual tool, but to facilitate its use by designers, this approach has to enable a productive work process. During the use of DESIGNi, designers experienced some limitations given by fulfilling the table with textual descriptions. For this, we are improving the specification form of the different disciplines that are involved in designing interaction. We want to go beyond textual descriptions and integrate other specification forms, such as quick sketching, use of videos, pictures, etc.
7 6 5 4 3 2
So far, only experienced designers have used DESIGNi for the conception of systems in order to experiment if the actual components of the workbench are appropriate for designing interaction. However, next evaluations should explore using DESIGNi versus its not using it for creating the same system. Then, we can compare the conception process and the products obtained from using DESIGNi.
1
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Figure 1: Compliance of specified and perceived attributes of the new form of interaction (Scale: 1=little to 7= extremely)
All in all, the new form of interaction was very appealing: the participants liked it better (M=6.08 vs. 4.50, t(11)=2.71, p=.020), had more fun (M=6.08 vs. 4.25, t(11)=3.74, p=.003) and, most significantly, perceived the new form of interaction as more intuitive (M=6.67 vs. 3.83, t(11)=5.04, p<.001). All ratings were surveyed on a seven-point scale from 1=little to 7=extremely.
Furthermore, the use of the interaction vocabulary on the design process and on the evaluation offers designers a way for exploring potential relationships between the attributes (speed, precision, power, etc) and the higher-level qualities (goodness, fun, intuitiveness, etc) of an interaction. By analyzing those links, designers can distinguish those parts of interaction that should be rethought or redesigned in the specific interaction scenario under contemplation.
A bivariate correlation analysis was used to explore the relationship between the perceived attributes and goodness. Three attributes presented a moderate correlation with this concept, namely directness (r=.519, p=.084), power (r=.643, p=.024), and precision (r=.681, p=.015). This effect cannot be generalized, but the integration of the interaction vocabulary on the design process and also on the evaluation can, under proper circumstances, help designers to better understand, e.g., why people like or dislike a certain form of interaction.
ACKNOWLEDGMENTS
This work was supported by the projects FUN-NI (Grant: 01 IS 09007) and Digitaler Warenfluss – ADiWa (Grant: 01 IA 08006). Both projects were funded by the German Federal Ministry of Education and Research (BMBF). REFERENCES
1. Admin. 2008. 20 Cool Interaction Design Concepts (URL). Retrieved April 16, 2010 from http://www.interactiondesignblog.com
DISCUSSION AND CONCLUSION
2. Diefenbach, S., Hassenzahl, M., Klöckner, K., Nass, C., and Maier, A. (in press). Ein Interaktionsvokabular: Dimensionen zur Beschreibung der Ästhetik von Interaktion. In Proc. of the Usability Professionals 2010.
DESIGNi is a workbench that helps designers to envision and describe interaction behavior in a systematic way. It fosters a more intensive and conscious exploration of interaction designs and enables the designer to do a better job because it supports a systematic design of interaction.
3. Dix, A. 2002. Towards a Ubiquitous Semantics of Interaction: phenomenology, scenarios and traces. In Proc. DVS-IS 2002. Rostock, Germany, 238-252.
Per se, each interaction design demands from the designers an intensive analysis of an interaction and its components in order to conceive coherent and innovative concepts. In this sense, the role of DESIGNi is to be a workbench in which this activity is realized in a methodological way by using this concrete description mode. We experienced this structure as helpful for two major reasons. The first one is the inclusion of the human action in the design space. It makes the design of new human action manners explicit and so brings designers to define new system reaction forms unknown in the traditional desktop metaphor where, for example, the manner of human action cannot be designed so freely. The second reason is that each detail of an interaction gains in importance and can be thoroughly analyzed and widely manipulated by the designers, since small details make the difference in designing.
4. Lim, Y., Stolterman, E., Jung, H., and Donaldson, J. 2007. Interaction gestalt and the design of aesthetic interactions. In Proc. Conference on Designing Pleasurable Products and interfaces. DPPI '07. ACM, New York, NY, 239-254. 5. Norman, D. A. 1988. The Psychology of Everyday Things, Basic Books, New York, NY. 6. Saffer, D. 2006. Designing for Interaction: Creating Smart Applications and Clever Devices. First. Peachpit Press. 7. Suchman, L. A. 2006. Human-Machine Reconfigurations: Plans and Situated Actions. Cambridge University Press.
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What makes a Butlerbot a Butlerbot? A discussion of a robot classification system Mie Nørgaard IT University of Copenhagen Rued Langgaardsvej 7, DK-2300 Copenhagen mienoergaard@itu.dk ABSTRACT
diverse they are, and how they might form our lives in very different ways. That kind of discussion calls for a robot classification system. A serious public or professional debate about robots cannot exist if hoovers, butlers and intelligent sheets are mixed together. In zoology, animals are ordered in a taxonomy that makes nature easier to understand and discuss. The Tree of Life relates animals according to species, genus, family, and so forth, all the way up to the domain [17]. Archaeologists have similar systems for physical artefacts; typology.
This paper discusses the development of a classification system for robots, inspired by other ordering systems such as archaeological typology and zoological taxonomy. The paper argues that a robot classification system would help researchers, designers and public discuss specific types of robots—such as robotic hoovers, robotic pets and speculative social multipurpose robots—and the ethical implications they each offer. Inspiration from typology and taxonomy is discussed and the paper points to challenges for the development of a robot classification system and concrete plans for future work.
If we had a Tree of Robots, what would that look like? What would be its species, families and classes? Would social robot be a kingdom or an order? And would it be meaningful to have a group defined by the presence of digits or wheels? In the following, I will discuss some aspects of a robot classification system.
Author Keywords
Robots, human-robot interaction, social robots, robot classification, futurescaping. ACM Classification Keywords
PUBLIC DEBATE MIX UP HOOVERS AND HALS
J4. Social and behavioral sciences, H5.m. Information interfaces and presentation.
Every now and then the media presents the public with news about social robots, for example implemented robots like Paro [16], experimental ones like Honda’s Asimo [10] or speculative ones like the ones in Figure 1. After, follows a public debate that is tainted by confusion about current
INTRODUCTION
The concept of social humanoid robots has long been popular on the screen and on print, and today robots are symbol of pop culture showing their faces on everything from t-shirts to political campaigns (Figure 1). Most of them are cute, appear friendly, and seem capable of all sorts of things: speaking, thinking, joking, moving, loving and serving. The fact that they are not real does not keep them from adding to the public impression that social anthropomorphic robots are just around the corner like some kind of new metallic multipurpose workforce, see for example [6]. To discuss how we might live with social robots in the future we need to be clear about what robots are, how
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.
Figure 1. To aid discussion of human values in public care, the Danish trade union FOA recently used a series of speculative care robots in a highly political campaign. From www.rigtigemennesker.dk/ robocare/.
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robot reality or future perspectives influenced by pop culture. For example, in 2007 the Danish municipality Høje Taastrup organized a discussion of future technologies amongst employees providing care for the area’s elderly. Robots were a central topic, mostly robots with limited functionality such as robotic hoovers, toilets, and baths. During a one-day discussion, the scepticism amongst participants was gradually replaced by a positive attitude towards robots that can reduce the hard physical work [15]. Participants argued, however, that no robot could take the place of a human being, and expressed concerns about the ethical consequences of deploying robots in public care. The argument is curious in a debate about simple robotic tools, which obviously cannot replace humans, but occurs frequently in mass media and professional magazines, such as Fag og Arbejde, a magazine for trade union members. The same argument was mentioned as a concern in relation to a survey on politicians’ views on robots in public care [12]. One might wonder if these examples point to actual concerns about robotic hoovers and pets, or if they address concerns related to a series of undefined speculative robots which are expected to follow seamlessly, once the robotic hoovers and pets have been accepted into the public care system? In case of the latter, how can researchers address such myths and inform the public debate, so that ethical and other implications of one (type of) robot can be discussed separately from others? To aid discussion of use perspectives and ethical implications of social robots, I argue for a grouping of robots into families that share traits such as is common in for example archaeological typology and zoological taxonomy. Archaeologists need to distinguish Hajdúsámson and Hallstatt swords to better understand what the artefacts mean and how they were used. Similarly, robot researchers need a way to separate hoovers from HALs, and a system of classification offers just that.
Figure 2. In his career, biologist Ernst Haeckel produced a series of illustrations of evolutionary trees. The one above shows the ancestry of Homo, and has been revised many times from when it was produced in 1874. The general idea that life branches out like on a tree is, however, intact. The illustration is a translated version of the original [8].
INSPIRATION FROM TYPOLOGY AND TAXONOMY
Let us briefly discuss two types of systems that could inspire the work on a robot classification system; archaeological typology and zoological taxonomy.
The evolution of robot attributes
When tailoring a robot classification system we should consider what such a system should be used for. Is relative chronology of interest? Hardly. Is evolution? Perhaps. In zoological taxonomy taxa are often defined by important physical traits, for example, Tetrapoda would suggest the presence of limbs. From evolution we know that physical traits such as the form of fish fins point to a specialized behaviour such a ‘walking’ (the mudskipper) or ’flying’ (the flying gurnard). We also know that if such traits serve no use, evolution will remove them from future generations. The same reasoning applies to the evolution of artefacts, and could apply for robots too. If a robot has digits we might as well assume that it can grab things, if it has wheels it can probably move. However, physical traits such as digits or wheels cannot tell us all about a robot. In archaeology, means of production, the mechanics and the material are also crucial for understanding the implications of an artefact. For social robots, capabilities such as level of
In archaeology, a typology refers to the systematic organization of artefacts into types on the basis of shared attributes. One goal of typology is to date artefacts relatively to others, and the analysis work rests on the fact that types develop slowly and stepwise over time [2]. Attributes of interest are shape, ornamentation and material. In zoology, taxonomy refers to the ordering of the animal kingdom into a tree of taxa based on ancestry [5], see Figure 2. One goal of taxonomy is to develop an overview of evolution and, based on the relationship between the tree’s branches, to question and refine their definitions [19]. Attributes of interest are shape, construction (for example osteology) and behaviour.
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communication, anthropomorphism and autonomy could tell us important things about a robot’s use potential and the possible ethical implications of living with it. A SYSTEMATIC APPROACH TO ROBOT ATTRIBUTES
In a discussion of robots it would be helpful to know if the discussion concerns, say, a real, tested and implemented tool or a speculative intelligent partner, because the difference in use and the ethical perspectives on such two robots are huge. The Roomba is, for example, only one step away from a well-known tool that we have lived with and used since the early 1900s [4]. Despite that Roomba owners may name, decorate and talk about it in a manner that suggests that it is more a pet than a vacuum cleaner [7,18], this is ultimately what it is; a tool with very limited use. In another end of a Tree of Robots we might find Honda’s Asimo [10]. The anthropomorphic look suggests that the robot is more than a machine, and that changes our expectations and interactions with it. It raises questions like ‘how do we feel about anthropomorphic robots appearing to be something they are not?’. Robots like Asimo raise a whole line of ethical questions that Roomba never touches upon, for example ‘what are the implications of having highly anthropomorphic robots that humans may legally treat any way they see fit?’ and ‘how will re-set personality buttons on anthropomorphic robots change our look on human life and dignity?’. This could be a reason to place robots like Asimo and Roomba on different branches in a Tree of Robots.
Figure 3: An example of how ‘like goes with like’ in sword typology. Based on different attributes such as shape and technological advancement in production the swords have been ordered in sequence [1]. A car typology is shown for comparison above the swords [2]. Being more experienced with cars than swords most of us can better deduct information other than sequence from car typology; emergence of engine, electrical light, wheels constructed for high speed, and a shape that makes the car useful despite weather or long distances. This information helps us understand issues such as infrastructure, use potentials etc. For sword experts, so does sword typology.
archaeologists would organize it according to a grouping system based on evolutionary traits, which has been used in both fields for centuries. It is called “like goes with like” [2] and offers the flexibility to move items around according to how new finds change the big picture, see Figure 3. It is definitely a job for the patient because new samples are bound to demand a re-ordering of the system, but the goal is not the production of a complete and finite view of the field. Such an endeavour is probably impossible. The goal is the act of ordering because it offers such an excellent opportunity for discussing what makes a bird a bird, a Hallstatt sword a Hallstatt sword, or, in the case of robots, what makes a Butlerbot a Butlerbot.
Like goes with like
A robot classification system needs to be structured in a way so that it can include future robots that might rely on technologies or conduct tasks that are unknown to us at present. It should also be able to deal with missing links or broken sequences, like in archaeology and zoology where professionals discover new pieces to be fitted into the existing systems. Many discoveries in paleontology cause discussions of groupings and lead to re-arranging the taxonomy. For example, the finding of Archaeopteryx—a feathered dinosaur, which in some ways resembles a bird (class aves) and other a lizard (class reptilia)—has lead to massive discussions about the need to make new taxa, to rename or to redefine existing ones, see for example [19]. For a robot classification system the challenge is similar. In the future, designers will come up with dozens of new robots that will challenge the system, and researchers should respond with debate about where in the system to fit it. Just like in any other field that relies on systems to investigate new material. However, if we want the system to provide some kind of understanding of speculative robots like the ones that appear in Figure 1, the system must be able to include speculative evolutionary steps such as increased autonomy or mobility.
FUTURE WORK
Our first future actions initiate the discussion about what a systematic robot classification system might look like. Thus, a series of workshops with laymen, researchers and designers will explore what might be useful taxa or attributes for constructing such a system. We will explore a wide range of robots including simple purpose domestic tools, toys, therapeutic robots, smart home devices, industry robots, humanoid robots and purely speculative robots, such as the care robots shown in Figure 1, or the robots described loosely in [14]. To help facilitate an informed discussion, each example robot is described by a collection of text, video, physical model, etc. This description may contain valid information about the design, use and implications of an existing product, such as Roomba or Pleo, or fabricated evidence that explain speculative robots using futurescaping tools as prescribed in [11].
The question remains, how can we fit, say, a speculative multipurpose butler robot into a robot classification with existing robots like Asimo and Roomba? Zoologists and
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The primary goal is to discuss important attributes of various real and speculative robots and settle on a preliminary hierarchy of these. Such attributes might include information about application area, functionalities and level of autonomy, and should help workshop participants discuss both use and ethical perspectives of a robot. To do so, the discussion will be facilitated as brainstorm sessions inspired by [13] and focus on identifying important robot attributes. Participants in [9] were reported fully capable of inventing names for robots and pointing to new application areas. Likewise, participants in classification workshops are expected to identify a range of interesting attributes that can be used to order robots into a preliminary system. Besides the attributes mentioned above, appearance, purpose, and users might also, for example, be of interest.
3. Berg, M. (1998). The Politics of Tehcnology: On Bringing Social Theory into Technology Design. Science, Technology and Human Values, 23 (4), 456490. 4. Booth, H. (1934). The origin of the vacuum cleaner, Trans. of the Newcomen Society 1934-1935, 15. 5. De Queiroz, K., & Gauthier, J. (1990). Phylogeny as a Central Principle in Taxonomy: Phylogenetic Definitions of Taxon Names. Systematic Zoology, 39 (4), 307-322. 6. Fearneus, Y., Jacobsson, M., Ljungblad, S., & Holmqvist, L. (2009). Are We Living in a Robot Cargo Cult? Proc. HRI'09, pp. 11-13. La Jolla, CA, USA. 7. Forlizzi, J., & DiSalvo, C. (2006). Service Robots in the Domestic Environment: A Study of the Roomba Vacuum in the Home. Proc. HRI'06, March 2–4, (pp. 258-265). Salt Lake City, Utah, USA.
Following the brainstorm, the description of each example robot will include its attributes. For the dinosaur robot Pleo, the description might thus include a physical sample, videos of use situations, user reviews, commercial material, technical specifications and a list of attributes, for example quadruped, toy, zoomorphic, mobile, domestic, entertainment, textile skin, learning, cute, etc.
8. Haeckel, E. H. (1866). Generelle Morphologie der Organismen: allgemeine Grundzüge der organischen Formen-Wissenschaft, mechanisch begründet durch die von C. Darwin reformirte Decendenz-Theorie. Berlin: Reimer.
Using the ‘like goes with like’-approach to compare the example robots, workshop participants will discuss which attributes are more important, gradually forming a preliminary hierarchy of attributes. Such a hierarchy might state that a robot’s appearance is more important (or fundamental) than its application area, such as kingdom is more fundamental than family to a zoologist, and the shape of the hilt is more important than the length of the blade to an archaeologist.
9. Hegel, F., Lohse, M., Swadzba, A., Wachsmuth, S., Rohlfing, K., & Wredel, B. Classes of Applications for Social Robots: A User Study. Proc. Int. Symposium on Robot and Human Interactive Communication (ROMAN). Jeju Island, Korea. 10. Honda (2010), http://asimo.honda.com/ 11. Removed for blind review 12. Larsen, A. (2010). Borgmestre klar til robotter på plejehjem. Ugebrevet A4, 21.
This work will continue over a series of workshops, providing valuable information about how we perceive different types of robots, and how they may influence our lives and thoughts in different ways. A special challenge for this work is the exploration of how we might understand and visualize Asimo’s relation to Roomba; does the metaphor of the big ancestral tree apply, or do a series of sequenced typologies that establishes relations within a limited group of, say, domestic social robots apply better? We might very possibly learn that we need a new metaphor all together. The only way of finding out, however, is digging in.
13. Ljungblad, S., & Holmquist, L. (2005). Designing Robot Applications for Everyday Environments. sOc-EUSAI ’05: Proceedings of the 2005 joint conference on Smart objects and ambient intelligence (pp. 65–68). New York, NY, USA: ACM Press. 14. Norman, D. (2007). The Design of Future Things. New York: Basic Books 15. Nygaard, U. (2007). På visit i fremtiden. Infoa, 9. 16. Paro (2010), http://paro.jp/ 17. Stace, C. (1989). Plant Taxonomy and Biosystematics. Cambridge: Cambridge University Press.
REFERENCES
1. Bachmann, D. (2004) Schwert und Schwertfechten, Referat zum Freywild-Seminar in Luzern, Juni 2004. From http://freywild.ch/vortrag/.
18. Sung, J. G., & Christensen, H. (2009). “Pimp My Roomba”: Designing for Personalization. Proc. CHI'09, Boston, MA, USA.
2. Bahn, P., & Renfrew, C. (1991). Archaeology Theories, Methods and Practice. London: Thames & Hudson.
19. Thulborn, R. (1984). The Avian Relationships of Archaeopteryx and the Origin of Birds. Zoo. Journal of the Linnean Society, 82, 119-158.
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Towards a Model for Egocentric Interaction with Physical and Virtual Objects Thomas Pederson1, Lars-Erik Janlert2, and Dipak Surie2 1 2 IT University of Copenhagen Dept. of Computing Science Rued Langgaards Vej 7 Umeå University 2300 Copenhagen S, Denmark 90187 Umeå, Sweden tped@itu.dk {lej, dipak}@cs.umu.se ABSTRACT
4. Changeability of environment and agent– environment relationship. Takes into account agents’ more or less constant movements of head, hands, sense organs, and body, locally and through the environment, as well as agents’ constant rearrangements and modifications of various parts of the environment.
Designers of mobile context-aware systems are struggling with the problem of conceptually incorporating the real world into the system design. We present a body-centric modeling framework (as opposed to device-centric) that incorporates physical and virtual objects of interest on the basis of proximity and human perception, framed in the context of an emerging “egocentric” interaction paradigm.
5. The physical-virtual equity principle. It is neither biased towards interaction with “virtual,” immaterial data objects (classical HCI), nor towards interaction with physical objects and machines (classical ergonomics and HMI, Human–Machine Interaction): it pays equal attention to virtual and physical objects, circumstances, and agents.
Author Keywords
Interaction paradigm, user interface design. ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
We have chosen the term “egocentric” to signal that it is the human body and mind of a specific human individual that (literally) acts as centre of reference to which all modeling is anchored in this interaction paradigm. In the context of this article, the term should not be taken as a synonym for “selfish” or other similar higher-level personality traits but instead as the lower-level approach which human agents in general are forced to adopt to perceive and act in the world based on their senses and cognitive abilities, even when working in groups and with shared goals.
AN EMERGING PARADIGM: EGOCENTRIC INTERACTION
Important new advances in interaction and sensor technology, multimodal Human–Computer Interaction (HCI) [11], mixed initiative user interfaces [2], attention aware systems [6], new approaches for incorporating realworld entities [1], new theories on human activity [8][3] are working towards a new framing of interaction that we call the egocentric interaction paradigm. It extends and modifies the classical user-centered approach in HCI [4] on several points, including:
In the remaining part of this paper, we present how the characteristics above have influenced our modeling efforts.
1. Situatedness. Acknowledges the primacy of the agent’s current bodily situation at each point in time in guiding and constraining the agent’s behavior. The situation is the agent’s natural primary vantage point: selecting what can be perceived and attended to, limiting what can be performed.
ACHIEVING PHYSICAL-VIRTUAL EQUITY
2. Attention to the complete local environment. Makes it a point to take the whole environment into consideration, not just a single targeted artifact or system. 3. The proximity principle. Makes the assumption that proximity plays a fundamental role in determining what can be done, what events signify, and what agents are up to. Permission to make digital or hard copies of all or part of this work for Permission to make digital hard copies allprovided or part ofthat this workare for personal or classroom use is or granted withoutoffee copies personal granted without feeadvantage provided that copies are not made or or classroom distributeduse for is profit or commercial and that copies not made or distributed for profit or on commercial advantage andotherwise, that copies bear this notice and the full citation the first page. To copy bear this notice and on theservers full citation on the first page. Torequires copy otherwise, or republish, to post or to redistribute to lists, prior or republish, to post on servers specific permission and/or a fee. or to redistribute to lists, requires prior specific permission and/or16–20, a fee. 2010, Reykjavik, Iceland. NordiCHI 2010, October NordiCHI 2010 2010,ACM October 16–20, 2010, Reykjavik, Iceland. Copyright ISBN: 978-1-60558-934-3...$5.00. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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We believe the current physical-virtual gap could be made easier to cross for human agents by introducing a mixedreality infrastructure having an “interaction manager” as central component, responsible (in collaboration with the human agent) for channeling communication between human and system through the currently best available devices and modalities [9]. Fig. 1 illustrates, in principle, how the interaction manager mediates information between virtual objects (a distinction between “workspaces”, “tools”, and “domain objects” is made in this particular model of an office) on the lower three levels of abstraction and the human agent on the top. Virtual Objects and Mediators instead of Interactive Devices
Input and output devices can be viewed as mediators through which virtual objects are accessed. The purpose and function of mediators is that of expanding the action space and perception space of a given human agent (Fig. 2).
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desktop QWERTY PC keyboard
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navigation button web page 1
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Fig. 1. Parts of an office environment modeled with physical-virtual equity in mind and with an interaction manager component handling the interaction between human agent and software services offering access to virtual objects (workspaces, tools, and domain objects).
In the situation pictured in Fig. 1, the interaction manager component can choose among mediators embedded in a desktop PC and a mobile phone to enable the human agent to manipulate and observe virtual objects. Physical objects, to the right in the figure, are of course accessed directly.
directional resolution with regard to the perceived sources of the sense data. Compare vision and hearing, e.g. Within PS, an object may be too far away to be possible to recognize and identify. As the agent and the object come closer to each other (either by object movement, agent movement, or both) the agent will be able to identify it as X, where X is a certain type of object, or possibly a unique individual. For each type X, the predicate “perceptible-asX” will cut out a sector of PS, the distance to the farthest part of which will be called recognition distance.
Action and Perception instead of Input and Output
In the egocentric interaction paradigm, the modeled human individual needs to be viewed as an agent that can move about in a mixed-reality environment, not as a “user” performing a dialogue with a computer. If we take the physical-virtual equity principle seriously, also the classical HCI concepts of input and output need to be reconsidered. We suggest substituting the concepts of (device) “input” and “output” with (human agent) “action” and “perception”. Note that we see object manipulation and perception as processes that can take place in any modality: tactile, visual, aural, etc.
Recognizable Set (RS): The set of objects currently within PS that are within their recognition distances. The kind of object types we are particularly interested in here are object types that can be directly associated with activities of the agent – ongoing activities, and activities potentially interesting to start up – which is related to what in folk-taxonomy studies is known as the basic level [7].
A SITUATIVE SPACE MODEL
The situative space model (SSM) is intended to capture what a specific human agent can perceive and not perceive, reach and not reach, at any given moment in time. This model is for the emerging egocentric interaction paradigm what the virtual desktop is for the PC/WIMP (Window, Icon, Menu, Pointing device) interaction paradigm: more or less everything of interest to a specific human agent is assumed to, and supposed to, happen here.
To perceive the status of a designed object with regard to its relevant (perceivable) states (operations and functions as defined by the designer of the artifact) it will often have to be closer to the agent than its recognition distance: the outer limit will be called examination distance.
Main Components of the Model
Action Space (AS): The part of the space around the agent that is currently accessible to the agent’s physical actions. Objects within this space can be directly acted on. The outer range limit is less dependent on object type than PS, RS and ES, and is basically determined by the physical reach of the agent, but obviously depends qualitatively also on the type of action and the physical properties of objects involved; e.g., an object may be too heavy to handle with outstretched arms. Since many actions require perception to be efficient or even effective at all, AS is qualitatively affected also by the current shape of PS.
Examinable Set (ES): The set of objects currently within PS that are within their examination distances.
The following definitions are agent centered but not subjective; they are principally aimed at allowing objective determination for automated tracking purposes. A more extensive description of the model can be found in [5]. World Space (WS): A space containing the set of all physical and virtual objects to be part of a specific model. Perception Space (PS): The part of the space around the agent that can be perceived at each moment. Like all the spaces and sets defined below, it is agent-centered, varying continuously with the agent‘s movements of body and body parts. Different senses have differently shaped PS, with different operating requirements, range, and spatial and
From the point of view of what can be relatively easily automatically tracked on a finer time scale, it will be useful to introduce a couple of narrowly focused and highly dynamic sets within AS (real and mediated).
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Selected Set (SdS): The set of objects currently being physically or virtually handled (touched, gripped; or selected in the virtual sense) by the agent.
The piece of bread P2 is within the field of view of O and close enough to be regarded as examinable: O could easily determine whether the piece of bread has cheese on it or not, or whether it is half-eaten.
Manipulated Set (MdS): The set of objects whose states (external as well as internal) are currently in the process of being changed by the agent.
With respect to spaces, the table P18 and the piece of bread P2 can be immediately manipulated by O and are thus inside AS (and PS). The display M1 and the diet application are not manipulable, having no mediator associated to them that would allow O to change their status: they remain outside AS (but within PS).
All these spaces and sets, with the obvious exception of the SdS and the MdS, primarily provide data on what is potentially involved in the agent’s current activities. Cf. the virtual desktop in the WIMP interaction paradigm. EXAMPLE SITUATION: HAVING BREAKFAST
The wall calendar P28, physically made up of a visual display M10 and a touch sensitive surface M11, is too far away from O to be examinable. O cannot determine The human agent O sits down at the the days, weeks, months, or any kitchen table (P18) in order to have reminders. O can most probably, breakfast. The kitchen table is fitted with however, determine that P28, its a visual display (M1) in the centre of the display M10, and the calendar app tabletop. In his pocket he has a cellular Fig. 2. Human agent O having breakfast in a V2 make up a calendar by their phone (P30) and on his right ear a wireless mixed-reality environment. visual layout and placement. headset (P31). A wall calendar (P28) two meters away has an embedded touch screen (M10, M11). Various software applications (V1-V10) are running on a server ready to interact with agent O through these mediators. Fig. 2 illustrates this scenario with the mediators and a few objects highlighted. Fig. 3 shows the situative space model applied to the same situation.
This section demonstrates the use of the SSM as a tool for analysis of a given mixed-reality situation with the aim of identifying mediators suitable for HCI.
The glass of milk (P1) is in the right hand of agent O and thus a member of the SdS. It is also in the process of changing its state due to actions performed by O: It is changing its position in physical space as well as becoming emptier of milk as part of the current drinking action. Thus, the glass of milk is not only member of the SdS but also the MdS. The kitchen table (P18) is not only clearly recognizable as a table by agent O (and therefore a member of the RS) but also regarded as examinable. This because a table’s status by and large is determined by the objects placed on it and O can easily identify most (if not all) objects on P18 and their spatial relationships. In the centre of the tabletop, P18 has an embedded visual display M1 currently providing information from the diet application V1. M1 is examinable because O is within its examination distance. V1 inherits examinability from M1.
Fig. 3. The breakfast situation of Fig. 2 as viewed through the proposed situative space model. Some virtual objects (V3-V13) not visible in Fig. 2 are shown here in the world space, ready to be made accessible to agent O through mediators in the perception and action spaces. Some potential flows of interaction – specifically, manipulation of virtual objects and perception of the results – are illustrated by arrows. [5]
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Thus, the calendar (P28, M10, and V2) is regarded to belong to the RS within PS. It is not within AS because O cannot from his current position change its status. The touch surface M11 belonging to P28, and the currently inactive messaging app V12 and reminder app V13 are not perceivable by O and therefore outside PS.
useful for activity recognition [10] and for providing data to a multimodal interaction manager (as pictured in Fig. 1) in an intelligent home application [9]. As real-world sensing technology matures (e.g. allowing for accurate capturing of eye-gaze, body posture, and detailed object manipulation) we believe the SSM to become an increasingly powerful conceptual tool and system component in the future.
The wireless headset P31 carried on the ear by O is regarded as recognizable because we assume O to be acquainted to it to the extent that it can be uniquely distinguished from other headsets and earphones just by how it feels to carry it. It is not examinable because its status needs to be determined by visual inspection (of its power/connection LED M5), something not possible to do in the current situation with the LED M5 outside of O’s PS. The headset’s button M4 is reachable and therefore within AS. Its microphone M2 is also within AS: any utterance from O is immediately captured by it and potentially communicated to virtual applications (V3-V11) running on a server. Output from these applications is, in the current situation, either mediated visually through the tabletop display M1 or aurally through the M3 earphone embedded in the headset P31. Like with most mediators, the perceivability of M3 is decided based on the potential perceivability of an object mediated through it. Assuming that the headset is on and configured adequately, a sound or phrase originating from a virtual object (e.g. V3-V11) would be perceivable. Thus, M3 itself is placed in the perceivable space. Depending on contextual factors such as the audio noise level in the surrounding environment, virtual objects and their attributes mediated through M3 might be examinable (understood in detail) or just recognizable in the sense that agent O can identify which virtual object the information belongs to or originates from. Assuming a silent environment, M3 is member of ES.
CONCLUSIONS AND FUTURE WORK
We have briefly presented some characteristics of an emerging egocentric interaction paradigm and our approach in designing for it, coming up with several interaction related concepts as alternatives to more traditional ones, including the situative space model which we believe can contribute in framing mobile mixed-reality interaction both for designers and systems. Future practical efforts include the improvement of our current real-world sensor infrastructure (for details, see [5]) while theoretical work includes the definition of an ontology covering physical and virtual (in the WIMP paradigm) object manipulation. REFERENCES
1. Fitzmaurice, G., Ishii, H., & Buxton, W. 1995. Bricks: Laying the foundations for graspable user interfaces. Proc. of ACM CHI'95. pp. 432-449. New York: ACM. 2. Horvitz, E., Kadie, C., Paek, T., & Hovel, D. 2003. Models of Attention in Computing and Communication: From Principles to Applications. In Communications of the ACM, Vol 46, No. 3, pp. 52-59. 3. Hutchins, E. 1995. Cognition in the Wild. MIT Press. 4. Norman, D. & Draper, S. (Eds.) 1986. User centered system design. Erlbaum, Hillsdale, NJ. 5. Pederson, T., Janlert, L-E., Surie, D.: "Setting the Stage for Mobile Mixed-Reality Computing - A Situative Space Model based on Human Perception". In IEEE Pervasive Computing Magazine (to appear).
Carried in the trouser pocket, the cellular phone P30 and its keyboard M7 is accessible to O’s hands and therefore within the AS. Apart from two of the mediators embedded in it (the loudspeaker M9, the vibrator M15), the cellular phone is by and large not perceivable. Assuming that the cellular phone’s position in the pocket is such that it is pressing against O’s leg, we can assume that any information mediated through M15 will be perceived in detail, however limited grammar the vibration might offer. Thus, M15 belongs to the ES. M9 on the other hand, can be assumed to be a loudspeaker of limited capacity and not being able to deliver message details at its current position (in the pocket). We assume however that agent O would notice if M9 becomes active, as well as the virtual object source of the activation. Thus, it is included in the RS.
6. Roda, C. and Thomas, J. (Eds.). 2006. Attention Aware Systems. Special Issue of Journal of Computers in Human Behaviour, Vol. 22(4): Elsevier. 7. Rosch, E. 1978. Principles of categorization. In Cognition and categorization. E. Rosch and B.B. Lloyd, eds., Erlbaum, Hillsdale, NJ, 1978, 27–48. 8. Suchman, L. 1987. Plans and situated actions: the problem of human machine interaction. Cambridge: Cambridge University Press. 9. Surie, D., Pederson, T., Janlert, L-E.: "The easy ADL home: A physical-virtual approach to domestic living". Journal of Ambient Intelligence and Smart Environments, IOS Press, (2010).
USE OF THE FRAMEWORK AND MODEL
10. Surie, D., Pederson, T., Lagriffoul, F., Janlert, L.-E., & Sjölie, D. 2007. Activity Recognition using an Egocentric Perspective of Everyday Objects. In Proceedings of IFIP UIC 2007, Springer LNCS 4611, pp. 246-257.
The egocentric perspective on HCI has enabled us to approach a recent design task (prototyping a wearable device offering everyday activity support for people suffering early dementia) in a very different way compared to if we would have taken a device-centric approach [9]. The situative space model (SSM) has proven both to be
11. Turk, M., and Robertson, G. 2000. Perceptual User Interfaces. Communications of the ACM, 2000.
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Visualizing the Text of Philip Pullman’s Trilogy “His Dark Materials” Dr. Tim Regan Microsoft Research Cambridge, UK timregan@microsoft.com
Linda Becker London, UK linda@lindabecker.net
ABSTRACT
computers to enhance our reading and understanding of texts.
Digital technologies have repeatedly redefined the paper world of books. Digital printing has overhauled the publishing processes, and the internet has revolutionized the way audiences and authors connect to share their enthusiasm and criticism. Now the digitization of books themselves, either for searching, browsing, and reading on a computer screen through services like Google Books, or for reading on dedicated devices like Amazon's Kindle, the Sony Reader, or Apple‟s iPad are threatening the established order. For this project we side-step these issues and concentrate instead on how the analytical power and display capabilities of computers may be used to enhance our understanding of book texts. We use the term "book texts" rather than the word "books" as we are not trying to build computer systems that might understand books, but rather we use the computer's ability to treat books as an abstract sequence of words as the starting point for new analytical tools.
Who would use such tools? Anyone with an interest in books, be they authors, readers, publishers, agents, critics, academics, etc may find such tools useful, but we have designed our visualizations with fans and academic readers in mind. These readers form theories about the books that stand alongside the author's own understanding and we hope that the abstract visualizations provided may help such an endeavour. The recent popularity in book series aimed at children or young adults, from JK Rowling‟s Harry Potter to Stephenie Meyer‟s Twilight, enables sufficient numbers of fans to gather online to exchange and discuss theories. Hence we choose such a series to work on. We choose Philip Pullman‟s trilogy His Dark Materials made up of (primarily) the three books: The Northern Lights (also known as The Golden Compass in the USA), The Subtle Knife, and The Amber Spyglass. The novels follow Lyra Belacqua and her friend Will Parry as they come of age against the fantasy backdrop of several parallel worlds.
Author Keywords
Visualization, Children‟s Literature, Books, Information Visualization, Text Visualization, Book Visualization.
RELATED WORK ACM Classification Keywords
The statistical analysis of texts is an important area of work and is used widely in information retrieval (e.g. web search). It is also a mature area of research in its own right, and has been used in the past for things from author attribution to the ordering of works through time. For example, in a letter published in 1882 Augustus De Morgan speculated about using statistical techniques to explore authorship questions around St Paul's Epistles and the Epistle to the Hebrews [1], while more recently Jockers et al [2] used sophisticated statistical techniques to reassess the authorship of the Book of Mormon.
H5.2 User Interfaces, H.3.3 Information Search and Retrieval, H.3.7 Digital Libraries INTRODUCTION
The digital world of computers has impacted the world of books profoundly. The way books are produced and printed has been revolutionized, and the way we share our enthusiasm for the books we love has been enriched beyond recognition by the internet. What is next? While there is much focus on digital replacements for paper this project looks at using the analytical and display powers of
In contrast, the abstract visualization of book texts is not a large or a mature field of study, but there are notable and inspirational examples. The following subsections list some of these.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Clarence Larkin's "Dispensational Charts"
Data visualizations fall into two overlapping camps: exploration and communication. Larkin's 1914-1918 Dispensational Charts [3] are about communicating scripture and prophesy from The Bible. They diagram the
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Anh Dang's "Gospel Spectrum"
structure of each topic (e.g. "The Heavens" or "The Second Coming") and use flow, representational images, and references back to Bible passages to illuminate each topic.
While on NYU's Interactive Telecommunications Programme Anh Dang built "Gospel Spectrum" [6], an interactive visualization exploring the gospel accounts of Christ's life. Each episode in Christ's life is represented as a coloured bar with the colours representing the different gospels and their length representing the number of verses spent on that episode. The resulting visualization allows one to see how Christ's life unfolds through the gospels: which gospels concentrate on which parts of his life, and when the gospels come together to record an episode.
TextArc
The seminal work of abstract exploratory visualization of book texts is Brad Paley's TextArc [4]. TextArc is a screen based application Paley designed and implemented in Java that takes a text and displays it twice. Firstly, line by line in tiny font around the edge of a giant ellipse. And then secondly word-by-word with each word anchored by invisible springs to the sentences in which it occurs. Common words are removed (so called 'stop words') and the remaining words are rendered so that more common words use a larger font and are drawn on top of any less common words sharing the same screen area. Paley's TextArc can be used to explore any text, but he often demonstrates it using Alice‟s Adventures in Wonderland. Then at the centre, in big letters, is the word Alice since that occurs throughout the book. TextArc has many other features, including an elegant dynamic path sweeping around the work as the text is read through.
Linda Becker's "In Translation"
Started at Central Saint Martin's School of Art, Becker's "In Translation" [7] shows visually the structural similarities and differences between different language translations of the Tower of Babel story, for example showing the position allocated to each letter-combination. "In Translation" both enforces the message of The Tower of Babel Story by highlighting the differences between human languages and also cuts across it by showing structural similarities. Chris Harrison's "Bible Visualizations"
TextArc was conceived as a tool to help academics and other readers analyse texts. A further outlet proved to be selling high quality printouts as beautiful mementos of one's favourite texts. The application of book visualization to academic literary studies has been continued since in work like Plaisant et al's "Exploring Erotics in Emily Dickinson's Correspondence" [5].
Chris Harrison's visualizations of The Bible [8] follow two paths. Firstly Harrison took a set of textual cross references found in The Bible (compiled by Lutheran Pastor Christoph Romhild) and displayed the links visually, resulting in a beautiful picture that gives detail about which chapters contain most cross references and that also impresses the viewer with the sheer number of cross references in The Bible. The second looks at proper nouns through The Bible and overlays them as a tag cloud. But rather than abstracting the positions of the nouns from their occurrence in the text they are placed at their 'centre of mass'. Steinweber and Koller's "Similar Diversity"
The last Bible visualization we will touch on is Steinweber and Koller's "Similar Diversity" [9]. Like Harrison's work Steinweber and Koller use arc-diagrams and other visual features, but rather than using them to explore the structure within The Bible, Similar Diversity shows the similarities and differences between holy books of different religions. Before moving on to describe our own visual explorations of the text of Pullman's His Dark Materials trilogy there are four other interesting book visualization projects that are worth drawing attention to because of other potential features they make use of.
Figure 1 ‘Gryphon’ highlighted from Alice’s Adventures in Wonderland within Brad Paley's TextArc (colours reversed for clarity)
Ebany Spencer's "Romancing Dimensions"
In her Central Saint Martins School of Art and Design project "Romancing Dimensions" [10] Ebany Spencer attempts to use purely visual notations systems to retell Edwin Abbott Abbott's "Flatlands" story. Though entirely paper based, Spencer's work uses three dimensions by using paper cut-outs to move some of her time-line representations of the work out from the background plane.
Partly because of the widespread availability of electronic versions of the text, partly because of its cultural significance, and partly because of the huge numbers of people who care about it The Bible has proved an intriguing source of book visualizations.
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Tim Walter's "textour"
3.
In TextArc we saw an interactive visualization that found a commercial outlet as static prints. Tim Walter's textour [11] uses time and animation as integral features to show the structural elements of the book accruing as words are added or filtered.
These visualizations can be shared and discussed on the Many Eyes sites, or embedded into blog posts to foster conversation and analysis beyond the site.
Many Eyes was conceived, designed, and built by IBM Research's Visual Communications Lab. It was originally thought that most of the datasets and visualizations would be based on numeric data, and so the visualizations were tailored towards quantitative data. In fact the inventors were taken aback by the amount of textual data sets uploaded, including notably The Bible and political speeches, and they have written about the text based visualizations designed and added in response [14].
Stephanie Posavec's "Writing Without Words"
Stephanie Posavec's beautiful visualizations of Jack Kerouac's "On the Road" [12] (and some other contrasting novels) are not the result of a computer analysis of the work but the result of careful, loving, and painstaking analysis by-hand of the text itself. Posavec produces several visualizations, from the spider-like Posavec diagrams which map the sentence lengths authors' use (a line continues for the length of the first sentence, then turns ninety degrees and continues for the length of the second sentence, etc) through to the elegant 'literary organism' flower like structures pictured below.
DESIGN IDEAS
In order to narrow the design space we decided to focus on two questions: 1.
How the language used about different characters contrasts and how it changes through the series?
2.
How linguistic themes (like religious language) are used through the series?
Figure 2 Stephanie Posavec's literary organism of Jack Kerouac's On the Road
Recently Posavec has worked with research ecologist Greg McInerny to apply her visualizations, with the help of statistical package R, to highlight changes in different editions of Darwin‟s On the Origins of Species [13]. IBM Research's Visual Communications Lab's "Many Eyes"
Many Eyes is a social visualization site. It is social in many ways. Figure 3 Sketches of word distribution visualizations
1.
Users upload data sets that are immediately shared with all the other Many Eyes members;
2.
Anyone can use any of the provided visualization tools to visualize the data sets;
We started sketching out how some visualizations might look (without using actual) data. In the first of these we looked at the distribution of words (e.g. characters names) throughout the text, using
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connecting arcs (among other ideas) to give a sense of the rhythm of related characters through the text.
the characters names (or other given words) and renderings of the whole text with the character names of interest highlighted with colours and arcs.
The second set of sketches looks at the character word plots, what form they might take and what visual dimensions this would give us to plot differing data or to reinforce existing data.
Character Flowers
The first of the visualization ideas that we implemented were the character flowers. Figure 7 shows the character flower for the word Lyra. Central to the flower is the word "lyra" itself, surrounded by a 'lifebelt' which shows, starting from the 12 O'clock position, the occurrences of the word "lyra" through the series, with each occurrence resulting in a thin red line.
Figure 4 Sketches of character word plots
Thirdly we tackled the notion of themes, and the sketches she produced show how we might plot themes progression through the books. These are the sketches that we have had least success moving into functioning visualizations since they rely on a more sophisticated notion of theme than looking at individual word positions may provide.
Figure 7 Character Flower of the word "Lyra"
Figure 5 Sketches of progressing themes
The last series of visualization sketches we produced looked at text. Instead of drawing structures based on the relationships between words we looked at drawing the structures with the words themselves. This proved quite playful. I had wanted the visualizations to be legible themselves as text, but some of the sketches jump to the opposite pole, for example rendering only the words of interest and leaving the surrounding text as measured space.
Figure 8 Character Flower of the word "Lyra's"
We can see from the number of crowded red lines that "lyra" is a frequently occurring word, as we would expect, but that the second and third books contain episodes where she is not mentioned. Moving out from that each „bud‟ represents a word. Here we are looking at all the words which immediately follow the word "lyra" in a sentence. Those words are arranged in order of the frequency with which they appear after "lyra", and the size of the bud
Figure 6 Sketched 'text only' visualizations
The figures cut from the sketches we made are not intended to explain the detail of the design options considered, but rather to give a feel for the design space we explored. The two ideas that we built up into working visualizations are the flower-like structures showing the words occurring near
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reflects the frequency of the word overall (i.e. the number of chapters it occurs in, regardless of whether it occurs after the word "lyra").
sections focussed on Mary Malone, Lord Asreil, or Mrs Coulter). Printed out this diagram is many feet long, and the text itself is (just) readable. This combination of text level detail and global pattern is particularly interesting. I was hoping that this visualization would highlight a poetic choice across the trilogy. Tolstoy starts and ends "Anna Karenina" at a railway station, and Pullman purposefully opens the first book with the word "Lyra" and ends the last book with the word "Lyra". This should stand out as the visualization should start and end with a coloured disk. But it does not. In fact Pullman precedes the start of his book with a quote from Milton's "Paradise Lost", which stops the poetic symmetry coming out in the visualization.
The final measure is the distance from the centre that the bud is drawn. This reflects the probability that when the word occurs it occurs after "lyra". So we see two buds placed near the centre at the start are two words that occur frequently after the word "lyra" and are unlikely to occur elsewhere. Indeed the two words are Lyra‟s surnames: Silvertounge and Belacqua. Other words drawn towards the centre are evocative of Lyra's personality: "joyfully", "quelled", "exulted", "definitely", "judged", "raided", ... but two stand out as anomalous: "blushed" and "obediently". Clicking on the bud brings up the sentences in which the word follows the word "lyra". From these sentences we find that the terms are used when Lyra is in disguise. In some respects this shows that the visualization works – the anomalies are indeed anomalies, but they are ones consciously placed by Pullman, rather than subconscious ones.
Implementation Detail
There are a wide range of languages and tools used to build book visualizations. Many of the examples listed in the related work section use Java for the programming elements and less programmatic ones use Adobe Illustrator. Recently some have appeared using the visualization language Processing aimed at designers new to programming. Our initial sketches were built in Adobe Illustrator. Having chosen our two initial candidates for implementation these were prototyped in Processing. Later these prototypes were re-worked into C# and WPF. The texts themselves were drawn from the publishers Quark documents, saved to plain text, broken down into chapters, sentences, and words in C# and stored in a SQL Server database.
Characters names can also be used in their possessive sense, e.g. "lyra's" and the character flower in Figure 8 shows the diagram for the words after "lyra's". These are mostly body parts (les, arms, hair, etc) and this style is born out in Pullman's writing about the other characters. Whole Text
Figure 9 Whole Text visualization highlighting Lyra and Will's names Figure 10 Fragment of Whole Text visualization highlighting Lyra and Will's names
These visualizations show the entire text of the three volumes that make up the trilogy. We were interested to see the rhythm of the characters occurrences in the whole text, especially two related characters. Figure 10 shows a fragment of the entire trilogy, with linked coloured disks over occurrences of Lyra and Will's names. We can quickly see simple facts like Will's absence from the first book, and more curious aspects like the periods of the second book where neither of them are mentioned (presumably the
CONCLUSION & FUTURE WORK Evaluation
The visualizations produced are not available to try on the web. This is for broadly two intersecting reasons. Firstly we have not invested the development effort necessary to produce a robust and secure implementation that would cope with multiple concurrent users and repel any attempts to recover the original works from within the database.
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Secondly we have not explored the legal or commercial implications of placing such a visualization of an incopyright popular book series online.
His Dark Materials by Philip Pullman. The visualization is conceived and built with fans and academics interested in forming their own theories about his work and the world he created in mind.
However we have used more qualitative techniques to explore the efficacy, usefulness, and other qualities and implications of these visualizations. We hosted a day long workshop between the author, Philip Pullman, his agent, his publisher, ourselves, and colleagues and collaborators to explore the work and its implications, both for the originally intended audience (fans and academics) but also for authors and publishers. We also conducted a series of five in depth interviews with key UK based members of the online Philip Pullman fan community.
ACKNOWLEDGMENTS
This work would not have been possible without the generous, thought provoking, and supportive help of Pullman‟s publishers especially Marion Lloyd and Claire Tagg at Scholastic, Pullman‟s agent Caradoc King, and Philip Pullman himself. REFERENCES
[1] Peter Lea, "The Style is the Man", unpublished lecture notes and slides, University of York, 1976
A write-up of the results is beyond the scope of this short paper which is intended instead to present the work and its antecedents.
[2] Jockers, Witten, and Criddle 2008 "Reassessing authorship of the Book of Mormon using delta and nearest shrunken centroid classification" in "Literary and Linguistic Computing"
Further work
[3] Clarence Larking 1914 – 1918 "Dispensational Charts" http://www.preservedwords.com/charts.htm
Infer.Net
Throughout this work we took the view that computers were not adept at understanding books, but should just essentially count words and draw the results for people to interpret. However advances in machine learning, and especially toolkits enabling machine learning techniques to be applied quickly to new domains have led us to seek to apply Infer.Net to the analysis phase of the visualization.
[4] W Bradford Paley, 2002 "TextArc" http://textarc.org/ [5] Plaisant, Rose, Yu, Auvil, Kirschenbaum, Nell Smith, Clement, and Lord 2006 "Exploring erotics in Emily Dickinson's correspondence with text mining and visual interfaces" [6] Anh Dang, 2005 "Gospel Spectrum" http://thirteensquares.com/gospelspectrum/
Other visualizations
Inevitably building visualizations leads to 1,001 other ideas as to how the data may be visualized, and indeed part of the design ethos of languages like Processing or Protovis are designed to allow such constantly changing exploration. We would like to add the ability to pivot (e.g. for one flowers bud to open another flower side-by-side). We would like to add animations so that the dynamic movement between visualizations (or as a visualization is formed) become part of the semantics of the visualization itself.
[7] Linda Becker, 2007 "In Translation" http://lindabecker.net/in-translation/ [8] Chris Harrison, 2008 "Visualizing the Bible" http://www.chrisharrison.net/projects/bibleviz/ [9] Philipp Steinweber and Andreas Koller, 2007 "Similar Diversity" http://similardiversity.net/project/ [10] Ebany Spencer, 2008 "Romancing Dimensions" http://www.ebanyshae.com/page11.htm
Other Books
[11] Tim Walter, 2008 "textour" http://www.timwalter.de/portfolio/textour/
It would be interesting to apply this work to other children‟s book series, to see if the characteristic patterns revealed in the visualizations were different from author to author. We might also move from a reader‟s perspective to a learner‟s perspective and choose books which often appear on highschool syllabuses. But most intriguing would be to build visualizations that contrast the content and style of different author‟s work.
[12] Stephanie Posavec, 2006 "Writing Without Words" http://www.itsbeenreal.co.uk/index.php?/wwwords/aboutthis-project/ [13] Stephanie Posavec and Greg McInerny, 2009 “(En)tangled Word Bank” http://research.microsoft.com/enus/projects/TextVis/ and http://www.itsbeenreal.co.uk/index.php?/on-going/about/
Conclusion
[14] Martin Wattenberg and Fernanda B. Viégas,2008 "The Word Tree: An Interactive Visual Concordance"
We have presented work producing abstract visualizations of the text of books, specifically the children‟s book series
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Teaching UbiComp with Sense Mike Richards Centre for Research in Computing The Open University, Milton Keynes, UK m.richards@open.ac.uk
Neil Smith Centre for Research in Computing The Open University, Milton Keynes, UK n.smith@open.ac.uk
ABSTRACT
intend to reinvigorate and widen participation in computer science and engineering. From October 2011 onwards, some 4000 students a year will study this module.
Modern computer science education should take account of recent advances in smart and ubiquitous computing technologies. Ubicomp shows great potential to attract new learners. However, novice students find it needlessly difficult to learn concepts with existing programming languages, let alone the additional demands of programming sensors, actuators and networks. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive.
All OU undergraduate students study at a distance using self-study materials with extensive support from a tutor. Unlike most university computer science courses, there are no pre-requisites to study with the OU. RATIONALE FOR SENSE
Current first level OU computing students are taught JavaScript, generating output on a traditional console. Whilst many students successfully develop JavaScript programs, a significant portion either withdraw from study or do not progress to further programming modules. Common complaints include JavaScript’s pedantic syntax, poor debugging support and the time required to develop even rudimentary competence. Feedback from students and tutors suggests that most students could design an appropriate algorithm, but lacked the confidence to turn it into an executable program. None of these findings is new or unique to the OU.
Author Keywords
Education, programming, graphical languages, ubiquitous computing. ACM Classification Keywords
K.3.2 Computer and Information Science Education.
The OU's connections to the well-developed RoboFesta movement [8], and experience with a robotics module for novices [7], suggested an alternative approach. Both used the LEGO Mindstorms kit, programmed using the dragand-drop RCX Code environment. Adults and children found drag-and-drop programming intuitive and were able to build relatively complex programs with rich, satisfying behaviours.
INTRODUCTION
Enrolment in computer science and technology courses has declined over the last few years [3]. Meanwhile, computing has changed massively with ubiquitous and highly connected devices becoming commonplace. For many students, computing devices are no longer restricted to PCs: they use a host of smart devices ranging from smartphones and satnavs to WiFi-enabled bathroom scales. If computers are going to be everywhere and ‘everyware,’ we should teach the subject to appeal to as large an audience as possible. Introductory computing must address, and ideally exploit, this increasingly ubiquitous computing environment.
This approach has many advantages over traditional programming teaching [5]. The use of a physical artefact with rich behaviours makes the effects of programming tangible and immediate. In addition, the ‘playground’ nature of visual programming languages invites playful exploration and extension. They encourage experiential learning and hopefully increase student motivation and retention.
The Open University (OU) is developing a new first level undergraduate module, My Digital Life, with which we
Students prefer hands-on exploration of programming concepts over theoretical presentations of concepts [4], but such activities can be problematic to deliver at a distance. In particular, we must provide all the hardware used beyond a standard PC. Such hardware must be:
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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compatible with all manner of PCs; robust, as it will be used in the student’s home environment;
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Figure 2: Schematic of the SenseBoard
with adults we were surprised by their enthusiasm, especially when given appropriate tasks. Second, Scratch lacked some of the richer programming concepts (such as lists) required by the computing curriculum. Finally, Scratch lacks network support that would allow it to be used to teach ubiquitous computing, Scratch’s licence allows anyone to modify its underlying code. Over the last two years we have been building our own programming environment, Sense, which is more suited to adult learners exploring ubiquitous computing. Sense is an open-source project and it will be released under a suitable licence. Sense runs on Windows, OSX, and Linux.
Figure 1: An example of RSS handling code in Sense
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easy to set-up and use, as installation and technical support are usually provided via phone or email; • cheap, minimising the cost of the module and to avoid the costs of returning and refurbishing boards between presentations. These requirements preclude the use of complex, expensive hardware such as off-the-shelf robotics kits or smartphones. However, a simple set of sensors and actuators on a selfcontained board would allow students to address authentic tasks with a device that has behaviours in the real world.
EXTENSIONS
Sense extends Scratch in three main areas: the SenseBoard allows diverse input and output; support for reading and writing data over the internet allows collaboration; and lists allow more complex programs to be developed. The extensions to Sense (reading and writing data over the internet, lists) are complete and the SenseBoard exists as a final development prototype ready for manufacture.
For My Digital Life we have extended the Scratch language [10]. Scratch is a media-rich programming environment notable for its clear programming structure. Individual program blocks (e.g. if-else statements, logical operators and variables) can only be assembled in syntactically correct ways, which removes one of the major frustrations of JavaScript. An example of a Scratch-like program is shown in Figure 1.
SenseBoard
The core of the Sense extension is the SenseBoard (Figure 2), a tethered device using the Arduino microcontroller. The concept of a programmable hardware device for novices is not new [1]; the PicoBoard [9] was developed for precisely this purpose. However, the PicoBoard has no outputs (e.g. LEDs or motors) limiting its use for designing ubiquitous devices and it is relatively expensive in the UK. An alternative was Phidgets [2], which are widely used in ubiquitous applications and electronics courses. However, their high unit cost and intimidating 'breadboard' appearance precluded their use with novice students.
Although Scratch is not a language in industrial use, it gives students all the basic skills needed to succeed in most common programming languages. It builds students' confidence in their own abilities, allowing them to quickly develop systems. It provides a good platform for moving to more traditional languages such as Java [11]. Scratch has proved extremely popular with educators and students alike [6].
With no suitable off-the-shelf solution, we decided to design our own board in collaboration with an external design company. The aim was to replicate the functionality of the PicoBoard but with output devices.
Scratch was not ideal for our purposes. First, it was designed for children and we were concerned that adults may find it patronizing. However, when we tested Scratch
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• step-by-step instructions on completing the activity, either written or as a screencast; • partial programs: complex or tedious parts of the program are provided by the OU; • exploded programs: the program is broken into sections which the student must correctly assemble. An ideal solution is provided for each activity. If a student fails to complete an activity for any reason (usually through lack of time rather than any lack of skill) they can begin the next activity using that solution, rather than spending yet more time trying to catch up.
The SenseBoard has a light sensor, a microphone, infra red sensor, a slider, a pushbutton switch and a bank of 6 LEDs. Additional sensors, such as a thermistor and a motion detector, can be plugged in, as can a stepper motor, external LED and light sensor. The board connects to a PC via a USB cable. After several iterations of the design, the final cost of a SenseBoard, with plug-in sensors, actuators, and case is approximately US$70 when ordered in bulk. Internet access
A key feature of ubiquitous devices is their ability to communicate. We added a number of features to Sense to allow it to read and process data from the internet. Sense is able to read the contents of web pages and place the HTML in a variable for further processing. RSS support is more extensive: program blocks read RSS feeds, examine the elements of the feed and of each item individually (Figure 1 shows an example of RSS handling). For instance, the weather clock (described below) uses a weather forecast RSS feed to display the predicted weather on a physical clock face.
All activities come with suggestions for extension and improvement, providing suitable challenges for interested or more experienced students. Student progress is regularly monitored using formal, marked assessment for which we provide no assistance. The final assessment point in the module is an extended piece of coursework, one part of which is the development of a smart device to solve a problem in the student's own situation. A prize for the best project will be awarded at the end of each module presentation.
Potentially more powerful is the ability of Sense to push data to a dedicated server, which can be retrieved as an RSS feed. Students can store data 'in the cloud' for later use, and programatically interact with each other by writing to, and reading from, a shared RSS feed. This allows Sense to support both interactive and social computing. Students will use this feature to implement online presence indicators, turn-based games and a Twitter-like status update system.
EXAMPLES: WEATHER AND WHEREABOUTS CLOCKS
The weather and whereabouts clocks show how the extensions in Sense can be used to develop significant ubicomp devices. The weather clock reads weather forecast data from a public RSS feed (currently, localised weather from the BBC) and parses it to extract next day’s predicted weather conditions. Once the weather type is detected, a weather symbol is displayed on the screen. The program also uses the SenseBoard’s motor to move a large clock hand to the correct position on a clock-face like display. The clock face is printed by the students on a simple template.
All students will have full read-write access to all feeds, and that any student can create a feed at any time. We decided that not requiring permission would encourage students to explore novel ways of using this feature. Time will tell if additional control is needed. Richer types: lists
The richer feature set of Sense, and the pedagogic demands of an introductory computing module, required students to use more complex data structures than numbers and strings. Hence lists were introduced, complete with a set of blocks to manipulate them, such as inserting, deleting, and selecting items.
An extension to this project uses a thermistor to monitor the outside temperature at the student’s location. This is periodically sent to a central RSS feed. An OU-developed mashup combines individual’s readings into a nationwide temperature map. A similar idea underlies the whereabouts clock, inspired by Microsoft Research (and the Harry Potter books). Groups of students share personal RSS feeds. Details of group members are stored in Sense lists. As each user changes their status (at work, unavailable, etc.), they press the relevant button displayed inside Sense, which updates the shared RSS feed. Each user’s program periodically polls the RSS feed and indicates each person’s status both on screen and on a pointer-and-clock physical display. An extension activity uses a home-made pressure switch to detect someone sitting at a desk and change a person’s status automatically.
PEDAGOGY
Students will engage with Sense through a large number of activities, most of which last less than an hour. The activities are designed to reinforce the learning developed in other module materials, and to be relevant and useful to the students, showing how smart devices and ubiquitous technology can be used in authentic situations. The activities are scaffolded and include discussions of key concepts. Students can choose to complete an activity without assistance, or use one of a number of methods of support:
As well as these examples, students will develop simple
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students with easily accessible learning experience that gives them a good grounding in the fundamentals of programming as well as clearly indicating the powerful uses of ubiquitous computing technology. A particular challenge has been the development of activities that are sufficiently straightforward for novices to complete, that demonstrate genuine principles in ubiquitous computing, and satisfy an authentic requirement in the student’s own situation. Early indications are that we have succeeded.
multiplayer online games, cryptographic programs, smarthome monitors, ambient devices, musical 'instruments,' and even a device to remind them that their tea is getting cold. EVALUATION
My Digital Life is still in production and has not yet been released to students. Pre-release evaluation of Sense and the SenseBoard has been limited by three factors. First, all our students are at a distance, so it is difficult for us to assemble groups of representative students for evaluation sessions. Second, the nature of distances education means that the majority of the study material needs to be complete before any of it is useful, as students will be working through it with little moment-by-moment support. Finally, delays in the production of SenseBoard prototypes have meant that we haven’t had many items to offer in evaluation sessions.
REFERENCES
1. Buechley, L., Eisenberg, M., Catchen, J., Crockett, A. (2008). The LilyPad Arduino: Using Computational Textiles to Investigate Engagement, Aesthetics, and Diversity in Computer Science Education. In Proc. SIGCHI conference on Human factors in computing systems (CHI), ACM Press (2008), 423-432.
However, we have tested the teaching approach, Sense and the SenseBoard with some experienced tutors on existing level one modules. While these subjects are not our target audience, their experience with teaching and supporting new students provided us with valuable feedback. It has has led to changes, such as strengthening support for debugging Sense programs, including a variable-speed stepper for monitoring program execution. The tutors like the approach we have taken and expect their students to enjoy Sense and enthusiastically engage with it
2. Greenberg, S., Fitchett, C. Phidgets: Easy Development of Physical Interfaces through Physical Widgets. In Proc 14th Annual ACM Symposium on User Interface Software and Technology - ACM UIST'01, ACM Press (2001), 209-218. 3. Higher Education Statistics Agency, 2010 Student data report: http://www.hesa.ac.uk/dox/pressOffice/ sfr142/SFR142_Table3.pdf 4. Huet, I., Pacheco, O.R., Tavares, J., Weir, G. New challenges in teaching introductory programming courses: a case study, Proc. 34th Frontiers in Education (2004)
We have also demonstrated Sense and the SenseBoard at a number of OU roadshows, where potential students have had a brief opportunity to explore the kit. Some of our tutors have also allowed their students on other modules to experiment with Sense during face-to-face tutorials for other modules. In every case, tutor and student feedback has been uniformly positive. Students have successfully completed many activities with little need for additional support. Even programming novices can quickly develop programs and devices. The most significant finding is that students are reluctant to stop programming when the sessions finish!
5. Lawhead, P.B., Bland, C.G., Barnes, D.J., Duncan, M.E., Goldweber, M., Hollingsworth, R.G., Schep, M. A Road Map for Teaching Introductory Programming Using LEGO Mindstorms Robots, ACM SIGCSE Bulletin 35, 2 (2003), 191-201. 6. Malan, D.J., Leitner H.H. Scratch for budding computer scientists, In Proc. 38th SIGCSE technical symposium on computer science education (2007). 7. Price, B., Hirst, A., Johnson, J., Petre, M., Richards, M. Using robotics for teaching computing, science, and engineering at a distance. In Proc. 5th IASTED International Conference on Computers and Advanced Technology in Education (CATE), IASTED (2002), 54-159.
We are now building a larger number of prototype SenseBoards to be distributed to sample users, along with supporting learning material on how to use it, including instructions for more sample projects. This will provide a more formal evaluation base as well as giving us an opportunity to check and fine-tune the materials. CONCLUSIONS
We have developed a programming environment for adult learners who have no prior experience of computer programming, and a complementary piece of hardware that will allow students to begin experimenting with ubiquitous computing. Together, these technologies should provide
8.
RoboFesta. www.robofesta-europe.org/britain/
9.
PicoBoard. www.picocricket.com/picoboard.html
10.
Scratch at MIT. http://scratch.mit.edu
11. Wolz, U., Leitner, H.H., Malan, D.J., Maloney, J. Starting with scratch in CS 1 Proc 40th ACM technical symposium on Computer science education (2009).
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Introducing co-design for digital technologies in rural areas Fausto Sainz Technosite Edificio Antalia, Albasanz 16, 28037 Madrid, Spain fsainz@technosite.es
R. Ignacio Madrid Institute of Innovation for Human Wellbeing (i2BC) 29590 PTA, Málaga, Spain nmadrid@i2bc.es
ABSTRACT
corresponds to the first phase of the investigation. The intent was to identify older users’ needs and barriers during the interaction with an existing electronic identity card system (eID) in a rural context. This was established as a preliminary step to develop further digital applications.
This article presents the preliminary results of an innovative experience of user involvement, which employs a methodology anchored in the Nordic participatory design tradition. The activities conducted cover early stages of the design process for electronic identity (eID) card applications in rural areas of Southern Spain. People Led Innovation (PLI) methodology is adopted in order to ensure that the technological solutions to be developed fit users’ needs. PLI is a Human Centered Design (HCD) approach which combines Ergonomics and Emotional evaluation techniques (e.g. user experience testing) with participatory techniques (e.g. co-design sessions) in the context of the specific ‘form of life’ of potential users. Research results showed that this combination of techniques and approaches provides valuable information to guide the design of products and services adapted to the real context in which they are going to be used.
The relevance of this issue is reflected in Spanish law, since the E-Government Act provides that all citizens may be able to interact with the local, regional and national government bodies by electronic means in the same way as it was done prior to the digitalization of the service, when those procedures were made in person. The law forces to provide adequate services in terms of usability and accessibility. In this context, the eID is an important tool because it enables the electronic identification of users and access to certain government services to be accessible remotely. This means a breakthrough for rural areas, where often there is a lack of services and/or poor accessibility to those services, plus there is a group of the population that had increased demands of certain services (e.g. health care). Despite its potential advantages, the adoption of eID by users is slow, and their acceptability is limited. Potential barriers to the use of eID arise from a combination of the complexity of the technical requirements of installation and low usability. Also there is the added problem of a low digital literacy level [3], and the specific characteristics of older users that have to be taken into account for design [2]. It seems clear that to increase its use among the citizens, both eID and e-government applications should improve their user experience, and also tap into existing users’ needs. To tackle this problem the study intends to include end users actively in the design process by using the People Led Innovation (PLI) methodology. Next section describes how the project handles the active participation of end users in their social communities, to include their needs and ensure the effectiveness of technology.
Author Keywords
People Led Innovation, PLI, co-design, experience, participatory design, rural areas.
Jaisiel Madrid Technosite Edificio Antalia, Albasanz 16, 28037 Madrid, Spain jmadrid@technosite.es
eID, user
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
The activities described in this paper are part of the Spanish CISVI project. Part of the project aim is to achieve the social acceptation and integration of e-government tools in rural areas, characterized by an increasing aged population. This project is modeled in Abla, a southern Spanish village (1,500 inhabitants) located 65 kilometers away from the province’s capital. It is in this scenario where we have carried out the activities described in this article, which
METHOD
In order to develop technological solutions that fit user needs, the People Led Innovation (PLI) methodology [5] was adopted. This methodology conform a set of five factors that have to be taken into account to determine the effectiveness of a particular technology or product application.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$10.00.
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Figure 1. User involvement in the design process in our study Figure 2. User interacting with the eID application.
In this first stage of the research, we focused on three of these factors: 1) Citizen Innovation (as a process of involving users and exploring their needs and requirements for new products or services), 2) Ergonomics (as a factor that determine usability and accessibility) and 3) Emotional Focus (as a set of emotional design criteria that affects user satisfaction within a given technology). For the development of this methodology two kinds of techniques have been used in combination. Firstly, researchers come together with users and got involved in co-design sessions, as described further down, so they could participate actively in the detection and identification of needs, assessment of the results found in the tests and the proposed technological solutions (Citizen Innovation factor). We can define the codesign as “an attempt to allow users, researchers and designers (people with different skills and abilities) to cooperate creatively so that they can jointly explore ideas and concepts, implement and evaluate prototypes” [7]. Secondly, regarding Ergonomics and Emotional Focus factors, user testing was conducted to identify barriers in existing systems (see Figure 1).
After this opening, we got introduced into the Abla community ‘form of life’, and users and researcher created an atmosphere in which we were able to collaborate to unveil their technological problems and needs in context. First co-design session
The fist co-design session was carried out in a council digital room, a public space for citizens to learn and use digital technologies, especially Internet and office suites. Objective. Identify needs, expectations and experiences related to the use of eID. Participants. A group of 15 older citizens (55-75 year old) and CISVI project researchers. Tasks. First, a brief introduction of the uses of eID was made, after which participants were divided into 2 groups. In Group 1 participants worked with a ‘real’ setting, they were asked to perform the necessary steps to connect the reader, web browsing and the use of eID for online transactions. In Group 2 participants faced a simulated scenario: although all digital elements (i.e. laptop, eID reader and eID card) were present, users could manipulate them but could not perform any task. The aim was to explore users’ expectations and needs from a conceptual standpoint, without the presence of pre-defined applications that could limit the creativity of the participants.
Presentation: Coming together to users’ ‘forms of life’
How older people from rural areas, with basic digital skills, can get involved in a project aiming at designing useful technologies (mostly unknown to them) for their daily life? We did not adopt the traditional approach of bringing users to our labs and asking them what they need, but moving ourselves (researchers and designers with different backgrounds and ‘forms of life’) to their environment, the context of older people in rural areas with their own ‘forms of life’ and needs. This living lab approach intends to pay more attention to the analysis of daily living and its implication to the interaction design process [4].
Session analysis. During the co-design session some CISVI researchers acted as observers to record the needs and problems expressed by participants. Subsequently, the video of the session was analyzed to obtain a larger number of requirements. Results from first co-design session
In order to come together with users, we organized a twodays event in Abla including general participatory talks in which citizens discussed about their status, daily life problems and (non-technological) needs in the education, health or well-being areas. There was also a leisure part of the event including an amateur theater play, a local food lunch and a ‘Homemade desserts’ contest.
Group 1 (real scenario). Users expressed some difficulties, mainly related to the connection of the eID reader (discomfort), web browsing (complex searches) and identification using eID (too many steps). Group 2 (simulated scenario). This task allowed the researchers to obtain some valuable information related to
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users’ expectations and motivations: although it seemed an interesting technology, they were afraid to use something unknown; they expressed their concerns about facing complicated administrative procedures without the aid of a person, or not been able to recall the PIN key. These sessions served to collect and discuss some ideas on how users would like the systems to be. Some of the ideas proposed were: • Built-in reader into the PC • Online Help on e-government procedures • Simple interfaces that includes in a graphical way only the strictly necessary information • Using alternative methods of authentication, as the digital fingerprint.
Figure 3. SUS scale scores.
User testing
Objective. The objective of user testing at this stage was to identify barriers (related to Ergonomics/Emotional Focus PLI factors) in the use of current eID systems and applications. Participants. Six seniors from Abla (average age 65 years) were tested in a room at a village public center.
Figure 4. Subjective questionnaire score distribution
Instruments. The tasks were administered on a laptop and data was collected using the Morae software Bundle 3.1. Video recordings were made and so the meeting could be analyzed retrospectively.
Results indicate that although users found the tasks difficult to accomplish they found the applications interesting, they would like to use them in the future and they trust the eID identification security.
Tasks. Three tasks were designed to be performed by users: 1) Installation and connection of the eID reader, 2) Browsing Web portals; 3) Identified access though eID.
eID use barriers. Test analysis revealed some barriers that
affect its technological effectiveness: • USB connectors do not identify clearly the right inserting position
Questionnaires. First, the SUS questionnaire [1] was presented after each task to obtain a subjective measure of usability. At the end of the test users also filled in a brief questionnaire to assess their user experience and emotional aspects: a) I would like to use eID in the future , b) the task has proved difficult to me, c) I liked the task and d) no one can replace my identity with this system.
• During installation users missed the use of plain language • Too many steps are required for installation • There are too many options on the websites, promoting disorientations and difficulties while searching • Coordinating mouse and keyboard is a complex task for these users
Session analysis. The data collected were analyzed by an expert in software usability through the Morae Manager. We extracted a number of problems from the behavior and verbalizations of the participants.
• Websites language is not easy-to-read, with too much technical terminology • PIN key is perceived as long and difficult to remember
Results from the user test
• PIN key is requested repetitively during the same session
Questionnaires. Figure 3 shows the results of the SUS questionnaire for each of the tasks. According to this scale the usability of a certain system is considered acceptable if it exceeds a score of 70 [1]. The scores obtained by our system were in the range of 50-60, which although it is not totally unacceptable, it certainly does indicate some important usability problems that need to be solved. Subjective affective scores from the questionnaire are shown in Figure 4. In general, participants’ subjective affective perceptions were quite positive and elderly participants seemed to welcome new technologies into their lives.
Second co-design session
The session considered the previous results obtained in the first co-design session and during the user testing. The aim was twofold: first to contrast and validate with users the information obtained and researchers' conclusions, and second co-create and discuss ideas for future prototypes with users. Participants. 15 Abla older citizens (55-75 year old) with different profiles, including participants in the user testing session and students of a digital literacy course. A group of six researchers from the CISVI project also attended.
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Tasks. Two techniques were used to achieve a dynamic meeting and to encourage participants' creativity: the persona/scenario technique and the retrospective test analysis.
usability and accessibility barriers that are related to technological effectiveness and come from issues related to both the Ergonomics and Emotional Focus of the technical solutions. On the criterion of Citizen Innovation, the experience demonstrated that users' ideas were found to be valuable in the design process, confirming the usefulness of this methodology. The combination of user testing and codesign sessions in real environments allowed us to detect more problems and generate new design ideas than using the two techniques separately. The trick was to involve users as co-creators in their real life context and not as mere research subjects.
• The persona/scenario technique [6] was used to describe the previous stage and also the ensuing stage to the introduction of the electronic ID. • The retrospective test analysis consists of a joint assessment of the problems identified in the user test. Therefore, a series of video clips of the user test were selected by investigators based on their representativeness. During the evaluating session the videos were displayed and discussed.
The next step of research will produce a series of prototype applications (e.g. eID tutorials, user-friendly hardware, etc.) that will be validated by users in the following stages of design. It can be interesting to explore participants’ awareness of their contribution to the design process. It should also be interesting to formalize the procedure to attract and encourage people to participate in the technological development innovation process taking into account their specific ‘forms of life’, as well as compare this approach with other methodologies. It might be relevant to measure and compare the added value, intrinsic to the methodology, in comparison with other participatory design methods.
It should be noted that both techniques have been used extensively to communicate user information to designers and clients, however its use is a much less common communication tool to employ with users. Results from the second co-design session
What are the eID advantages and disadvantages? Among the advantages pointed out: time saving, no need to travel and the convenience of accessing different services from their own home. Between the disadvantages were the need of advanced computer skills (acquired also through practicing), and the uncertainty about security reflected in the idea that anyone can take user's identity. Notice that in user testing it was found that users trust in the security features of eID, which seem a contradiction at first sight. However, users acknowledged that they trust in eID, but not in their own skills to manage security issues at the required level. Participants commented that, ideally, they should always have access to a support person to solve their doubts.
AKNOWLEDGEMENTS
We thank the Spanish Ministry of Industry, Tourism and Commerce, the PNICDT 2008-2011 program and the European Fund for Regional Development (FEDER) for the grant TSI-020301-2008-21 that aids co-funding the project. REFERENCES
1. Bangor, A., Kortum, P., and Miller, J.A.. The System Usability Scale (SUS): An empirical evaluation, International Journal of Human- Computer Interaction 24, 6(2008),574-594 .
How would they like the eID services to be? It was noted that it should be easier to use, it should present a more common language, it should require fewer steps in the process, and it should use more graphics and less text. Some ideas were proposed to solve the problems encountered:
2. Hawthorn, D. Possible implications of aging for interface designers, Interacting with Computers 12,5 (2000), 507-528. 3. Heichlinger, A., and Gallego, P. A new e-ID card and online authentication in Spain. Identity in the Information Society. Special Issue, (2010). doi:10.1007/s12394-010-0041-3
• Integrated eID reader or pre-installed drivers • Easy to read texts without technical language • Graphic instructions (in steps to follow) • Catalogue of available eID services
4. Leikas, J. Life-Based Design: ‘Form of Life’ as a foundation for ICT design for older adults, Jyväskylä Studies in Computing, 105, 2009.
• Using fingerprint to avoid using the PIN key
5. I2BC and SGS ICS. Reference of certification for solutions designed under the principles of technological effectiveness. I2BC Technical Report, 2008
CONCLUSIONS
The results obtained in this phase of the project allowed the team to extract a set of requirements and prerequisites for the design of applications intended for the use of an electronic ID. The PLI model showed its comprehensive value by including technological dimensions of usability and accessibility, social impact and the involvement of users. It was confirmed that the use of eID has many
6. Pruitt, J., and Grudin, J. Personas: Practice and Theory, Proc. DUX, ACM Press (2003), 1-15. 7. Steen, M. The Fragility of Human - Centered Design, IOS Press, Amsterdam, The Netherlands, 2008.
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PyGmI – Creation and evaluation of a Portable Gestural Interface Matthias Schwaller DIVA Group University of Fribourg 1700 Fribourg, Switzerland matthias.schwaller@unifr.ch
Denis Lalanne DIVA Group University of Fribourg 1700 Fribourg, Switzerland denis.lalanne@unifr.ch
ABSTRACT
Omar Abou Khaled University of Applied Sciences of Western Switzerland, Fribourg 1700 Fribourg, Switzerland omar.aboukhaled@hefr.ch
can be used. Both, the projector and the UMPC have their own batteries. A webcam was chosen for the camera since it uses a USB cable as a power supply. As a result, the prototype does not need any power cables, which makes the handling much more user-friendly.
The Portable Gestural Interface PyGmI, which we implemented, is a smart tool to interact with a system via simple hand gestures. The user wears some color markers on his fingers and a webcam on his chest. The implemented prototype permits to visualize and navigate into presentation files, thanks to a tiny projector fixed on the user’s belt. The gesture recognition uses color segmentation, tracking and the Gesture and Activity Recognition Toolkit (GART). This article presents PyGmI, its setup, the designed gestures, the recognition modules, an application using it and finally an evaluation.
We are planning to investigate in gesture recognition in our research lab. Therefore the PyGmI is our first step in a long process of interacting with hand gestures. In this project we use color finger markers. In the future, we would like to extend our system so that it does not need the help of markers. The remainder of this paper is structured as follows: First we give an overview of some related work. Next we show the setup of the PyGmI prototype followed by the implemented gestures. Then, the gesture recognition and the prototype with an evaluation are presented, followed by conclusions.
Author Keywords
Gestural Interaction, Portable User Interface. ACM Classification Keywords
H5.2. Information interfaces and presentation: Input devices and strategies; Interaction styles; Natural language.
RELATED WORK INTRODUCTION
This work was inspired by the concept described in the sixthsense project [6], which does not provide any information about how gestures are recognized or information about its reliability or evaluation. Our work implements a gesture recognizer which fulfills and extends sixthsense concept by allowing gestures to be used to exchange digital information.
Nowadays, laptops and smart phones are indispensable. These devices are not only used for work in the office but also to get information on the way. When a user would like to visualize information, he has to take the device out and navigate in the menus. The idea of this project is to simplify these kinds of tasks. Therefore we developed a smart tool which displays the information in front of the user either on a wall or on another object and the user can navigate using hand gestures. Since the tool is wearable, the user does not have to take it out to use it. A big challenge and limiting factor of wearable computing is the power supply [9]. This is especially a challenge if not only a PC is used but also a camera and a projector. For this reason an ultra mobile personal computer (UMPC) with a smart portable projector Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
The project Kinect (former Natal), form Microsoft Research 1 is one of the most popular gesture recognition systems even if it is not yet available at the moment of writing this paper. The Kinect system can be used to play on a video console without touching a controller. Contrary to Kinect, PyGmI does not track the whole body and favors precision for the pointing. Löchtefield et al. [3] developed the system ShelfTorchlight which helps users in search for book in a library or a product in the supermarket. The prototype uses a mobile phone and a mobile projector. This project uses a small projector like the PyGmI to display the information but it has no gestural interface. Argyros et al. [1] proposed a vision-based mouse. Their system recognizes 2D and 3D hand gestures to manipulate a mouse 1
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and they use one or two potentially movable webcams. A great advantage of their system is that they do not need any additional finger markers. Contrary to PyGmI, their system implements only gestures that can control mouse events.
the projected image we have chosen the lumbar mounted version. HAND GESTURES
This section presents the gestures which are implemented for the PyGmI prototype. The gestures are intended to be used with the prototype for presentation visualization in PowerPoint. The first gesture is a deictic gesture while the other 5 gestures are metaphorical gestures. In the implementation process the difference is that for the deictic gesture there is no need for segmentation and identification (see figure 5). Since the system is made to be generic, it is easy to extend the system with additional gestures. The gestures we implemented have been chosen in order to fulfill the three dimensions presented by Lenman et al. [4]. First the gestures have to be easy to learn and remember (“cognitive aspects”). Second, the gestures have to be easy to perform (“articulatory aspects”) and finally, the gestures have to be appropriate for practical use and fulfill the stateof-the-art of technology (“technological aspects”).
SETUP OF PYGMI
The user communicates with the device via hand gestures. To do this, the user wears some color markers on his index fingers and the thumbs in order to facilitate detection of the fingers. These 4 fingers are the most important fingers for gestures. The PyGmI in use can be seen in figure 1.
The gesture click presented in figure 2 permits simply to click on a file to open it. The gesture can be either executed by the right hand or by the left hand. When the user wishes to grab an object he can use both hands and execute two click gestures at the same time. Note that a click contains a press down and a release. To move an object the user clicks down, moves the object and releases it.
Figure 1. The Portable Gestural Interface in use
The PyGmI has to see what the user sees. For this reason the camera has to be placed close to the eyes of the user. One possibility is to place the camera on the head of the user. However, for the gesture recognition it is simpler if the camera is not moving that much, which are the reasons why we placed the camera on the chest close to the throat. Another disadvantage of placing the camera on the head is that the head may be slightly turned to the side and so the hands are not in the camera range.
Figure 2. Gesture click
The gesture open, presented in figure 3, permits to put the PowerPoint in full screen mode.
To make information visible to the user a small projector is used. This allows using the tool either to augment the environment of the user by projecting on everyday objects or to use it on a wall to replicate a normal PC. Nobuchika et al. [8] analyzed several possibilities of where to put the projector. They advise using the lumbar mounted version. But, there are many other possibilities. Another would be to wear the beamer on the shoulder. This placement would be very unstable because the hand gestures also involve moving the shoulder. A further possibility is to wear the beamer on the chest, either flat on the chest with a mirror to change the projection direction or straight in front of the user. Since the chest mounted version can give shadows on
Figure 3. Gesture open
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To close the full screen mode or the PowerPoint, the gesture close is used. It is the same gesture as “open” but in the inverse sense.
opening and closing. As a third step, the contours of the color rectangles are created. Since the color markers, which the user wears to make the gestures, are rectangular, the simplest and most efficient way is to detect rectangles. It is then possible to find the center of these rectangles. The coordinates of the centers are later used as input for the tracking and gesture identification.
The two gestures next and prev are used to navigate in the slides. To perform these gestures the right thumb has to be in the camera range. The left index finger has to move at the same time from the left to the right in order to produce a “next” gesture and from right to left to produce a “prev” gesture.
The tracking part permits to track the different color rectangles and to predict their locations. The algorithm which is used for this is the Condensation algorithm [2]. This step is necessary to be able to predict, for instance, the location of a color marker if there is some light variation and when for one frame the color marker cannot be detected.
To send a file to another person the gesture send is used. The user has to first "grab" the icon of the desired file and further to slide it out of the screen on the right side. First, the file has to be selected, in order to know which file has to be sent. Contrary to a drag and drop, the file has to be selected before the gesture. The reason for the selecting is due to the simplicity of the gesture recognition, since just the gesture is detected and not the location of the gesture.
Since, the camera takes nonstop images, a way has to be found to detect when a gesture starts and when a gesture finishes. In other words there has to be a gesture segmentation. For this prototype the start is considered only when a color combination is detected. As soon as the color combination disappears, the gesture is considered to be finished. It is possible for instance, that in just one image a color has disappeared because of the light conditions. Therefore, a color is considered to be lost only after 5 frames. For the iterations before, the predictions of the tracking are considered as the locations.
Figure 4. The start of the send gesture GESTURE RECOGNITION
The PyGmI is built in such a manner that it can be used with several applications. All the gestures detected are sent to registered applications. Therefore, the PyGmI includes an API which permits a third party application to listen for these gestures. In order to recognize gestures different steps and tasks have to be done (see figure 5).
The gesture identification part of the gesture recognition requires training of the different gestures in order to recognize them. Once a gesture is detected and identified PyGmI sends an event to inform the registered applications. For this training phase nine people performed the gestures on several backgrounds. There were 31 videos per gesture which were used for the training. The system works with 20 fps and with a resolution of about 320 x 240. For the entire gesture recognition the libraries Emgu CV and OpenCV are used. The library used for the gesture identification is the Gesture and Activity Recognition Toolkit (GART) [5]. GART, which uses the Hidden Markov Model Toolkit (HTK), detects mouse gestures. For this project it was extended to 8 coordinates (2 per color). A limiting problem of GART is that the options to configure are only static (the same for each object of GART) and final (cannot be modified). They use a fixed number of HMMs which cannot be changed by the programmer. GART is very comfortable to start with gesture recognition but not flexible, which is why we will develop our own classifier in the future. RESULTS AND EVALUATION
The gesture recognition rate was measured with the toolkit GART. 70% of the video recordings of gestures were used for the training and the other 30% for testing. We did several tests with numbers of gestures and also with the numbers of skip states, which can be configured in GART. The first test on the number of gestures was done with 14 videos per gesture. All of these videos were made by the
Figure 5. Overview of the Gesture Recognition
In order to be able to start the gesture recognition a preprocessing (see figure 5) is necessary. In the first part of the preprocessing the image is segmented in different colors. Second, a cleaning of the images is necessary to eliminate some irregularities in the edges of the color rectangles, through the morphological cleaning operators
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same person. We used 3, 4 and 5 gestures, which is the number of metaphorical gestures used by PyGmI. Surprisingly the maximum recognition rate was achieved with 5 gestures and was 85.94%. The second test was done with 31 videos per gesture made by 9 different people and here we evaluated the number of skip states. The number of gestures trained was 5. The number of skip states which was evaluated was going from 1 to 5 and the best rate was achieved by 4 and 5 skip states on which the recognition rate was 73.91%. In the second test the gestures were made by different people, which explain the lower recognition rate compared to the first test. We could not compare our results with the sixthsense project since they did not publish their results.
flight camera (TOF) which will free users from color markers. Third, we plan to recognize gestures as a way to interact with a large vertical surface. Therefore, we will rethink the needed gestures, which is why we recently did a wizard of oz experiment in order to identify which gestures are best for users. Once several systems have been developed we will be able to compare them. The aim will be to create an efficient system to detect ergonomic hand gestures without any help of markers. REFERENCES
1. ARGYROS, A. A. AND LOURAKIS, M. I. A. 2006. Visionbased interpretation of hand gestures for remote control of a computer mouse. In Computer Vision in HumanComputer Interaction. Springer-Verlag, 40–51.
The PyGmI was integrated in an existing framework and a demonstration application was developed. For the demonstration application the framework InterFace [7] was chosen. This framework already includes several modalities and thus the integration of PyGmI was quite simple. The demonstration application permits to visualize a presentation using the portable projector. The metaphorical hand gestures permit the navigation in the slides, opening presentations in full screen and closing presentations. Finally, the presentations can also be sent to another device via a gesture. The deictic hand gesture allows navigating in a file browser and the use of the other plug-ins of the framework. Several people tested PyGmI. They found the system quite easy to use for scrolling through a presentation. No controlled user experiment has been done at the time of writing.
2. ISARD, M. AND BLAKE, A. 1998. CONDENSATION Conditional Density Propagation for Visual Tracking. Int. J. Comput. Vision 29, 1, 5–28. 3. LÖCHTEFELD, M., GEHRING, S., SCHÖNING, J., AND KRÜGER, A. 2010. ShelfTorchlight: Augmenting a Shelf using a Camera Projector Unit. In Adjunct Proceedings of the Eighth International Conference on Pervasive Computing. 4. LENMAN, S., BRETZNER, L., AND THURESSON, B. 2002. Using marking menus to develop command sets for computer vision based hand gesture interfaces. In NordiCHI ’02: Proceedings of the second Nordic conference on Human-computer interaction. ACM, New York, NY, USA, 239–242. 5. LYONS, K., BRASHEAR, H., WESTEYN, T. L., KIM, J. S., AND STARNER, T. 2007. GART: The gesture and activity recognition toolkit. In HCI (3) (2008-12-04), J. A. Jacko, Ed. Lecture Notes in Computer Science, vol. 4552. Springer, 718–727.
CONCLUSIONS AND FUTURE WORK
Since the user has to make his gestures in front of the camera it is possible that only a part of the gesture is in the camera range. Therefore, the user has to train at the beginning in order to be able to use the system. An extension which has to be made is the feedback on the projection. This will improve the usability since the user will be able to see if his fingers (color markers) are in the camera range.
6. MISTRY, P., MAES, P., AND CHANG, L. 2009. WUW Wear Ur World: A Wearable Gestural Interface. In CHI ’09: Proceedings of the 27th international conference extended abstracts on Human factors in computing systems. ACM, New York, NY, USA, 4111–4116.
An improvement also has to be done on the hardware part of the system. At the moment a UMPC is used which is worn on a belt. In the future, it would be nice to use a smart phone which can be stored in the pocket of the user’s pants. The projector which was bought at the beginning of the project was one of the first portable projectors. Its disadvantages are that it is not bright enough to use in daylight and that the autonomy is only one hour.
7. MUGELLINI, E., ABOU KHALED, O., PIERROZ, S., CARRINO, S., AND CHABBI DRISSI, H. 2009. Generic Framework for Transforming Everyday Objects into Interactive Surfaces. In Proceedings of the 13th International Conference on Human-Computer Interaction. Part III. Springer-Verlag, Berlin, Heidelberg, 473–482. 8. SAKATA, N., KONISHI, T., AND NISHIDA, S. 2009. Mobile Interfaces Using Body Worn Projector and Camera. In VMR ’09: Proceedings of the 3rd International Conference on Virtual and Mixed Reality. Springer-Verlag, Berlin, Heidelberg, 106–113.
Since the PyGmI is our first attempt to solve gesture recognition using image processing we plan to improve the gesture recognition in several ways. First, we intend to create our own classifier since our recognition rate is not close enough to 100 and GART not flexible enough. Second, we plan to capture 3D gestures using a time of
9. STARNER, T. 2001. The Challenges of Wearable Computing: Part 1. IEEE Micro 21, 4, 44–52.
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Capital Music – Personal Expression with a Public Display of Song Choice Jan Seeburger Queensland University of Technology Brisbane QLD 4059, Australia j.seeburger@qut.edu.au
Marcus Foth Queensland University of Technology Brisbane QLD 4059, Australia m.foth@qut.edu.au
ABSTRACT
players as “cocooning” items in public urban places to create their own personal space and therefore avoiding direct contact with surrounding strangers [5]. Even without a signal, such as in underground railways, people tend to use their devices for different purposes such as playing games, listening to music, or deleting old text messages [1]. While travelling to work, during idle time, or on the way home, people listen to songs to get into the desired mood, create a soundtrack for an activity, or just relax after a hard day at work.
Using information and communication technology devices in public urban places can help to create a personalised space. Looking at a mobile phone screen or listening to music on an MP3 player is a common practice avoiding direct contact with others e.g. whilst using public transport. However, such devices can also be utilised to explore how to build new meaningful connections with the urban space and the collocated people within. We present findings of work-in-progress on Capital Music, a mobile application enabling urban dwellers to listen to music songs as usual, but also allowing them to announce song titles and discover songs currently being listened to by other people in the vicinity. We study the ways that this tool can change or even enhance people’s experience of public urban spaces. Our first user study also found changes in choosing different songs. Anonymous social interactions based on users’ music selection are implemented in the first iteration of the prototype that we studied.
Human beings are naturally curious about their surrounding social environment as well as the urban space and the collocated people within. Street cafés arrange their chairs and tables in a way to enable better observations of passing people and the actions which take place on the streets. On the other hand, recent web services such as Facebook.com and Twitter.com are highly successful, because they enable users to express thoughts and activities on their personal profile and in turn browse profiles of other people in their social circle for comparison, social awareness, and fun.
Author Keywords
Context Sharing, Music, Public Places, Urban Informatics
This study sets out to explore if the sharing of “lightweight information” (such as song choice) in the physical space, mediated through location-aware ICT devices, can enhance the experience of people in public urban places. We explore if the collected data can be used to infer on how a location can affect the mood of its visitors, or on how its visitors can influence each other’s music selection. Instead of secluding oneself from the surrounding environment, personal mobile devices could then be used to connect – or simply associate – with other people in space utilising music as a common ground of interaction. We would like to support the process of “finding sameness in a sea of otherness and connecting like with like” [2].
ACM Classification Keywords
H5.2 Information Interfaces.
interfaces
and
presentation:
Dian Tjondronegoro Queensland University of Technology Brisbane QLD 4000, Australia dian@qut.edu.au
User
INTRODUCTION
Life in the city is busy. We travel from one place to another and meet people at different locations for social, business, or entertainment purposes. Thereby, city dwellers cross streets, places, buildings, and other public and anonymous urban places using cars, public transport, or even just walk to their destination usually accompanied by Information and Communication Technology (ICT) devices. Urban dwellers use ICT devices such as mobile phones or music
Our study seeks to foster people’s connection to place by visualising real-time context data of collocated people and providing an opportunity for digitally mediated social user interaction based on this non-privacy-sensitive information. According to Pedersen & Valgårda, Urban Social Technology – which is defined as IT used in urban environments for a social purpose that goes beyond phone calls and text messages – should align with current social practices and behaviour rather than creating new ones [7]. Therefore, Capital Music follows a simple approach to
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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enhance the experience of people in public places while listening and interacting with their devices. Capital Music enables urban dwellers to listen to their songs as usual, but the application furthermore visualises the songs currently played in the user’s vicinity in a “mobile music cloud.” Additionally, users are offered anonymous and private means for social interaction based on currently played songs of collocated people.
talking about, displaying, swapping and sharing music are all ways through which we express who we are and interact with others” [6]. Furthermore, research on music psychology has shown that “the social functions of music are manifested in the […] management of self-identity, interpersonal relationships, and mood in everyday life” [3]. With Capital Music, we try to address the question, how and to what extend the collective visualisation of songs currently played in a user’s vicinity, can digitally augment the public space with lightweight social data, and how this changes people’s social experience of public spaces.
The remainder of this paper describes the design process of Capital Music including our first user study. The analysis of our preliminary findings informs the first prototype. An outline of future research work concludes the paper.
Initial User Study
We conducted a first user study to test the concept of Capital Music and the sharing of currently played songs with unknown collocated urban dwellers. To inform the design of the application we conducted an experiment with 6 participants, 5 university students and 1 university staff member aged between 23 and 36, 5 male and 1 female.
DESIGN PROCESS
The design and development of Capital Music has been influenced by a “quick and dirty” ethnographic approach [4] and a paper based evaluation of the application concept. Site Observation
Our university offers a free shuttle bus for staff and students to travel between two campus locations. The shuttle busses leave every 10 minutes during the semester and the travel time is around 15 minutes. To gain a general picture of how people spend their time on the bus, what kind of devices they use, and if social interaction occurs, we observed 63 people in 4 busses over 2 days using the bus service provided by the university. This basic site observation revealed that university staff and students either listen to music on mobile phones or music players using headphones, interact with their mobile phones doing tasks such as writing text messages or playing games, read some kind of newspaper or textbooks, or just stare out of the window if they don’t interact or use any devices. Furthermore, most of the observed people switched their focus from their device they are engaged with to the bus window back and forth. We saw that only as the bus stops and people get off their seats, do people for the first time look around, explore their environment and sometimes discover other people on the bus.
Figure 1: Participants sharing their currently played song
Participants brought their own music player containing their personal music library to the study. We then introduced the scenario that they are travelling with the shuttle bus to the university’s other campus. Participants got the task to select a song from their music library and listen to it with their headphones as they usually would when they are using the bus. After two minutes the participants were given post-it notes and pens and were instructed by a sign placed in the middle of the desk to write down the artist and title of the currently played song without showing others. We collected the notes, and stuck them in random order on a whiteboard visible for everyone (see Figure 1). After all participants reviewed the whiteboard display, we asked them to select another song and write it down. These notes were stuck on top of the previous ones. We conducted another round of song selection with anonymously announcing song choices and then conducted a group discussion with semi-structured interviews.
Some of the music listeners sub-communicated their mood through moving their feet or hands according to the rhythm of their currently played song. Others listened to music that loud that collocated people could at least guess the genre. Some of the students openly displayed their music taste through their personal appearance and choice of clothing. Social user interaction mainly took place when people travel in groups. We could observe only one case in which two passengers interacted with each other who didn’t know each other. One student carried a large architectural model, which another student used as an icebreaker to start a conversation. He commented on the model, but the other student stalled the conversation with a single word response.
Participants said that their first song selection was either based on mood, musical preferences, or they just continued the last played song in their music playlist. We asked them how they felt when their first song selection was publicly
Mobile music listeners are an attractive user group for this study, because “music also plays a role in our social lives –
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displayed on the whiteboard without prior knowledge while selecting the song. One participant summarised it as
“Yeah 10 people liked my song while I was on the bus. That’s cool. I mean I would share it that way.”
“You do feel like oh my music is up there. What’s going on maybe I should chose a different song. [laughs] What are all those people thinking about my song.”
At this stage of the discussion we presented the concept of Capital Music. Participants concordantly acknowledged that Capital Music would be a useful and fun application to enhance their enjoyment of bus rides.
We then wanted to know if and how the fact that other people could see what they are listening to influenced their second and third song selection. Three participants said, they simply played the songs they like. The other participants explained that they wanted to select a good song or a song they can recommend to others. One participant mentioned:
“It’s a nice interaction which has been added to it [listening to music]. And a lot of people listen to music today and the portability of such music devices and taking it to a next level and creating a social network around it about what you listening to is kind of nice.” “I’d like to be able to listen to a section of a song because I think it is something really nice about listening to something at the same time as someone else.”
“It didn’t really influence me. It did a little bit. I think the third time it did because […] I can share my music with these other people. Maybe something they haven’t heard. So the third song was something they might not have heard before so I put it up there [whiteboard] so we can see it.”
After we introduced the Capital Music concept, we asked the participants if they would purposefully select certain songs in order to showcase their music taste in public and thus express parts of their identity. Participants mentioned that their music selection would be based on the received feedback from other application users. One participant summarised it as follows:
The participants also discussed that the title of a song would influence their song selection when sharing with others, because they assumed that someone else who doesn’t know that particular song would judge their music choice based on the available textual information. A graphical representation of music in terms of album artworks has not been considered during this paper trial. However, the answers show how the participants felt more responsible about the music selection they share with collocated people.
“I think we all want to share the most popular song that most people in the bus would like.” We asked if there was an occasion where they would like to reveal parts of their identity while interacting with Capital Music. Participants confirmed that they would like to reveal e.g., their email address or a photo, only to a particular person, if they had an ongoing interaction based on their music. However, one participant also mentioned:
We asked the study participants if they would feel comfortable sharing their currently played song with unknown collocated people. Two people didn’t feel comfortable enough to share, because they are not used to such an approach or don’t feel comfortable in general interacting with complete strangers. The remaining study participants were keen to share, as long as it is a song they feel is appropriate to share. Two participants from overseas mentioned that they would not share music from their home country as they feel that would be inappropriate in a different cultural context. Thereby they expressed interest that they would like to decide which song they share and which not. Additionally one participant mentioned:
“I think I wouldn’t. The beauty lies in the anonymity.” The paper-based evaluation revealed that participants are more aware of their own music selection in terms of appropriateness of sharing, recommendations for others, and popularity to receive social reactions from collocated people. DESIGNING CAPITAL MUSIC
The outcomes of the initial user studies influenced the design and development of the first prototype iteration of Capital Music. The application has been developed for iPhone, iPad and iPod Touch devices using the Apple iPhone SDK. For the visualisation of songs currently played in the user’s vicinity, we applied a visual approach displaying a mosaic of album cover artworks as shown in Figure 2 (a). We assume that the visualisation of album cover artworks instead of textual information stimulates interaction with the application and the discovery of new music. Additionally considering the outcomes of the initial evaluation, we believe that adding a visual component to the textual metadata allows users to get a better glimpse about an unknown song. Application users can tap on an artwork in the main screen to get more information about this song as shown in Figure 2 (b). This detailed view also
“I think it would be fun trying to work out who’s listening to what.” Furthermore we asked if they would like to comment on song selections of unknown collocated people if they could do that in an anonymous way without revealing who they are. Surprisingly, the person who didn’t feel comfortable about sharing, because he was not used to it, said he would comment on song selections if the artist is not that well known. Other participants mentioned that they would send “I like” messages such as those on Facebook. Asked how he would feel if he received a “Like” message, one participant said he wanted to talk to that person if he listened to a less well known artist. Other participants mentioned that they would like to extend the song choice sharing to social networking sites:
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by the need to ensure study participants remain unknown to each other. Therefore, the next evaluation will utilise the Wizard of Oz (WoZ) method simulating other application users to gather usability data followed by semi-structured interviews after application usage to gather insights about the social implications. The realised prototype system in combination with the WoZ method enables us to closely simulate a contextual evaluation [8]. Thereby, the wizard will simulate other application users through a web-based interface also monitoring the screen status of the mobile device. After incorporating the outcomes of the WoZ study into a second prototype iteration, a functionality and performance study will be conducted with more simultaneous application users. This study will be conducted in a lab setting to assess the functionality of Capital Music. The final iteration will then be submitted to Apple’s App Store for review and real world application usage, generating a user base, and collecting rich data sets of place based music consumption. ACKNOWLEDGEMENTS
We would like to thank the study participants and the Smart Services CRC for co-funding this study. REFERENCES
1.Bassoli, A., Brewer, J., Martin, K., Dourish, P., & Mainwaring, S. (2007). Underground Aesthetics: Rethinking Urban Computing. Pervasive Computing, IEEE, 6(3), 39-45. Figure 2: Capital Music user interface.
2.Crawford, A. (2008). Taking Social Software to the Streets: Mobile Cocooning and the (An-)Erotic City. Journal of Urban Technology, 15(3), 79-97.
allows users to send a “Like” message or a text message to the respective collocated person. Capital Music enables social user interaction in a completely anonymous way. The application does not require any user subscriptions or profiles. Figure 2 (c) shows the messaging screen after having pressed the green speech bubble located on the bottom right-hand corner of the application’s main screen.
3.Hargreaves, D. J., & North, A. C. (1999). The Functions of Music in Everyday Life: Redefining the Social in Music Psychology Psychology of Music 27(1), 71-83. 4.Hughes, J., King, V., Rodden, T., & Andersen, H. (1995). The role of ethnography in interactive systems design. interactions, 2(2), 56-65.
To group interactions visualised in the messages view, Capital Music utilises the device name assigned by the owner. However, this could breach users’ privacy beyond what they volunteer to share, or make them feel uncomfortable. Therefore a possibility to specify a nickname has been given. If messages have been exchanged between two users, as shown in Figure 2 (d) the specific album artwork is visualised next to the message on which the interaction was based on.
5.Mainwaring, S. D., Anderson, K., & Chang, M. F. (2005). Living for the global city: Mobile kits, urban interfaces, and ubicomp. Paper presented at the UbiComp 2005: Ubiquitous Computing 6.O'Hara, K., & Brown, B. (2006). Consuming Music Together: Introduction and Overview. In K. O'Hara & B. Brown (Eds.), Consuming Music Together: Social and Collaborative Aspects of Music Consumption Technologies (pp. 3-19). Dordrecht, The Netherlands: Springer.
OUTLOOK
Capital Music has been designed as an application to enhance the experience of public urban places. The initial paper based evaluation confirmed that such an approach can change the social experience of a bus trip and influenced the first iteration of Capital Music.
7.Pedersen, J., & Valgårda, A. (2004). Viability of Urban Social Technologies. Paper presented at the UbiComp in the Urban Frontier 2004
Whilst still under development, setting up a real world situation to test the prototype system is difficult, because the number of study participants for an authentic scenario exceeds a typical lab setup. Additional complexity is added
8.Reilly, D., Dearman, D., Welsman-Dinelle, M., & Inkpen, K. (2005). Evaluating Early Prototypes in Context: Tradeoffs, Challenges, and Successes. IEEE Pervasive Computing, 4(4), 42-50.
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Research Methods for Involving Hearing Impaired Children in IT innovation Karin Slegers CUO – KULeuven/IBBT Parkstraat 45, bus 3605 3000 Leuven, Belgium Karin.Slegers@soc.kuleuven.be
Pieter Duysburgh IBBT-SMIT/VUB Pleinlaan 9, 1050 Brussels, Belgium Pieter.Duysburgh@vub.ac.be
ABSTRACT
An Jacobs IBBT-SMIT/VUB Pleinlaan 9, 1050 Brussels, Belgium An.Jacobs@vub.ac.be
When designing for an unfamiliar target group, empathizing with the users becomes both more important and more of a challenge. Especially when designing for users with disabilities, it is important to thoroughly understand issues faced by users as a result of their functional limitations [1]. To complicate things further, commonly used methods might be difficult to use with such specific target groups.
Involving hearing impaired children in research is not straightforward, as these children often have deficiencies in spoken and written language. Therefore, researchers cannot rely on commonly used research methods that are based on verbal communication. In this paper we describe a series of research activities that were conducted to understand the world of experience of hearing impaired children in order to generate ideas for innovative IT applications. A usercentered design approach was followed, in which potential users and stakeholders were involved as much as possible. The methods that were used to understand the target group are discussed with respect to the experience of the researchers. Successes and lessons learned are described and recommendations for involving target groups with whom researchers and designers cannot communicate as they are used to, are provided.
The focus of this paper is on the impact of not being able to communicate ‘normally’ with the target group on the research and design process. ‘Normal communication’ in this respect refers to all levels of communication between two or more people with fully functional communication skills. Hence, this includes both spoken and written communication, as well as verbal and non-verbal communication. Since most commonly used research and design methods in the field of human-computer interaction assume a common (verbal) language, these methods might not be usable. Therefore, it is necessary to adjust such methods or to seek others.
Author Keywords
Children, Hearing impairments, User-centered design, Methods.
Hearing impaired children are a challenging target group for two reasons. First of all, they are children and therefore require a specific approach when involved in research and design [2]. Second, they have a hearing impairment. Communication with hearing impaired users is not straightforward for hearing researchers and designers since both groups do not share a fluent common language. Even though most hearing impaired children have a hearing aid or a cochlear implant (an implanted electronic device providing a sense of sound), allowing them to communicate orally to some extent, many hearing impaired children lack a fluent mother tongue [3]. In addition, because of their hearing impairments, these children often have deficiencies in spoken and written language skills. Working with an interpreter only offers a partial solution though, as researchers then have to rely on the interpretation of the interpreter, while the interpretation of what end users tell and explain is of key importance to user-centered design.
ACM Classification Keywords
H5.2. User Interfaces: User-centered design. INTRODUCTION
To design new products that match the users’ world of experience, researchers, designers and developers need to thoroughly understand the users, their contexts and practices. They need to empathize with the users. In order to increase understanding and empathy, several methods have been developed to involve users in the research and design process. Examples of such methods are contextual inquiry, cultural probes, (participatory) observation, interviews, make & say methods, etc. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10…$10.00
The research described in this paper was part of a usercentered design approach that was followed to generate ideas for new IT applications for hearing impaired elementary school children. We discuss the methods used in the first research phase of this user-centered design trajectory. The main goal of this phase was to understand
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the children’s everyday lives, their problems and their needs. We discuss the methods in terms of our considerations in the selection and application of the methods as well as our experiences with the methods. We provide recommendations for mapping the world of experience of users who lack ‘normal’ communication skills.
characteristics of the target group and to understand the most efficient way to interact with the children. Semi-structured interviews were held with professionals working with hearing impaired children, including a psychologist, a sign language teacher, the head of the institute’s boarding school living communities, an expert in hearing aids and cochlear implants, and an educational expert. In addition to the expert interviews, more informal conversations were held with teachers and supervisors of the institute’s living communities.
METHODS: SELECTION, APPLICATION, RESULTS AND EXPERIENCE
The target users of the current study were hearing impaired children of elementary school age in Belgium (6 to 13 years old). Two researchers carried out several research activities to map the world of experience of these children and to involve the target group in the research process.
Many issues were discussed during the interviews of which the researchers were not aware before and which surprised them. One example was that the use of sign language has long been, and to a certain extent still is, a controversial issue in schools for hearing impaired children. According to some educators, teaching the children sign language will interfere with their acquisition of spoken and written language. Another example is the biased idea that many hearing impaired children have of romantic relationships due to missing out on much of the auditory context of what they see every day. Many of the experts gave examples of inappropriate sexually oriented behavior resulting from this lack of contextual information.
Recruitment
Most of the activities in the research phase took place in an institute for hearing impaired children in Belgium. Besides the research activities at this institute, family interviews were also carried. In this paper however, we focus on the methods that were used at the institute. Because of the exploratory nature of the project, the goal was deliberately formulated as open and broad as possible in order for the researchers to stay open minded. For many potential participants however, this exploratory goal of ‘generating ideas for new applications’ was confusing and indistinct, which challenged the recruitment process. Fortunately, the social-technological nature of the project sufficiently differentiated it from other studies, which triggered the interest of the institute for hearing impaired children and some other participants.
Besides the insights gathered in the interviews, the researchers learned from the experts how they could approach and involve the children. For example, they learned that they would be able to have a conversation with most children who have cochlear implants as long as it would be a one-on-one conversation and they would be in a quiet room. Also, the researchers discussed with the experts which research methodologies they could use to involve the children in the project. For instance, the school frequently asks parents and children to keep diaries. It was therefore decided not to use another diary or other form of cultural probes in this study.
Another challenge with respect to the recruitment of participants was the fact that hearing impaired children are a vulnerable target group, and the employees of the institute thoroughly screened the researchers and their research plans. Many of the children at the institute already participated in several medically oriented studies, mainly focusing on the impact of cochlear implants. Consequently, the institute was quite careful in allowing even more researchers to approach the children.
Observations
The next step in the research phase involved observations. Observations were done in class and leisure situations on several occasions, including the passive observations during the book presentation mentioned above and participatory observations during a full day at a summer camp for hearing impaired children. Actively participating in all of the children’s activities allowed the researchers to personally experience the behavior, communication, interests, sense of humor, etc. of the children.
The researchers not only needed to demonstrate how their research differed from other research projects, they also more or less had to ‘prove’ themselves in a first gentle contact with the children. In this respect, the researchers were kindly invited to attend a book launch event, where the author of a new children’s book read her book to a class. Only after this first contact between the researchers and the target group, the school fully agreed upon participating in the research project.
Recording the observations was a sensitive issue. Photos and videos are important tools in communicating research findings to the design team in later stages of a user-centered design approach [4]. Videos are especially useful, since they allow for the preservation of several, often ambiguous or paradoxical qualities of daily life [5]. However, the institute was reluctant to allow the researchers to use photo and video cameras. After an official promise that recordings would only be used internally by the researchers and that no
Expert interviews
Before actually involving the target group in the research activities, it was decided to collect information from experts in hearing impaired children. Talking to the experts first allowed the researchers to get acquainted with the
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photos would be published on which the children could be recognized in any way, the institute allowed the researchers to take photos, but not videos.
how they would like the fragment to continue and end. At the end of the session, all children were asked to present their comics to the group.
Creative class sessions
From the interviews and observations, the researchers learned that both verbal information processing and reading comprehension is a challenge for hearing impaired children. As a result, they have difficulties in understanding everyday information and lack optimal abstract reasoning skills. These problems are related to fantasy and storytelling. For hearing impaired children, following a story line which is completely different from their own reality may therefore be difficult, as well as empathizing with the story’s characters. However, it was unclear whether this lack of fantasy or abstraction resulted from the fact that hearing impaired children have difficulties understanding stories and characters or whether they have difficulties expressing their fantasy.
Figure 1 Video rating cards
Large differences between individual children were observed, both in their capacity to create a story and in their verbal storytelling skills. As was expected, fantasizing and empathizing with characters was difficult for many of the hearing impaired children. This was reflected by the fact that most children did not create a new ending to the story. Instead, they replicated the fragment that was shown in their drawings. In addition, when presenting and telling their stories to the group, most of the children stuck very close to their drawings. However, in some cases, the teachers were amazed by the stories some of the children came up with, indicating that some children were able to express themselves more openly and clearly through the use of a nonverbal means. In addition, these children showed more fantasy than their educational workers expected them to be capable of.
With these problems in mind, exploratory creative sessions were organized. The goal of these sessions was to understand how hearing impaired children deal with visual stories. In addition, to understand better to what extent these children are able to make up stories and to detach themselves from what they have personally seen and experienced, the children were stimulated to use a nonverbal, visual means to express their fantasy. Three sessions were held with children from five classes (in two sessions, children from two classes were mixed). The ages of these children ranged from 6 to 12 years old and the sessions included 7 to 12 children each. The institute’s psychologist was closely involved in setting up the creative sessions. The teachers of each class were present during the sessions, as well as a sign language interpreter. As a sensitizing exercise before the sessions, the teachers were asked to discuss with the children which TV shows or movies they liked. Based on the children’s preferences, six shows or movies were selected by the researchers for each class.
The subsequent sessions were done with children of decreasing ages, which turned out to be a good decision. By doing a session with the oldest children first, the researchers were able to adjust some elements of the methods that turned out to be difficult, such as the abovementioned rating cards. Also, in the youngest group, it was decided together with the teachers to provide a still of their favorite fragment in the first frame on the sheet of paper.
In the first part of the creative sessions, six of the selected fragments of the favorite TV shows or movies of that class were shown. After each fragment, the children were asked to fill in a rating card. Each card showed a still from the fragment and four items (‘story’, ‘images’, ‘speed’ and ‘sound’) with visual five-point scales (see Figure 1). Filling in these cards appeared to be more difficult for the children than was expected. After the first two sessions it was decided to make the ratings easier for the youngest children in the last session by replacing the visual scales with faces in which the children had to draw a smiling, a sad or a neutral mouth.
One thing the researchers had misjudged with respect to the creative sessions was their communication with the children. Based on their experiences during the participatory observations, the researchers expected that they would be able to moderate the sessions by oral explanations and instructions. However, in a group situation, most children needed support from a sign language interpreter. Fortunately, the school psychologist had foreseen this and arranged interpreters during all sessions. Their advice and help, and that of the class teachers as well, proved to be essential to bring the sessions to a successful end.
In the second part of the sessions, each child received a sheet of paper with six frames (for the youngest children this was later changed to three frames). They were asked to choose their favorite fragment, and to draw a comic story of
The overall approach that was chosen for the research activities described in this paper was highly pragmatic. Beforehand, the researchers had no clear focus with respect
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to an application domain and the exact research steps were not worked out into detail yet. The research steps were set up in close collaboration with the institute where the activities took place, resulting in a flexible but practical and effective approach.
efficient research design. However, they should also not forget that they are the experts in the research methods they use. In some regards, challenging the target group experts and their common understandings of the target group may yield unexpected insights.
GENERAL DISCUSSION AND RECOMMENDATIONS
Research methodologies
Involving a target group with whom researchers could not communicate ‘normally’ proved to be not at all straightforward. In this final section we will reflect on the research activities on a more general level and provide recommendations for involving target groups with disabilities affecting communication in user-centered design research.
A general recommendation is to run all research activities with at least two researchers. Although this is a valid recommendation for any type of qualitative research, it is especially important with respect to highly unfamiliar and vulnerable target groups. Discussing and interpreting the gathered information together will improve the understanding of the target group and might reveal issues that are not yet clearly understood. For example, it took the researchers in the project described here quite some time to fully understand the nature of the language problems caused by the children’s hearing impairments.
Approaching vulnerable target groups
It is not only more difficult to communicate with a vulnerable target group, including hearing impaired children, but such target groups are also less accessible. In addition, vulnerable target groups may already be targeted in many other studies. Therefore, it is important to illustrate elaborately how the research makes a difference compared with other studies and what the added value will be for the target group.
Furthermore, it is useful to assess beforehand all possible communication difficulties that might arise between researchers and the target group. Never underestimate the impact such difficulties may have on the research and design activities. Finally, as some research methods (creative sessions for example) might be new to the approached target group and relevant experts, they should be applied in a trial-and-error fashion. Flexibility to adjust methods and approaches is essential.
Also, it should be kept in mind that institutes involved in research activities, have their specific views and understanding of the target group. Therefore, it is recommended to involve more than just one institution in the research, preferably institutions with different perspectives on the target group. For the project described here this was done in the design phase.
ACKNOWLEDGEMENT
The Interdisciplinary Institute for Broadband Technology (IBBT) is gratefully acknowledged for financing this research described in the context of the project ‘GR@SP’.
Finally, when approaching vulnerable target groups, several rules and restrictions may be imposed on the researchers. Obviously, these should be respected. However, if restrictions hinder elementary aspects of the research, it is worthwhile to negotiate, as was done with the institute’s psychologist and the parents in the family interviews in the research described. By carefully explaining the necessity of the approach, it is often possible to find a way to take into account the sensibilities of the target group without compromising the quality of the research.
REFERENCES
1. Henry, S.L., Law, C., and Barnicle, K. Adapting the design process to address more customers in more situations. Proceedings of UPA 2001 Conference, UPA (2001). 2. Lobe, B., Livingstone, S., Olafsson, K., & Simões, J. A.. Deliverable D4.2: Best Practice Research Guide: How to research children and online technologies in comparative perspective. EU Kids Online, London, UK, 2008. 3. Moeller, M.P. (2000). Early intervention and language development in children who are deaf and hard of hearing. Pediatrics 106, 3 (2000), e43. 4. Sleeswijk Visser, F. Bringing the everyday life of people into design. Doctoral thesis TU Delft (2009). 5. Raijmakers, B., Gaver, W.W., & Bishay, J. Design documentaries: inspiring design research through documentary film. Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques, ACM Press (2006), 229–238.
Involving experts in the area of the target group
In retrospect, starting the research with expert interviews was a good choice. As a result, the researchers were much better prepared for the following research activities, especially with regard to the interaction with the children. Experts will be able to provide valuable suggestions about how to approach and involve the target group and how to communicate with them. This consulting contact with experts should be as open and as broad as possible. Allowing the experts to decide which information they share with you, will help to make sure that important issues are not overlooked. In addition, researchers should collaborate closely with experts in the field of the target group to set up the most
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Evaluation of Adaptive SpringLens – a Multi-focus Interface for Exploring Multimedia Collections ¨ Sebastian Stober, Christian Hentschel & Andreas Nurnberger Data & Knowledge Engineering Group, Otto-von-Guericke-University Magdeburg, Germany {sebastian.stober, christian.hentschel, andreas.nuernberger}@ovgu.de
ABSTRACT
Sometimes users of a multimedia retrieval system are not able to explicitly state their information need. They rather want to browse a collection in order to get an overview and to discover interesting content. In previous work, we have presented a novel interface implementing a fish-eye-based approach for browsing high-dimensional multimedia data that has been projected onto display space. The impact of projection errors is alleviated by introducing an adaptive nonlinear multi-focus zoom lens. This work describes the evaluation of this approach in a user study where participants are asked to solve an exploratory image retrieval task using the SpringLens interface. As a baseline, the usability of the interface is compared to a common pan-and-zoom-based interface. The results of a survey and the analysis of recorded screencasts and eye tracking data are presented.
Figure 1. User-interface with an object marked green in primary focus and two objects in secondary focus. (color scheme inverted for print)
ACM Classification Keywords
allows more thumbnails to be displayed at bigger size. The surrounding space is compacted but not hidden from the user to preserve overview. The MDS – as any other dimensionality reduction technique – introduces “projection errors” in the sense that objects that are very close in high-dimensional feature-space might be projected at large distances from each other and objects that are very dissimilar are placed next to each other respectively. This effect is alleviated by automatically adapting a secondary focus consisting of additional fish-eye lenses in regions containing objects similar to those in primary focus. The resulting distortion brings separated nearest neighbors back together. Figure 1 shows the interface. A more detailed description of the interface and the underlying algorithms are given in previous work [4, 5]. This paper presents a user study for evaluating the usability of the approach: Screencasts of 30 participants solving an exploratory retrieval task were recorded together with eye tracking data (using a Tobii T 60 Eye Tracker) and web cam video streams. This data was used to identify emerging search strategies among all users and to analyzed to what extent the primary and secondary focus was used. Moreover, first-hand impressions of the usability of the interface were gathered by letting the participants say aloud whatever they think, feel or remark as they go about their task (thinkaloud protocol). The interface is generic and could be applied on any kind of multimedia data. Representatively, this study was confined to visual data (vacation photos) that can be conceived and compared at a glance and without prior knowledge. (In other scenarios such as music retrieval either a good knowledge about the individual songs or more time for comparison is required.) The prototype used for
H.5.2 Information Interfaces and Presentation: User Interfaces—Evaluation/methodology INTRODUCTION
Growing collections of multimedia data such as images and music require new approaches for exploring a collection’s contents. A lot of research in the field of multimedia information retrieval focuses on queries posed as text, by example (e.g. query by humming and query by visual example) as well as automatic tagging and categorization. These approaches, however, have a major drawback – they require the user to be able to formulate a query which can be difficult when the retrieval goal cannot be clearly defined. Finding photos that nicely outline your latest vacation for a presentation to your friends is such a retrieval goal and underlining the presentation by a suitable background music cannot be done with query by example. In previous work [4, 5] we have developed an interface for exploring image and music collections. An overview of the entire collection is given by displaying few spatially well distributed objects as thumbnails for orientation. The rest of the collection is displayed as points. Multi-dimensional scaling (MDS) is applied to generate the initial distribution of objects on the display. Users can enlarge interesting regions with a fish-eye lens [1] that Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI ’10, 16-OCT-2010, Reykjavik, Iceland c 2010 ACM 978-1-60558-934-3/10/10...$10.00 Copyright
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the evaluation relies on MPEG-7 visual descriptors (EdgeHistogram, ScalableColor and ColorLayout) [3, 2] to compute the visual similarity. Based on empirical evaluation, the maximum distance of the feature distances (taken also from MPEG-7 standard) was selected as distance metric.
always updated instantly when the primary focus changes. This behavior can be disabled resulting only in an update of the secondary focus once the primary focus does not change. Common Functions
A few functionalities have been added in both interfaces to facilitate interaction. Pressing the A key changes which images are chosen to be displayed as thumbnail – either none, those in a focus region, a few (chosen to be representative and non-overlapping), or all. Thumbnail size can be changed with the P gU p and P gDn keys. Double clicking a thumbnail opens a dialog window with the image at big scale that allows the participant to classify the image to a predefined topic by clicking a corresponding button. As a result, the image is marked with the color representing the topic. The complete collection can be filtered by highlighting all thumbnails classified to one topic. This is done by pressing the key for the respective topic (numeric keys). Highlighting is done by focusing a fish-eye lens on every topic member and thus enlarging the corresponding thumbnails.
USER STUDY
The following questions were addressed in the user study: 1. How does the lens-based user-interface compare in terms of usability to common panning & zooming techniques that are very popular in interfaces using a map metaphor (such as Google Maps)? 2. How much do users actually use the secondary focus or would a common fish-eye distortion (i.e. only the primary focus) be sufficient? 3. What interaction patterns do emerge? 4. What can be improved to further support the user and increase user satisfaction? For question 1, the participants compared our approach with common pan & zoo and additionally a combination of both. The interaction approaches are described in detail below. For questions 2 and 3 we recorded and analyzed, how the participants interacted with the system. Answers to question 4 were collected by asking the users directly for missing functionality.
Experimental Setup
At the beginning of the experiment, the participants were asked several questions to gather general information about their background. Afterwards, they were presented the four image collections in fixed order. On the first collection, a survey supervisor gave a guided introduction to the interface and the possible user actions. Each participant could spent as much time as needed to get used to the interface. Once, the participant was familiar with the controls, he continued with the other collections for which a retrieval task (described below) had to be solved without the help of the supervisor. At this point, the participants were divided into two groups. The first group used only P&Z on the second collection and only SL on the third one whereas the other group started with SL and then used P&Z. The order of the datasets stayed the same for both groups. (This way, effects caused by the order of the approaches and slightly varying difficulties among the collections are avoided.) The fourth collection could then be explored by using both, P&Z and SL. After the completion of the last task, the participants were asked to assess the usability of the different approaches. Furthermore, feedback was collected pointing out, e.g., missing functionality.
User-Input Controls
The system that was used for the evaluation supports three input control modes: panning & zooming (P&Z), adaptive SpringLens (SL), and the combination of both. Further, common functions are available irregardless of the control mode. Panning & Zooming (Baseline)
These are very common interaction techniques that can e.g. be found in programs for geo-data visualization or others that make use of the map metaphor. Panning shifts the displayed region whereas zooming decreases or increases it – without affecting the size of the thumbnails (this can be done separately as described below). Using the keyboard, the user can pan with the cursor keys and zoom in and out with + / −. Alternatively, the mouse can be used: Clicking and holding the left button while moving the mouse pans the display. The mouse wheel controls the zoom level. If not the whole collection can be displayed, an overview window indicating the current section is shown in the top left corner, otherwise it is hidden. Clicking into the overview window centers the display around the respective point. Further, the user can drag the section indicator around which also results in panning.
Participants
The survey was conducted with 30 participants – all of them graduate or post-graduate students. Their age was between 19 and 32 years (mean 25.5) and 40% were female. Most of the test persons (70%) were computer science students, with half of them having a background in computer vision or user interface design. 43% of the participants stated that they take photos on a regular basis and 30% use software for archiving and sorting their photo collection. The majority (77%) declared that they are open to new user interface concepts.
Adaptive SpringLens
Holding the right mouse button, the user can move the fisheye lens of the primary focus around and enlarge regions of interest. Clicking onto an image (with the right mouse button) centers the primary focus on the image. The magnification factor of the lens can be changed using the mouse wheel by holding the right mouse button. As it can become very tiring to hold the right mouse button while moving the focus around, users can toggle a focus lock mode (return key). In this mode, the user clicks once to start a focus change and a second time to freeze the focus. To indicate that the focus is currently being changed (i.e. mouse movement will affect the focus), an icon showing a magnifying glass is displayed in the lower left corner. The secondary focus is by default
Test Collections
Four image collection were used during the study. They were drawn from a personal photo collection of the authors.1 1 The collections and topic annotations are publicly available under the Creative Commons Attribution-Noncommercial-Share Alike
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helpfulness
Table 1. Photo collections and topics used.
collection
topics
Melbourne & Victoria Barcelona
– Tibidabo, Sagrada Fam´ılia, Stone Hallway in Park G¨uell, Beach & Sea, Casa Mil`a Owls, Torii, Paintings, Osaka Aquarium, Traditional Clothing Lizards, Aboriginal Art, Plants (Macro), Birds, Ningaloo Reef
Japan Western Australia
simplicity
intuitivity
7
7
7
6
6
6
5
5
5
4
4
4
3
3
3
2
2
2
1
1
P&Z
SL
both
P&Z
SL
both
1
P&Z
SL
both
Figure 2. Usability comparison of common panning & zooming (P&Z), adaptive SpringLens (SL) and the combination of both. Ratings were on a 7-point-scale where 7 is best. The box plots show minimum, maximum, median and quartiles for N = 30.
Each collection comprises 350 images – except the first collection (used for the introduction of the user-interface) which only contains 250 images. All images were scaled down to fit 600x600 pixels. For each of the collections 2 to 4, five non-overlapping topics were chosen and the images annotated accordingly. These annotation served as ground truth and were not shown to the participants. Table 1 shows the topics for each collection.
ilar images from the respective topics were injected into the returned list of nearest neighbors. This ensured that the secondary focus would contain some relevant images. Results Usability Comparison
Figure 2 shows the results from the survey comparing the usability and helpfulness of the SL approach with baseline P&Z. What becomes immediately evident is that half of the participants rated the SL interface as being significantly more helpful that the simple P&Z interface while being equally complicated in use. The intuitiveness of the SL was surprisingly rated slightly better than for the P&Z interface, which is an interesting outcome since we expected users to be more familiar with P&Z as it is more common in today’s user interfaces (e.g. Google Maps). This, however, suggests that interacting with a fish-eye lens can be regarded as intuitive for humans when dealing with large collections. The combination of both got even better ratings but has to be considered noncompetitive here, as it could have had an advantage by always being the last interface used. Participants have had more time for getting used to the handling of the two complementary interfaces. Moreover, since the collection did not change as for P&Z and SL, the combined interface might have had the advantage of being applied to a possibly easier collection – with topics being better distributed or a slightly better working similarity measure so that images of the same topic are found more easily.
Retrieval Task
For the collections 2 to 4, the participants had to find five (or more) representative images for each of the topics listed in Table 1. For guidance, handouts were prepared that showed the topics – each one printed in a different color –, an optional brief description and two or three sample images giving an impression what to look for. Images representing a topic had to be marked with the topic’s color. It was pointed out that the decision whether an image was representative for a group was solely up to the participant and not judged otherwise. There was no time limit for the task. However, the participants were encouraged to skip to the next collection after approximately five minutes as during this time already enough information would have been collected. Tweaking the Nearest Neighbor Index
In the original implementation, at most five nearest neighbors are retrieved with the additional constraint that their distance to the query object has to be in the 1-percentile of all distances in the collection. (This avoids returning nearest neighbors that are not really close.) 264 of the 1050 images belonging to collections 2 to 4 have a ground truth topic label. For only 61 of these images, one or more of the five nearest neighbors belonged to the same topic and only in these cases, the secondary focus would have displayed something helpful for the given retrieval task. This let us conclude that the feature descriptors used were not sophisticated enough to capture the visual intra-topic similarity. A lot more work would have been involved to improve the features – but this would have been beyond the scope of the study that aimed to evaluate the user-interface and most specifically the secondary focus which differentiates our approach from the common fish-eye techniques. In order not to have the user evaluate the underlying feature representation and the respective similarity metric, the index was modified for the experiment: Every time, the index was queried with an image with a ground truth annotation, the two most sim-
Usage of Secondary Focus
For this part, we restrict ourselves to the interaction with the last photo collection where both, P&Z and the lens, could be used and the participants had had plenty of time (approximately 15 to 30 minutes depending on the user) for practice. The question to be answered is, how much the users actually make use of the secondary focus which always contains some relevant images if the image in primary focus has a ground truth annotation. For each image marked by a participant, the location of the image at the time of marking was determined. There are four possible regions: primary focus (only the central image), extended primary focus (region covered by primary lens except primary focus image), secondary focus and the remaining region. Further, there are up to three cases for each region with respect to the (userannotated or ground truth) topic of the image in primary focus. Table 2 shows the frequencies of the resulting eight
license, http://creativecommons.org/licenses/by-nc-sa/3.0/ Please contact sebastian.stober@ovgu.de
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itate awareness of and quick navigation to secondary focus regions out of view and better integrate P&Z and SL. The increasing “empty space” at deep zoom levels should be avoided – e.g. by automatically increasing the thumbnail size as soon as all thumbnails can be displayed without overlap. An optional re-arrangement of the images in view into a grid layout may ease sequential scanning as preferred by some users. Another proposal was to visualize which regions have already been explored similar to the (optionally time-restricted) “fog of war” used in strategy computer games. Some participants would welcome advanced filtering options such as a prominent color filter. An undo function or reverse playback of focus movement would be desirable and can easily be implemented by maintaining a list of the last images in primary focus. Finally, some participants remarked that it would be nice to generate the secondary focus for a set of images (belonging to the same topic). In fact, it is even possible to adapt the similarity metric used for the nearest neighbor queries automatically to the task of finding more images of the same to topic as shown in recent experiments [6]. This opens an interesting research direction for future work.
Table 2. Percentage of marked images (N = 914) categorized by focus region and topic of the image in primary focus at the time of marking.
focus region
primary
ext. primary
secondary
none
same topic other topic no focus
37.75
4.27 4.49
30.74 13.24
4.38 2.08 3.06
total
37.75
8.75
43.98
9.52
possible cases. (Some combinations are impossible. E.g., the existence of a secondary focus implies some image in primary focus.) The most interesting number is the one referring to images in secondary focus that belong to the same topic as the primary because this is what the secondary focus is supposed to bring up. It comes close to the percentage of the primary focus that – not surprisingly – is the highest. Ignoring the topic, (extended) primary and secondary almost contribute equally and only less than 10% of the marked images were not in focus – i.e. discovered only through P&Z. Emerging Search Strategies
For this part, again only interaction with the combined interface is analyzed. A small group of participants excessively used P&Z. They increased the initial thumbnail size in order to perceive the depicted contents and chose to display all images as thumbnails. To reduce the overlap of thumbnails, they operated on a deeper zoom level and therefore had to pan a lot. The gaze data shows a tendency for systematic sequential scans which were however difficult due to the scattered and irregular arrangement of the thumbnails. Further, some participants occasionally marked images not in focus because of being attracted by dominant colors (e.g. for the aquarium topic). Another typical strategy was to quickly scan through the collection by moving the primary focus – typically with small thumbnail size and at a zoom level that showed most of the collection but the outer regions. In this case the attention was mostly at the (extended) primary focus region with the gaze scanning in which direction to explore further and little to moderate attention at the secondary focus. Occasionally, participants would freeze the focus or slow down for some time to scan the whole display. In contrast to this rather continuous change of the primary focus, there was a group of participants that browsed the collection mostly by moving (in a single click) the primary focus to some secondary focus region – much like navigating an invisible neighborhood graph. Here, the attention was concentrated onto the secondary focus regions.
CONCLUSIONS & ACKNOWLEDGMENTS
This paper described the evaluation of a novel interface for browsing multimedia collections in a user study. The results show that the interface is helpful while at the same time being easy and intuitive to use. Based on user feedback, several directions for further development have been identified. This work was supported by the German National Merit Foundation, the German Research Foundation (project AUCOMA) and the European Commission (contract no. BISON-211898). The authors would further like to thank all participants of the study for their time and valuable feedback. REFERENCES
1. T. Germer, T. G¨otzelmann, M. Spindler, and T. Strothotte. SpringLens: Distributed nonlinear magnifications. In Eurographics - Short Papers, 2006. 2. M. Lux. Caliph & Emir: MPEG-7 photo annotation and retrieval. In Proc. of 17th ACM Int. Conference on Multimedia, 2009. 3. J. Martinez, R. Koenen, and F. Pereira. MPEG-7: The generic multimedia content description standard, part 1. IEEE MultiMedia, 9(2):78–87, 2002. 4. S. Stober, C. Hentschel, and A. N¨urnberger. Multi-facet exploration of image collections with an adaptive multi-focus zoomable interface. In Proc. of 2010 IEEE World Congress on Computational Intelligence, 2010.
User Feedback
Many participants had problems with an overcrowded primary fish-eye in dense regions. This was alleviated by temporarily zooming into the region which lets the images drift further apart. However, there are possibilities that require less interaction such as automatically spreading the thumbnails in focus with force-based layout techniques. Working on deeper zoom levels where only a small part of the collection is visible, the secondary focus was considered mostly useless as it was usually out of view. Current work therefor investigates off-screen visualization techniques to facil-
5. S. Stober and A. N¨urnberger. A multi-focus zoomable interface for multi-facet exploration of music collections. In Proc. of 7th Int. Symposium on Computer Music Modeling and Retrieval, 2010. 6. S. Stober and A. N¨urnberger. Similarity adaptation in an exploratory retrieval scenario. In Proc. of 8th Int. Workshop on Adaptive Multimedia Retrieval, 2010.
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Measuring Effects of Private and Shared Displays in SmallGroup Knowledge Sharing Processes Sara Streng1, Karsten Stegmann2, Sebastian Boring1, Sonja Böhm3, Frank Fischer2 and Heinrich Hussmann1 1 Media Informatics Group, University of Munich, Amalienstr. 18, 80333 Munich, Germany 2 Educational Psychology Group, University of Munich, Leopoldstr. 13, 80802 Munich, Germany 1 firstname.lastname@ifi.lmu.de, 2firstname.lastname@psy.lmu.de, 3sonja_v_b@yahoo.com ABSTRACT
Knowledge sharing is important in every team or organization. Various tools are frequently used in meetings to support knowledge sharing, ranging from pen-and-paper to whiteboards and other shared workspaces. This paper reports on a user study that investigated how private and shared displays affect knowledge sharing processes in colocated meetings. Three setups were compared in a hiddenprofile experiment: a distributed system providing a shared display and laptops (Note&Share), a regular whiteboard and pen-and-paper. The results show several advantages of the distributed system. For example, the group was more confident in the solution when using Note&Share. Furthermore the number of shared arguments was significantly closer to the correct number, which suggests that misunderstandings occurred less frequently. Finally some interesting effects were observed, which we claim to be connected to the availability of pen-and-paper in all conditions. Therefore, we discuss the observed effects as well as general lessons learned from this experiment.
Figure 1. Note&Share Smartboard (left) and Laptops (right)
each group member to first individually note down their knowledge or vision (prior to or at the beginning of the meeting) and later share them with the group [10]. We have built a distributed application called Note&Share, which is designed to facilitate such a protocol. It consists of a personal workspace (laptop) for each group member in addition to a shared workspace (smartboard) for the collaborative phase. The laptops can be used to note down keywords and to send them to the smartboard with a simple drag-anddrop gesture. A moderator can then arrange the keywords in a mindmap on the touch-sensitive wall display. A study was conducted to investigate how private and shared (non-technological and digital) displays affect knowledge sharing processes in meeting situations. For that purpose Note&Share, which provides a shared as well as personal displays, was compared to a regular dry-erase whiteboard as well as pen-and-paper. To be able to measure the degree to which information was shared, a hidden profile experiment was chosen, in which information pooling is required to find the best solution [9].
Author Keywords
Knowledge sharing, multi-display environment, hidden profile experiment, mind map ACM Classification Keywords
H.2.3 [Information Interfaces and Presentation]: Group and Organization Interfaces---Computer-supported cooperative work. INTRODUCTION
Knowledge sharing is crucial because people rely on each other “[…] for information, problem solving and to learn how to do their work” [3]. In any meeting that strives for a convergence of multiple people’s knowledge, opinions or ideas, there is a potential problem because collaborators often share their knowledge ineffectively [11]. Certain information that is held by only one group member is likely to be ignored and not regarded during decision making [9]. This effect may be countervailed by a protocol that tells
RELATED WORK
This work combines ideas from different research directions. On the one hand, there is related work on knowledge sharing, focusing mainly on distributed teams and knowledge transfer in organizations, e.g. [3]. Also, representations such as mind maps have been applied in knowledge modeling and sharing [2], however, not in co-located groups. On the other hand, there are various multi-display environments (MDE), such as the WeSpace [12] or IMPROMPTU [1]. Most of them aim at application sharing, but none of them specifically target at knowledge sharing.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are LEAVE LAST 2.5 cm (1”) OF THE not made orBLANK distributedTHE for profit or commercial advantage andLEFT that copies bear thisCOLUMN notice and the fullTHE citation on thePAGE first page. To copy ON FIRST FOR THEotherwise, or republish, to post on servers or to redistribute to lists, requires prior COPYRIGHT NOTICE. specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
In terms of the effects of multi-user applications on collaborative processes, different aspects have been examined in previous studies. Most studies focus on one shareable user interface such as an interactive tabletop display and analyze
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Experiment Design
In the study three different tools were compared regarding knowledge sharing processes and quality of decisions: Note&Share, a regular dry-erase whiteboard and pen-andpaper. A within-subject design was chosen, i.e. eight groups of four used all three tools in a counterbalanced order. All of the 32 participants were university students, 14 female and 18 male. 26 of them were between 19 and 25 years old, the others between 26 and 30. Task
For the purpose of this study, three hidden profile tasks were created. In hidden profile experiments, each person is given a different subset of information on several candidates [9]. In this experiment the tasks were: Finding the best (1) job candidate, (2) holiday destination and (3) wall paint for a nursery. The cases were randomly assigned to the conditions. The key property is that the reader of a single case description would choose the wrong candidate because only a subset of information is considered. Only if all aspects are taken into account the best candidate is found, which requires information exchange. Each group of four had to solve all of the three hidden profile cases. Three group members, the so-called ‘analysts’, were given the different case descriptions. The fourth group member was assigned the role of a moderator. Moderators did not get case descriptions but were in charge of consolidating all information. After the case descriptions were handed out, the analysts were given as much time as they needed to read it and create keywords for all pro and con arguments of all candidates, using their laptops (Figure 2). Afterwards the moderator was in charge of a discussion, in which the group had to agree on one candidate. During the discussion, arguments were sent to the smartboard and mostly arranged in table form, which is better suited for counting pro and con arguments than a mindmap.
Figure 2. Interaction with Note&Share (Schematically)
e.g. how the size of a tabletop display influences social interaction [8] or how shared vs. replicated controls affect collaboration [5]. Nacenta et al. examined the effects of interaction techniques, such as Pick&Drop or RadarView [6]. Although the interaction techniques can be used in multi-display environments, the study was also conducted using one tabletop. Rogers et al. compared the number of role switches and explored ideas as well as awareness in horizontal vs. tabletop displays, but again only one display was used in each condition [7]. However, such effects have not been investigated in MDEs. Also (with the exception of [7]), pen and paper is rarely used in these studies. NOTE&SHARE APPLICATION
Note&Share is designed to support effective knowledge sharing where the knowledge of all participants is equally taken into account. It consists of one personal laptop for each individual of the group and a wall-mounted, interactive smartboard. Each laptop stores the knowledge of its respective owner and can therefore be used prior to or during a discussion. The smartboard serves as a shared, touchsensitive display that supports knowledge exchange. Clients running on all laptops are connected to the smartboard via wireless LAN to allow an easy information exchange. Information transfer is initiated using the Gateway Interaction Technique [4]. Each client window has a “gateway” bar on the top edge, which represents the shared display. After creating keywords that represent relevant knowledge (step 1 in Figure 2), they can be dragged onto the gateway in order to transfer it to the smartboard. Using the same interaction technique, keywords can be sent back to the laptops using the smartboard’s gateways, which are distributed along the edges (see Figure 2). Keywords sent by a discussion member pop up next to the corresponding gateway. The moderator operating the smartboard can arrange the keywords in the center and, if needed, create a mind map to visualize and structure the shared knowledge.
Conditions
The group was provided with different tools: pen-and-paper only (C1), a regular dry-erase whiteboard (C2) and Note&Share (C3). In all conditions case descriptions were handed out on paper. In C1 no additional tools were provided. In C2 the moderator was allowed to write and draw on a whiteboard. In C3 the analysts had to note down keywords on laptops and later send them to the smartboard, which was controlled by the moderator. Thus, a shared representation of the group’s knowledge only existed in C2 and C3. Working a case took between six and 20 minutes (13 minutes on average) per tool. Hypotheses
EVALUATION
The first hypothesis was that a shared representation of the group’s knowledge (in C2 and C3) facilitates knowledge sharing (H1), which therefore increases the probability that the best solution is found (H2). Second, Note&Share forces analysts to find a good representation (keywords) for their knowledge on their private displays prior to delivering it verbally. Therefore we hypothesize that analysts need less time to deliver arguments when using Note&Share com-
We conducted a study to identify the effects of shared as well as personal displays. The following research questions were investigated: (1) To what extent does the availability of private and shared displays affect knowledge sharing processes (i.e., amount of shared information, time)? (2) To what extent does the availability of private and shared displays affect the quality of decisions?
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Figure 3. Participants’ confidence in the quality of the result
Figure 4. Average time needed per argument by roles
pared to both other conditions (H3). On the contrary, in the Note&Share condition, moderators receive keywords and only need to arrange them. This means that moderators need less time to process delivered arguments (H4).
dated verbalized information on a sheet of paper in a similar way as they did on the whiteboard. Thereby, the paper served as the moderator’s private information pool, which helped them in preventing information loss. However, as analysts could not read the moderator’s notes they had less confidence in the quality of the solution (see Figure 3).
RESULTS AND DISCUSSION Quality of collaboration and outcome
Role-Specific Cognitive Load and Time Requirements
In order to assess the quality of the collaboration, the number of shared arguments and the final result were recorded. The total number of arguments in each hidden profile case was 15, some being mentioned in only one case description, others being redundant. Thus, if more than 15 arguments were shared redundancies were not identified while less than 15 arguments equals information loss. Using pen-andpaper the mean number of shared arguments was 18.5 (SD 1.87), 17.4 (SD 4.16) in the whiteboard and 16.0 (SD 1.55) in the Note&Share condition. Consequently, the main problem was identifying redundant arguments (not information loss as hypothesized), but Note&Share still was closer to the optimum than the other two conditions, which suggests that misunderstandings occurred less frequently.
For the verification of H3 and H4, the video recording of the discussion phase was analyzed to the split second. For each delivered argument the time analysts needed to deliver an argument was measured as well as the time moderators needed to process it. Figure 4 shows the means and standard deviations for analysts and moderators in each condition. Using Note&Share there was a significant time saving for the moderator compared to the whiteboard, F(1, 4) = 29.00; p < .05; partial η2 = .88, which supports H4. However, there is no significant difference in the time needed by the analyst. H3 could therefore not be confirmed by this experiment. A possible explanation is, again, that in the conditions where no laptop was provided, the analysts took notes on paper, which had a similar effect as creating keywords using the laptop.
Looking at the final outcome, the best solution was found in 19 of 24 cases. Out of the other five cases, three were in the pen-and-paper condition and one in each of the other conditions. Three times the wrong conclusion was made in the group’s first case, twice in the last case. A χ2-Test revealed no significant differences between the tools regarding the amount of best solutions. The reason for the wrong outcome was either unidentified redundancies (occurred three times) and/or groups started to weigh arguments according to their personal judgment instead of comparing the number of pro and con arguments (twice). Information loss, which is the effect we expected in the first place, only occurred once. Interestingly, unidentified argument redundancies were also quite common in cases where the final result was correct. Only in five cases the number of shared arguments was correct, four of them were in the Note&Share condition.
SUBJECTIVE EVALUATION
In a post-questionnaire we asked participants about their preferences for the three tools and their understanding of different effects that occurred while using them. When asked whether they thought the best solution was found (cf. Figure 3) on a 5 point Likert scale, a within participants analysis of variance showed a significant effect for the tool, F(2, 62) = 5.92; p < .05; partial η2 = .16. A Bonferroni post hoc test revealed that the agreement was significantly higher for Note&Share compared to whiteboard (p=.004) and pen-and-paper (p=.009). Interestingly, the moderators rated the pen-and-paper condition significantly higher (p=.001) than the analysts. This may be due to moderators relying on their personal notes, which analysts could neither see nor control.
Although these results strongly plead for a multi-display environment like Note&Share, they do not confirm H1 and H2, which hypothesized that Note&Share and the whiteboard both facilitate knowledge sharing better than penand-paper. We claim that the main reason is the “moderator effect” we have observed in the pen-and-paper condition: As pen and paper were available, most moderators consoli-
Furthermore, the kind of tool had a significant effect on the overview of all arguments, F(2, 62) = 9.03; p < .05; partial η2 = .23. According to the post hoc test learners rated the overview of shared arguments significantly better in the Note&Share condition as compared to whiteboard (p=.013) and pen-and-paper condition (p=.001). Finally, there was a
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REFERENCES
significant effect regarding the question, whether information was shared effectively, F(2,62) = 4.20; p < .05; partial η2 = .12. Both the whiteboard (p=.021) and Note&Share (p=.03) were rated significantly better than pen-and-paper.
1. Biehl, J. T., Baker, W. T., Bailey, B. P., Tan, D. S., Inkpen, K. M., and Czerwinski, M. Impromptu: a new interaction framework for supporting collaboration in multiple display environments and its field evaluation for co-located software development. In Proc. CHI 2008. ACM, (2008), 939-948.
Finally, participants were asked to rank which tool best fulfilled different usability criteria. The whiteboard was considered as being the easiest to use (first-ranked by 48%), followed by Note&Share (36%) and pen-and-paper (16%). However, Note&Share was considered the most helpful (best-ranked by 65%) followed by the whiteboard (35%). It was also by far the tool that was liked best (first-ranked by 84%, the other 16% voted for the whiteboard). A FriedmanTest for related samples showed a significant difference between the ranks of the three tools, N=32, χ2=40.11, df=2, p < .001, two-tailed. A post hoc Wilcoxon-Test revealed significant differences between whiteboard and pen-andpaper, N=32, Z=4.51, p<.001, as well as between Note&Share and pen-and-paper, N=32, Z=5.015, p<.001.
2. Cañas, A. J., Hill, G., Car, R., Suri, N., Lott, J., Gómez, G., Eskridge, T. C., Arroyo, M., Carvajal, R., 2004. Cmaptools: A knowledge modeling and sharing environment. In: Universidad Pública de Navarra. 125–133. 3. Cross, R., Parker, A., Prusak, L., Borgatti, S. P. 2001. Knowing what we know: Supporting knowledge creation and sharing in social networks. Organizational Dynamics 30 (2), 100-120. 4. Guinard, D., Streng, S. and Gellersen, H. Extending Mobile Devices with Spatially Arranged Gateways to Pervasive Service. In Proc. PERMID, 2007.
CONCLUSION AND FUTURE WORK
5. Morris, M. R., Paepcke, A., Winograd, T., and Stamberger, J. TeamTag: exploring centralized versus replicated controls for co-located tabletop groupware. In Proc. CHI 2006. ACM, (2006), 1273-1282.
Multi-display environments with shared and private displays have the potential to facilitate knowledge sharing. A hidden profile experiment was conducted to compare such a system to two other (non-technological) displays that are often used in meetings: a dry-erase whiteboard and penand-paper. The experiment showed that the number of shared arguments was closer to the number of the arguments in the hidden profile case. Furthermore, analysts had significantly more confidence in the quality of the results.
6. Nacenta, M. A., Pinelle, D., Stuckel, D., and Gutwin, C. 2007. The effects of interaction technique on coordination in tabletop groupware. In Proc. GI '07. ACM, (2007), 191-198. 7. Rogers, Y., Lindley, S. Collaborating around vertical and horizontal large interactive displays: Which way is best? Interacting with Computers 16 (6), (2004), 1133 – 1152.
To us similarly important as these findings are the lessons learned from conducting this study. Although the intention of our experiment was having a control condition, in which no displays were provided, the availability of pen-and-paper (as an everyday auxiliary tool) had a similar effect as it had been achieved by a personal display. This problem could apply to many studies investigating how displays affect collaborative processes. In ideal control conditions penand-paper is not available as it substitutes a display in some ways. This would, however, result in a very artificial collaborative setting, in which participants would be asked to discuss a case while being forbidden to take any notes. As this is a severe constraint to how people are used to work, it is obvious that the group would perform very poorly. Thus, we settled for a more authentic (yet less clean) control condition. Consequently, it was difficult to foresee how participants would behave and our initial hypotheses could only partly be confirmed. The experiment still provided some interesting findings and we argue that – although not ideal – the better design alternative was chosen for this experiment.
8. Ryall, K., Forlines, C., Shen, C., and Morris, M. R. Exploring the effects of group size and table size on interactions with tabletop shared-display groupware. In Proc. CSCW 2004. ACM, (2004), 284-293. 9. Stasser, G., D. Stewart. Discovery of hidden profiles by decision-making groups: Solving a problem versus making a judgment. Journal of Personality and Social Psychology 63, (1992), 426–434. 10.Stegmann, K., Weinberger, A. & Fischer, F. (2007). Facilitating argumentative knowledge construction with computer-supported collaboration scripts. International Journal of Computer-Supported Collaborative Learning, 2(4), 421-447. 11.Weinberger, A., Stegmann, K., Fischer, F. (in press). Learning to argue online: Scripted groups surpass individuals (unscripted groups do not). Computers in Human Behavior.
In the future, we plan to conduct a follow-up study to verify the moderator effect, which was observed in this experiment. Our hypothesis is that by assigning the role of a moderator to one group member, knowledge sharing can be enhanced in the same way as by using a shared display. We also plan to examine whether the generation of keywords has a positive effect on the structure of spoken arguments.
12.Wigdor, D., Jiang, H., Forlines, C., Borkin, M., and Shen, C. WeSpace: the design development and deployment of a walk-up and share multi-surface visual collaboration system. In Proc. CHI 2009. ACM, (2009), 1237-1246.
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Mobile Device Interaction Gestures for Older Users Christian Stößel Technische Universität Berlin Center of Human-Machine Systems Franklinstr. 28/29, FR 2-6, 10587 Berlin, Germany chs@zmms.tu-berlin.de
Lucienne Blessing University of Luxembourg Engineering Design and Methodology 162A, avenue de la Faïencerie L-1511 Luxembourg lucienne.blessing@uni.lu
ABSTRACT
players,
Finger gesture interaction on multitouch surfaces has become increasingly popular, especially on mobile devices. While manufacturers struggle to stake their claims in setting the next interaction standard, research still has to validate the ‘intuitiveness’ and ‘naturalness’ which is often attributed to this new interaction paradigm. Elderly users, who still struggle with interfaces that do not address their particular needs, abilities and knowledge, could especially benefit from a more intuitive and easy-to-use interface. This work addresses the question of which gestures might be appropriate for a range of common tasks on a generic mobile device for older users. Furthermore, we investigate whether the preferred gestures for a certain task differ between younger and older users. Results show that perceived suitability differs significantly on characteristics such as basic gesture type, fingers involved, or gesture complexity between the age groups.
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Gesture-based input entails a couple of advantages for mobile interaction, such that it is “eyes-free, button-free, and silent” [4, p.11]. Furthermore, in the domain of mobile phones, using gestures as input patterns could render a cumbersome keypad-lock unnecessary [4]. However, with regard to Inclusive Design, there are also some potential drawbacks of gesture interaction, for example the loss of cues and affordances and a lack of haptic feedback compared to traditional button and menu interaction styles. The potential advantages and disadvantages of gesturebased interaction are discussed in [8]. If a gesture-controlled device should also be usable by an ageing user, or even facilitate the interaction, it needs to be carefully designed to account for the specific needs, abilities and knowledge of this user group (60+), so that the potential benefits of this technology outweigh the potential drawbacks. It is widely recognized and substantiated by numerous studies that elderly users have often particular problems when interacting with existing everyday technology [e.g. 1, 2]. The reasons why they struggle with technology are manifold, but can often be attributed to the physical, perceptual and cognitive changes that accompany the normal aging process. In many cases, the problems arise already at the interface level. Older users frequently report problems related to too small devices, buttons and text, an overload of functions, and too many (unnecessary) menus which are hard to understand and recall (e.g. in the context of mobile phone usage, [5]). Some of these problems could be reduced through appropriate touchscreen technology and suitable gesture design.
Author Keywords
Gesture-based interaction, multi-touch interfaces, aging, user-centered design. ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation]: User Interfaces – input devices and strategies, interaction styles. INTRODUCTION
The advent of the iPhone on the mass consumer market set the stage for touch and gesture-based interaction to leave the prototype niche it had been covering for years and become a commonly accepted novel way of interfacing technology. Since then, this input paradigm has spread to a huge variety of (mostly mobile) consumer electronic products, ranging from cell phones, PDAs, digital cameras, or navigation systems, to digital photo frames, music
User generated gestures
Certain gesture patterns (c.f. [7]), for example the pinch/spread to zoom out/in have been popularized through commercially successful products such as the iPhone. However, these patterns are not standardized yet, and for other applications or devices no widely recognized gesture patterns have yet been established. To fill this open space and stake their claims for setting the next interaction standard, manufacturers as well as the scientific community suggest a large variety of different gesture sets and modes. A growing number of recent publications try not only to
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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propose new patterns as a proof-of-concept, but to ground the gestures in user-centered research: Hurtienne et al. deduced a gesture set from primary metaphor theory and validated it empirically with regard to Inclusive Design [3]. Wobbrock et al. proposed a user-defined gesture set for generic actions on a large scale interactive display [10]. In the context of finger gestures for mobile devices, Mauney and colleagues conducted a large scale study focusing on cultural differences in user-generated gestures [6]. In a similar study, we asked a younger and an older user group to perform suitable gestures for a range of typical actions on a mobile device [9]. The results showed that older adults differed significantly in the type of gestures they proposed. For example, they suggested more symbolic gestures (e.g. letters, numbers, arrows…), they relied less on multi-finger gestures and generally produced more complex patterns compared to the younger group. Partial correlations analysis showed that the strong associations between age and type of gesture persisted even if prior experience with cell phones or touchscreens and computer literacy was accounted for. Even if these results provided a first hint that suitable gestures might be different for younger and older users, the study can be criticized for involving too much ideation, which, considering the static prototype, was particularly hard for the less technology-savvy older user group.
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Table 1. List of the 34 investigated interaction tasks. Apparatus and Procedure
Participants were seated in front of two 17” TFT monitors (see Figure 1). On the upper monitor the 34 tasks were presented sequentially as a before/after screen. On the lower touchscreen monitor participants could playback short video clips for each task, showing four different solutions how to solve the task with a finger gesture. Each video showed a prototype device being held with the left hand with a printout of the before screen, on which the right hand performed a finger gesture. All video clips ended with a visual memory aid of the performed gesture by means of a superimposed red arrow retracing the movement pattern.
Aim of the study
In order to investigate whether finger-gesture control has the potential of facilitating interaction for older users, we addressed the question of which gestures older users would deem appropriate for a range of common interaction tasks on mobile devices. In particular, with the study presented here, we tried to find answers to the following questions:
At the beginning of the experimental session, participants were shown the basic interaction capabilities of an iPod touch to get familiar with finger gesture interaction (without priming for any tasks that we tested). A demonstration task made them familiar with the paradigm, the touchscreen functionality and the solution space of possible finger gestures. For each of the 34 tasks that followed, participants were instructed to carefully watch the four suggested gesture solutions, and afterwards mark their perceived suitability on a 7-point Likert scale (1=not suitable at all, 7=extremely suitable). The procedure was self-paced and the participants could watch the videos multiple times, if desired. They were also handed a (switched off) iPod touch to imitate the gestures. The order of the tasks, as well as the spatial position of the different gesture videos on the screen was counter-balanced across participants.
• Which gestures do older users perceive suitable for typical mobile interaction tasks? • Do these gestures differ systematically from the gestures preferred by younger users? • If so, what are the differentiators? METHODS
We compared an older (60-75 years) to a younger user group (20-35 years) in a multiple-choice paradigm on 34 typical interaction tasks with regard to the perceived suitability of certain multitouch gestures for solving the tasks. Participants
Altogether the study was conducted with 42 participants, among them 22 younger (M = 26.1 years, SD = 3.5) and 20 older (M = 67.0 years, SD = 3.9) participants. The younger group consisted of 10 female and 12 male participants; the older group was gender balanced. All but one of the older participants and 86 % of the younger participants were right handed. 85% of the older group were already retired, while 86% of the younger participants were students or employed.
Tasks and gestures
The set of interaction tasks we tested in this study contained 34 typical actions one might perform on a mobile device, ranging from generic (e.g. select item, scroll up) to more application specific (e.g. pause, or send message) tasks (see Table 1). The task selection and screen design was carried out as described in [9]. Of the initial 42 tasks tested in the previous study, eight were discarded as they had achieved
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While we found almost no age difference within the direct manipulation gestures [t(35,2)=-2.073, p=.046], there was a considerable age difference concerning the judgment of symbolic gestures [Myoung=2.81, Mold=3.74, t(40)=-3.452, p=.001]. Similar analyses were conducted for further gesture characteristics, such as number of fingers (1-finger vs. 2-finger gestures), or number of strokes (simple unidirectional finger movements) that the gesture consisted of. There was no main effect for the number of fingers, but a significant interaction [F(1,40)=7.306, p=.01] between age and number of fingers (Figure 3). While young participants rated 2-finger gestures slightly higher than 1finger gestures, the reversed could be observed for the older group. We also found a main effect of strokes [F(1.4,58.2)=58.56, p<.001], showing that the more parsimonious the gesture is, the more suitable it is generally perceived. Contrast analysis revealed that the gestures with three or more strokes differed significantly from the 1stroke or 2-stroke gestures. Also here there was a significant interaction between age and gesture strokes [F(1.4, 58.2)=3.619, p=0.46], indicating that with increasing complexity of the gestures, younger users perceive the gestures increasingly less suitable than older users (Figure 4).
Figure 1. Experimental setup: Task descriptions are displayed on the upper monitor, gesture videos on the lower.
very low (< 0.1) agreement scores. The four gestures that were presented for each tasks had been selected according to the following criteria, based on the results of the previous study: the set must contain the two most frequently suggested gestures by the younger user group, the two most frequently suggested gestures from the older group, and the overall top three most frequently suggested gestures. RESULTS
Across all ratings that the participants had to perform, the older group judged the proposed gestures on average as more suitable (M=4.45, SD=0.36) than the younger user group (M=3.99, SD=0.5), [t(40)=-3.307, p=.002]. Repeated measures analyses of variance (ANOVA) conducted for each task revealed that older users judged the presented gestures significantly differently from younger users in 50% of the tasks. In 20 out of the 34 tasks (59%), older and younger users differed in the gesture that was rated best. These results indicate that gestures which are perceived most suitable by one generation might not necessarily be the most suitable ones for the other generation.
Figure 2. Perceived suitability of gesture type. (1=not suitable at all, 7=extremely suitable) DISCUSSION
Following up on the question of whether there exist some general characteristics of multitouch gestures which make them particularly agreeable for older users, a repeated measures ANOVA was carried out with age as between subject factor and type of gesture as within factor. The presented gestures had been previously classified in two basic types, being either symbolic (e.g. an arrow, an alphanumeric symbol, an icon etc.), or direct manipulation (e.g. a simple tap, press & hold, swipe etc., for more details see [9]). This analysis revealed, besides the main effect of age [F(1,40)=13.71, p=.001], a main effect of type [F(1,40)=84.54, p < .001], showing that direct manipulation gestures are in general rated more suitable than symbolic gestures. Most interestingly, we also found a significant interaction between age and type [F(1,40)=5.332, p=.026], indicating that direct manipulation and symbolic gestures were judged differentially in the two groups (Figure 2).
In order to find out how a mobile device interface based on finger-gestures should be designed to suit the particular needs of older users, we compared how older and younger users judged different gestures that had been established as promising candidates in a previous study [9]. Bearing in mind the limitations of our sample size, age range and experimental setup, we found that there are differences in the gestures that the two age groups prefer. While it is beyond the scope of this article to compare the best-rated gestures for each action and age group in detail, it is already worth noticing that these coincide in only 59% of all cases. These findings give credibility to the idea that gestures which are suitable for younger are not necessarily also the most suitable for older users and that devices might have to include different gesture profiles. To give but one example, while for zooming into a map (or picture), the younger user group rated the 2-finger spread gesture – popularized by the
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investigation, and implement these on a functional prototype. Only by testing them in real interactive scenarios will it be possible to measure their usability and determine whether this type of interaction can bring real facilitation in technology interaction to older adults.
iPhone - as best, the older participants preferred a discrete zooming through double taps, reflecting their general tendency to prefer single finger gestures. Looking closer at details of which general gesture characteristics are judged favorable by older users, we found that they are more likely to accept symbolic gestures than younger users, they are also less ready to perform multi-finger gestures, but, on the other hand, are more tolerant to gestures that are slightly more complex. These results support the findings reported in [9].
ACKNOWLEDGMENTS
This research is supported by the German Research Foundation, (DFG - 1013 `Prospective Design of HumanTechnology Interaction') and by the National Research Fund Luxembourg, FNR (AFR grant). Christine Sturm helped substantially during preparation and data analysis of this study. REFERENCES
1. Czaja, S.J. and Lee, C.C. The impact of aging on access to technology. Universal Access in the Information Society, 5 (2007), 341–349. 2. Fisk, A.D., Rogers, W.A., Charness, N., Czaja, S.J. and Sharit, J. Designing for older adults. CRC Press, Boca Raton, FL, USA, 2004. 3. Hurtienne, J., Stößel, C., Sturm, C., Maus, A., Rötting, M., Langdon, P. and Clarkson, J. Physical gestures for abstract concepts: Inclusive design with primary metaphors. Interacting with Computers (accepted), 2010.
Figure 3. Perceived suitability of 1- and 2-finger gestures. (1=not suitable at all, 7= extremely suitable)
4. Kallio, S., Korpipää, P., Linjama, J. and Kela, J. Turnbased gesture interaction in mobile devices. In Sensor Systems and Software. Springer, Berlin, Germany, (2010), 11-19. 5. Kurniawan, S. Older people and mobile phones: A multi-method investigation. International Journal of Human-Computer Studies, 66 (2008), 889-901. 6. Mauney, D. and Le Hong, S. Cultural differences and similarities in the use of gestures on touchscreen user interfaces. Proc. UPA2010, Usability Professionals’ Association, 2010, in press.
Figure 4. Perceived suitability of single-stroke, doublestroke and multiple stroke (3-6) gestures. (1=not suitable at all, 7= extremely suitable)
7. Saffer, D. Designing Gestural Interfaces. O'Reilly Media, Sebastopol, CA, USA, 2008. 8. Stößel, C. and Blessing, L. Is gesture-based interaction a way to make interfaces more intuitive and accessible? In HCI 2009 Electronic Proceedings: WS4 – Prior Experience, Cambridge: British Computer Society (2009).
CONCLUSION AND OUTLOOK
The present study shows that gestures which are suitable for older users might be different from the ones that are designed with younger users in mind. If we want to exploit the potential benefits that gesture-based interaction could bring about, we need to carefully design interaction patterns suited to older people’s needs and abilities. These results provide a first step towards framing gesture characteristics for this user group. However, further research is needed to deepen our understanding. The next step is to form a consistent gesture set from the best ‘candidates’ from this
9. Stößel, C. and Blessing, L. Tap, swipe & pinch: Designing suitable multi-touch gestures for older users. Proc. DESIGN 2010, Design Society (2010), 463-472. 10. Wobbrock, J.O., Morris, M. R. and Wilson, A.D. Userdefined gestures for surface computing. Proc. CHI 2009, ACM Press (2009), 1083-1092.
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Messenger Visual: A pictogram-based IM service to improve communications among disabled people Pere Tuset, Pere Barberán, Léonard Janer Fundació TecnoCampus Mataró-Maresme Carrer Vallveric, 85 08304 Mataró – Spain {ptuset,barberan,leonard}@tecnocampus.cat
Esteve Buscà, Sandra Delgado, Nuria Vilà Fundació El Maresme Plaça dels Bous, 3-5 08303 Mataró – Spain {ebusca,sdelgado,nvila}@fundmaresme.cat
ABSTRACT
disabled people suffer from inner communication limitations depending on the type and degree of their condition; e.g. people with Down syndrome have written and spoken language impairments. Secondly, modern electronic communication devices pose an important accessibility barrier due to the design of its user interfaces; e.g. for people that suffer from cerebral palsy it is difficult to use the keyboard or mouse as input devices to a personal computer. These limitations affect self-esteem and reduce self-sufficiency of disabled people, thus increasing the risk of suffering social exclusion. Moreover, not being able to use modern communication technologies also increases the risk of suffering digital exclusion.
This paper presents a pictogram-based instant messaging service that intends to bridge the social and digital gap of people with cognitive impairments. By means of using pictograms as the communication language and by tailoring down the interface to suit pictogram-based communication requirements, the service allows users to exchange real-time messages across the Internet to communicate with their relatives and acquaintances. Through our initial evaluation procedure with a group of eleven users with different types and degrees of cognitive impairments we show that a pictogram-based instant messaging service has a great potential to improve their communicative capabilities, as well as to enable their personal and social development.
Author Keywords
Therefore, approaching new communication technologies to disabled people is crucial to enable their personal and social development in the digital era. This is the main objective of Messenger Visual: to reduce the social and digital gap of people with cognitive impairments by means of using a pictogram-based instant messaging service.
Assistive technologies, user-centered design, pictogrambased communication, instant messaging services.
RELATED WORK
ACM Classification Keywords
K.4.2 [Computers and Society]: Social Issues – Assistive Technologies for persons with disabilities
Messenger Visual is built upon two main concepts, Instant Messaging (IM) and Alternative and Augmentative Communication (AAC), to build what is known as an assistive technology (AT); a technological device or piece of software that aims to help users with special needs in their daily life [3]. On the one hand, instant messaging [6] is a communications service that enables individuals to privately exchange real-time text messages with their relatives and acquaintances over a public data network, usually the Internet. Nowadays, instant messaging services are widespread around the globe and used by more than 100 million users. The most used instant messaging services are AOL Instant Messenger (AIM), Microsoft Messenger (MSN) and Yahoo! Messenger (YMSG), despite they are proprietary and not standardized. On the other hand, alternative and augmentative communication [2] is a set of methodologies to complement or replace written or spoken communications for people that have such abilities impaired, either temporarily or permanently, due to injury or illness. Alternative and augmentative communication combines both technological and non-technological elements to build messages that enable people to participate
INTRODUCTION
Communication is the basis of human relations as it allows people to exchange information and convey feelings. For the last fifty years means of communication have rapidly evolved thanks to the progress of technology, thus changing the way people interact and leading to a new understanding of social relations. Nowadays mobile communication devices and social networks [4] allow users to ubiquitously keep in touch with their family and friends and share their experiences and feelings in a fast and easy way. But disabled people have not yet started to benefit from such (r)evolution due to two main reasons. First of all, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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more fully in their social roles and activities, including interpersonal interaction, learning, education and many others. One form of alternative and augmentative communications are pictogram-based languages [11], which are built upon images that represent objects, actions or ideas to ease communications for people with cognitive impairments that affect written or spoken language. Considering the union of both concepts, Messenger Visual extends the use of instant messaging services to people with cognitive impairments by means of including pictogramaided communication. To our knowledge there is no single project that has yet combined pictograms with an instant messaging service for such purpose. In [7] the authors use the idea of a pictogram-based instant messaging service, but their application is only used to investigate how people from different countries that do no share a common language can break communication barriers when using pictograms as the communication language. Another example is [8], in which the authors develop a pictogrambased communication aid to interact with the user, but in this case the device does not allow users to communicate with other users through an instant-messaging approach. Finally, Tee et al. [10] use pictograms to build a visual recipe book to help people with language impairments develop their cooking skills but, again, the aim of the project is not to enable user communications.
Figure 1. Messenger Visual client/server communications architecture based on the XMPP protocol. An XMPP server on the Internet allows users to login and exchange both presence status and communication messages. On the other side the users’ client, developed in Java, provides a graphical interface to communicate to other users using pictogram-based messages that are represented using an XML syntax. Finally, an HTTP server enables pictogram database updates triggered by an XMPP bot. Data layer
The data layer is built upon the communications layer and serves two basic purposes: storing pictograms in a database and representing pictogram-based conversations between users. On the one hand, within the database, pictograms are classified into different categories according to their common characteristics and stored together with other relevant information, e.g. pictogram name. For instance, the pictogram corresponding to the word sun is classified into the weather category and includes the written representation so that it can be used in the user interface to ease comprehension of users not familiar with a pictogrambased communication system. To implement the database we use SQLite, an embedded relational database management system available on the public domain. On the other hand, to transmit pictogram-based messages using the communications layer we have designed and implemented an ad hoc message description syntax based on XML (eXtensible Markup Language) that is both flexible and lightweight. This enables to easily add new features to the service while maintaining a low bandwidth footprint on the Internet connection.
SERVICE ARCHITECTURE
This section presents the software architecture of Messenger Visual. As in other existing instant messaging services, our project is based on a client/server architecture and uses a MVC (Model-View-Controller) design pattern with three layers –communication, data and presentation– to enable the software to be flexible, extensible and scalable. Also, to ensure interoperability among different operating systems, the entire project has been developed using Oracle Java 2 SE technology. Communications layer
The communications layer, represented in Figure 1, allows users to login to the instant messaging service, see their contacts presence status and exchange real-time messages. To support such requirements we use the Extensible Messaging and Presence Protocol (XMPP) [9], an open instant-messaging protocol standardized by the IETF (Internet Engineering Task Force) in RFC (Request For Comments) 3920 [5]. XMPP uses decentralized client/server architecture, with the server acting as a relay, that enables reliable and scalable presence updates and message delivery between users. The protocol also addresses the authentication and privacy issues of using an instant messaging service in a public data network such as the Internet. To implement the communications layer we use OpenFire as the instant messaging server and the Smack API (Application Programming Interface) to implement the client communication primitives in Java.
Presentation layer
The presentation layer, depicted in Figure 2, is built upon the data layer and presents the user with an interface that allows executing the basic tasks of an instant messaging service; logging in to the service, sending and receiving messages from other users, etc. As in other instant messaging clients, the interface is divided intro three main windows: login window, contacts window and dialogue window. All along the presentation layer, written language has been replaced by pictograms to enable cognitively
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Finally, all the sessions are supervised by social educators that are responsible of instructing the users in their task and of taking notes of relevant events that are then used as feedback by engineers and pedagogues to improve the software and the evaluation protocol. After three months, the first qualitative results show that users are able to communicate using the pictogram-enabled instant messaging service and that, according to a conducted survey, they find it both interesting and entertaining. Nevertheless, during the tests we have observed two remarkable aspects: • It makes a significant difference whether users know a real-world analogy of the instant messaging paradigm before making use of it. Those who are previously presented with the post-office metaphor –including the message, the envelop and the postman– find it less frustrating to communicate using the computer than those who did not receive such explanation beforehand. We believe that this is strongly related to the user not fully realizing that the person on the other side of the conversation was actually reading or composing a message. To overcome this situation we plan to add chat state notifications in future versions of the software.
Figure 2. Dialogue window allows users to communicate by means of exchanging pictograms. The user interface is made up by five key elements. The top row contains the categories in which pictograms are classified. The left column contains the most frequent pictograms in a conversation. The right matrix contains the pictograms that belong to the active category. The central part contains the actual conversation. Finally, the bottom row contains the pictogram input space to write a message.
• User communicate skills are relevant to the ability to make use of the pictograms to communicate, but in another sense than we expected at first. Users with higher communicative skills tend to form more elaborated messages, thus spending more time in the process, whereas users with lower communicative skills make simpler messages that are faster to be built and easier to be read. Therefore, having more elaborated messages has a negative impact on communication interactivity, which, in the end, causes frustration to the users waiting for an incoming message. To overcome this situation we plan to arrange the users chatting to each other according to their communicative skills in future experiments.
impaired users interact with the software without reading or writing; for instance, passwords are introduced by using a combination of pictograms to form a passphrase. The pictograms used in the project are those provided by ARASAAC (Aragonese Portal of Augmentative and Alternative Communication) [1] instead of the proprietary PCS (Pictogram Communication Symbols) or Bliss pictograms [11]. ARASAAC pictograms are distributed under a Creative Commons (BY-NC-SA) copyleft license that allows free use and distribution as long as the credit is given to the authors, there is no commercial profit and the derivative works are shared under the same license. EVALUATION PROCEDURE
Despite the fact that Messenger Visual is still at an early development stage, at this moment it is already in use at Fundació El Mareme, a non-profit social institution that promotes the education and integration of cognitively impaired people and their families. There are currently two groups of users with different types and degrees of cognitive impairments, five and six users in each group respectively, who are holding one-hour fortnightly sessions to evaluate the social and technical aspects of the project (Figure 3). To resemble the physical distance of instant messaging communication the two groups are located in separate rooms and chat to users in the other room. For the sessions we only use a reduced subset of around four hundred pictograms classified into fourteen different categories to help users become familiar with the communication environment. The pictograms and categories have been chosen with the guidance of a pedagogue to cover the basic conversational vocabulary.
Figure 3. A group of cognitively impaired users during the evaluation procedure. Juan, the social educator, instructs them how to use Messenger Visual to communicate using pictograms and takes notes that will be used as feedback.
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FUTURE WORK
switch or people with visual impairments could take advantage of integrated pictogram-to-speech features.
It has now been over a year since we started designing, developing and evaluating the project. Today we already have a working prototype and an evaluation protocol that allows us to study how users with cognitive impairments use the instant messaging service to communicate. But at this moment of time there are still many issues that remain to be implemented and explored.
ACKNOWLEDGEMENTS
The authors would like to thank Xavier Costa, Xavier Cruz, Jacobo Javier Pedrosa and Marc Miquel, graduates from Escola Universitària Politècnica de Mataró (EUPMt), for their contribution in the design, implementation and evaluation of the project. We are also grateful to all the people at Fundació El Maresme that contributed in evaluating the software and providing feedback.
From the software point of view, and considering that the evaluation results obtained so far are only subjective, the next step is to implement a statistical module that will allow us to gain quantitative knowledge about how the users communicate by using the pictogram-enabled instant messaging service. Our plan is to focus on relevant metrics such as the mean time to write a message, the average length of a message or the top-used pictograms in a dialogue to investigate how users become familiar with the interface, the pictograms and the categories, as well as how using a pictogram-enabled instant messaging service affects interactivity and responsiveness between the users.
REFERENCES
1. Aragonese Portal of Augmentative and Alternative Communication (ARASAAC). Available online at [http://www.catedu.es/arasaac/]. 2. A. Cook, S. Hussey. Assistive Technologies - Principles and Practice, 2nd Edition. Mosby, 2002. 3. M. Dawe. Desperately seeking simplicity: How young adults with cognitive disabilities and their families adopt assistive technologies. In CHI ’06: Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 1143–1152, 2006.
With regard to the evaluation procedure we have plans to extend the experiments to new groups of users within the institution as well as to conduct experiments with users at their homes, where they will be able to interact with their relatives and acquaintances in daily situations. In this way we will have the opportunity to gain insight into how users communicate with the instant messaging service in a more realistic environment. Overall, this will allow us to extract valuable conclusions about how different kinds of cognitively impaired users use Messenger Visual to communicate in different situations, which, in turn, will be key to improve certain parts of the user interface according to their requirements.
4. C. Dwyer. Digital relationships in the MySpace generation: Results from a qualitative study. In Proceedings of the 40th Annual Hawaii International Conference on System Sciences (HICSS), pp. 19–28, 2007. 5. IETF's XMPP Working Group. RFC 3920 - Extensible Messaging and Presence Protocol: Core. October 2004. Available online at [http://www.ietf.org/rfc/rfc3920.txt]. 6. R. B. Jennings III, E. M. Nahum, D. P. Olshefski, D. Saha, Z. Shae, C. Waters. A Study of Internet Instant Messaging and Chat Protocols. In IEEE Network, July/August 2006.
CONCLUSIONS
This paper has introduced Messenger Visual, an instant messaging service that uses pictogram-based communications to reduce the digital gap of people with cognitive impairments. According to the results of our preliminary evaluation we conclude that the application has a great potential to improve communicative capabilities of its users, as well as to enable their personal and social development. All in all, the most valuable findings of our study are that a beforehand real-world analogy of the instant messaging paradigm helps users to understand the communication framework they are involved in, and that the user communicative skills are relevant to the ability to use the pictograms to communicate. Nevertheless, more development and research needs to be conducted to further enhance the service functionalities and to understand its implications regarding the target collective.
7. J. Munemori, T. Fukuda, M. Binti Mohd Yatid, J. Itou. The pictograph chat communicator II. In KnowledgeBased Intelligent Information and Engineering Systems, pp. 167–174, 2008. 8. R. Patel, S. Pilato, D. Roy. Beyond Linear Syntax: An Image-Oriented Communication Aid. In Journal of Assistive Technology Outcomes and Benefits, pp. 57– 66, 2004. 9. P. Saint-Andre. Streaming XML with Jabber/XMPP. In IEEE Internet Computing, pp. 82-89, September/October 2005. 10. K. Tee, K. Moffatt, L. Findlater, E. MacGregor, J. McGrenere, B. Purves, S. S. Fels. A visual recipe book for persons with language impairments. In CHI ’05: Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 501–510, 2005.
Finally, we believe that the benefits from the service can be easily extended to people with other types and degrees of disabilities if the user interface is properly adapted. For instance, users with reduced mobility could benefit from the sweep-and-click technique to select the pictograms using a
11. L. Ting-Ju. A preliminary study of learnable pictogram languages. In International Conference of the Design Research Society, 2006.
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From Magical Experience To Effortlessness: An Exploration of the Components of Intuitive Interaction Daniel Ullrich Department of Psychology Technical University Darmstadt Darmstadt, Germany ullrich@psychologie.tu-darmstadt.de
Sarah Diefenbach Experience Design and Ergonomics Folkwang University of Arts Essen, Germany sarah.diefenbach@folkwang-uni.de
ABSTRACT
but in its execution of integrating technology in a way that is intuitive to humans and the way we naturally interact with objects." [10] With his reference to "the way we naturally interact with objects" the blogger probably acknowledges Apple's simulation of characteristics of physical objects, such as acceleration and delay, which might be an important source for his impression of intuitiveness. Also a comparative usability study conducted at the same time concluded that the iPhone was more intuitive than other devices, however, this was ascribed to the easy use of certain features, such as taking and sending pictures [4]. Finally, in another report praising the iPhone's intuitive handling, especially its gesture-based interface is emphasized: "Of course it makes sense to 'pinch' zoom in and out on a Web page, map, or photo." [3] (Just to make sure that this intuitive gesture makes sense for everyone, it was also demonstrated in detail in various Apple marketing campaigns.) Though all the three quotations suggest any idea of the term 1'intuitive', they all emphasize different aspects. Altogether, it remains unclear which aspects are actually crucial for this label.
Though researchers, industry and users largely agree that products must be 'intuitive' to use, there is little agreement on what is meant by this claim. In order to clarify the concept and, in particular, its differentiation to usability we choose a phenomenological approach. Overall, we identify four relevant subcomponents of intuitive interaction, whose origin is rooted in HCI and decision making research: Effortlessness, Gut Feeling, Verbalizability, and Magical Experience. Two user studies (N=115, N=37) provide further insights into the complex nature of intuitiveness. We conclude that there are systematic variations in the respective components' specification which can be regarded as particular patterns of intuitive interaction. Amongst others, these patterns depend on the product category and one's prior knowledge in the product domain. Author Keywords
Intuitive interaction, components of intuitiveness, user experience, prior knowledge. ACM Classification Keywords
The aim of our research is to shed light on this construct, which seems to be more complex than its daily use suggests. Based on literature research in the field of intuitive interaction and decision making, we identify four components of intuitive interaction and explore their specific characteristics in two user studies.
H5 Information interfaces and presentation (e.g., HCI); H5.2 User Interfaces: Evaluation/methodology. INTRODUCTION
Within the last years intuitive interaction1 has become a buzzword in HCI research and put forth to several strands of research and a lively discussion among its representatives [e.g., 2, 10]. Moreover, intuitiveness is discussed as a crucial selling point and an important goal in product design. Accordingly, the recent success of the products of Apple is often ascribed to their intuitive handling. For example, shortly after the release of the iPhone in 2007 a blogger reflects on his first usage experience: "Apple's iPhone is a revolution. Not in its technology, which has been available for some time now,
COMPONENTS OF INTUITIVE INTERACTION
Immanent to the topic of intuitive interaction most definitions put a high relevance on prior knowledge. For example, Blackler and colleagues argue that "intuitive use of products involves utilising knowledge gained through other experience(s)" [2]. Similarly, the IUUI research group defines that "a technical system is intuitively usable if the users' unconscious application of prior knowledge leads to effective interaction" [e.g., 9]. To us, especially the
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
1
The terms intuitive interaction and intuitive use are used interchangeably, both relate to interacting with a product in an intuitive manner. Consequently, intuitiveness is a characteristic attributed to a product, capturing the degree to which a product is being usable in an intuitive manner.
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emphasis on unconscious application seems important, as it separates intuitive interaction from classical usability. While opportunities for transfer certainly support both, a product's perceived usability and intuitiveness, the unconscious fall back on existing knowledge is distinct to intuition. Nevertheless, measures that are typically applied in user studies in the field of intuitive interaction resemble classical usability criteria. For example non-conscious processing, expectedness, prior experience and perceived effort of learning [2, 9] are quite similar to DIN EN ISO 9241-110 dialogue principles such as conformity with user expectations or suitability for learning. Furthermore, performance related aspects, such as speed, correctness, perceived error rate and perceived achievement, are discussed as correlates of intuitive interaction as well [e.g., 2, 9]. Altogether, we certainly agree that these measures could be indicators of an exceedingly intuitive form of interaction, but we question whether they are sufficient to capture what people mean when they go into raptures about a product's intuitiveness. Most of the measures will probably be most pronounced with a familiar, well practiced form of interaction, which means, the old, familiar would always appear more intuitive than the innovative. Finally, the prime example of an intuitive product, the iPhone, could hardly be regarded as intuitive – where are the keys?
conclusion." In a way, this also accords to the colloquial connotation of intuition as a sixth sense. As a consequence, interaction may appear as stunning, almost magical experience. This aspect is captured by our forth component, Magical Experience. While Gut Feeling refers to the process of decision making, Magical Experience rather refers to resulting feelings. Hence, we suggest altogether four components which all have a theoretical relation to the concept of intuition and intuitive interaction: Effortlessness, Gut Feeling, Verbalizability, and Magical Experience. However, we don't expect them to be of equal relevance in any case of intuitive interaction, we rather think that there are specific patterns of the components' respective specification. For example, the statements on the iPhone's intuitiveness quoted in the introductory section, praising a revolutionary, more meaningful, more natural form of interaction, indeed indicate a kind of magical experience. But one probably won't talk like this about his vacuum cleaner; for this product category, effortlessness may have – in general - a higher relevance. The four components' respective specification can be surveyed by means of a questionnaire (INTUI), a set of 16 seven-point semantic differential items [11]. The calculation of mean scale scores, representing the four components, allows insight into a product's specific characteristics. Beside the product category, the amount of prior knowledge might play a role for the different components' relevance. Someone denoting a first time used product as highly intuitive may primarily refer to the component Magical Experience. But someone denoting a product as intuitive after having gained years of practical experience might just be talking about Effortlessness.
Based on these considerations we deem a holistic, phenomenological approach more appropriate and thus expand our focus on subjective, experiential aspects. This corresponds to the general shift from usability to User Experience within the last years [6], and accords to the origin of the concept of intuition in decision-making research as well. Here, a main characteristic of intuitive decisions is that they are based on Gut Feeling rather than reason [e.g., 5]. Moreover, a common paraphrase for intuition is 'coming to a conclusion without knowing why', which refers to the aspect of Verbalizability [e.g., 1, 8]. This is in line with the emphasis on the application of unconscious knowledge by the current main research groups on intuitive interaction – Alethea Blackler and colleagues in Australia and the IUUI research group in Germany [2, 9]. Another central characteristic of intuitive decision making mentioned by several authors, is Effortlessness. For example, Hogarth [8] claims that "The essence of intuition of intuitive responses is that they are reached with little apparent effort and typically without conscious awareness." Effortlessness surely has the most obvious relation to usability. But in general, it is not just a clear menu structure or concise icons which make people get enthusiastic about a product's intuitiveness. In fact, it is the combination of simply knowing how to use a product, but at the same time, having no conscious idea of the operational concept which makes product use appear exceptional, or even as a kind of magic. Accordingly, Westcott [13] states that "intuition can be said to occur when an individual reaches a conclusion on the basis of less explicit information that is ordinarily required to reach that
EXPLORATORY STUDIES
In order to get a deeper understanding of the concept of intuitiveness and its components we conducted several exploratory studies. Besides the components' relations to affect and performance measures, we identified potential influencing factors such as the type of product and the amount of prior knowledge. In the following, we present part of the results which we see as an interesting starting point for further research. Study 1
As a first step, we studied reports of 115 participants (63 female, mean age=23 years, min=19, max=34) on intuitive interaction with different kinds of products (participants could choose freely which product they referred to, however, we classified products into ten broad categories such as computers, cameras, mp3 players etc.). As we were interested whether there would be differences between reports on intuitive interaction with first time used and frequently used products, the amount of prior knowledge was added as an experimental factor. In the first use condition participants should refer to a product which appeared highly intuitive at the very first time of use, and recall the situation of usage back then, whereas in the
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frequent use conditions they should refer to the last usage of a product which they had already used many times – and find very intuitive. So in effect, all the samples of usage experiences that we studied were perceived as intuitive interaction, but due to the differing instruction it varied how well participants knew the product up to that point in time. After a free description of the product and the use case participants rated their experience in that situation by the Self-Assessment Manikin (SAM) scale, a pictorial rating system on affective valence, dominance and arousal, and the INTUI questionnaire [11]. Thus, the relevance of each component of intuitive interaction could be assessed by calculation of according scale scores.
studied was photo editing software. Judgments on intuitiveness were surveyed in a laboratory setting, after performing a set of typical tasks such as editing the size of a picture, making a red eye correction and then saving the picture with a reduced resolution. In order to make results more representative we studied two different kinds of software (Photoshop Elements, Paint.NET). However, no significant effects depending on the specific software could be revealed, hence, the following reported analyses are based on the whole data set. Prior knowledge was surveyed as a rating on how frequently participants had used photo editing software before (seven point scale from 1 = never to 7 = very frequently). So instead of varying the degree of prior knowledge by instruction, prior knowledge was realized as a quasi-experimental factor. In contrast to the previous study, a high degree of perceived overall intuitiveness could not be assumed per se, hence, the perceived overall intuitiveness was surveyed by a seven point scale (1=not at all intuitive, 7=very intuitive).
While the most relevant component for the valence of affect was Magical Experience (r = .428, p < .001), one's selfassessment of success while using the product related mainly to Effortlessness (r = .546, p < .001). An analysis of variance with the intuitiveness components as repeated measurement factor revealed a significant interaction effect of the pattern formed by the four components with both, the product category (F(27,279) = 2.000; p = .003), as well as the level of prior knowledge (F(3,279) = 3.558; p = .015). Contrast tests revealed that both had a crucial impact on the relative specification of Effortlessness and Magical Experience (product category: F(1, 93) = 3.562, p = .001; prior knowledge: F(1, 93) = 10.215, p = .002). For example, among participants reporting on highly intuitive laptops, both components were of equal importance (Magical Experience: M = 5.25 vs. Effortlessness: M = 5.54). Talking about special software, Magical Experience was still above the scale midpoint (M = 4.83), but here the most important aspect was Effortlessness (M = 5.93). Regarding home appliances, the difference between the two was even larger: the relevance of Effortlessness was immense (M = 6.29) while Magical Experience dropped off again (M = 3.60).
Participants (N = 37, 31 female, mean age = 24 years, min = 20, max = 39) were randomly assigned to work with one of the two photo editing programs. Afterwards, participants reflected on this interaction by a number of questionnaires. Besides the INTUI questionnaire, we surveyed a separate measure of positive affect (PA) and negative affect (NA) by means of the "Positive and Negative Affect Schedule" (PANAS) [12]. Subjective and objective performance were measured by participants' self-judgments and performance judgment by three independent raters, on a seven point scale (1 = task not fulfilled at all to 7 = perfect task fulfillment), respectively. The inter-rater reliability was satisfying (r = .912, p < .001). All four intuitiveness components were correlated to affect. Interestingly, Magical Experience and Gut Feeling were only related to positive affect (r = .459, p = .004; r = -.287, p = .085), whereas Effortlessness and Verbalizability were related to negative affect (r = -.583, p < .001; r = -.316, p = .057). In a way, this relation accords to the concept of hygiene factors and motivators by Herzberg [7]. While Effortlessness can be regarded as hygiene factor which can at best induce a neutral state, i.e., the absence of dissatisfaction, Magical Experience has the potential to evoke positive affect and thus can be classified as motivator. The objective performance measure was correlated to subjective performance (r = .39, p = .02), and also to prior knowledge (r = .53, p = .001) which indicates a plausible self-assessment. But with regard to the overall intuitiveness rating only subjective performance was relevant (r = .35, p = .036), there was no significant correlation to prior knowledge (r = .19, p = .267) or objective performance (r = .13, p = .460). These results confirm the subjective nature of intuitiveness and support the conception that intuitiveness cannot be seen as an objectively existing product feature: perceived intuitiveness was only determined by one's subjective performance, but
Furthermore, across all product categories, there was a significant interaction between users prior experience level and the two components, Magical Experience and Effortlessness, F(1,113) = 8.495, p = .004. Their respective specification was on an equal level only for first time users, among frequent users, the ratio changed in favor of Effortlessness while the importance of Magical Experience diminished. It is obvious that, the better you know a product, the more effortless it becomes to use. But this finding also reveals that mainly products allowing, among others, for effortless interaction are denoted as intuitive in the long run – but regarding judgment of intuitiveness in first use situations, pragmatic deficits may still be ruled out by an impression of magical experience. Study 2
Instead of contrasting the two extremes of prior knowledge – first time versus frequent use – we were now eager to find out whether there also would be an effect of one's general knowledge within a product domain on the intuitiveness assessment of a particular product. The product domain we
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not by the (quasi) objectively assessed degree of task fulfillment.
Though our results provide first insights into a complex construct, the basis for perceptions and judgments of intuitiveness is not yet analyzed sufficiently. However, we hope that our research encourages a closer investigation of the many faces of intuitive interaction in the future.
Just like in study 1, an analysis of variance with the intuitiveness components as repeated measurement factor and prior knowledge as covariate revealed a significant interaction effect, F(3, 105) = 2.90; p = .039. Contrast tests identified crucial differences between Effortlessness and Magical Experience (F(1, 35) = 8.019, p = .008) and Effortlessness and Gut Feeling (F(1, 35) = 4.656, p = .038). A comparison of those with rather little and those with rather high prior knowledge by median split points out that, among the former, the relative specification of Magical Experience and Gut Feeling is higher than that of Effortlessness, among the latter, the relation is in the reversed direction, see figure 1 for median values.
REFERENES
1. Bastick, T. Intuition. Evaluating the construct and its impact on creative thinking. Stoneman and Lang, Kingston, 2003. 2. Blackler, A., Popovic, V. and Mahar, D. Investigating users' intuitive interaction with complex artefacts. Applied Ergonomics, 41 (2010), 72-92. 3. Frommer, D. 10 Ways The iPhone Changed Smartphones Forever. http://www.businessinsider.com/ 10-ways-the-iphone-changed-smartphones-forever2009-6#multi-touch-3 (Accessed 16.07.2010) 4. Gardner, W. D. iPhone More 'Intuitive' Than Other Devices, Usability Survey Shows. http://www.informa tionweek.com/news/mobility/showArticle.jhtml?articleI D=201001348 (Accessed 16.07.2010) 5. Gigerenzer, G. Gut feelings: The intelligence of the unconscious. Viking, New York, NY, USA, 2007. 6. Hassenzahl, M. and Tractinsky, N. User Experience – a Research Agenda, Behaviour & Information Technology, 25, 2 (2006), 91-99.
Figure 1: Specification of intuitiveness components depending on prior knowledge
7. Herzberg, F. Work and the nature of man. World, Oxford, England, 1966. 8. Hogarth, R. M. Educating intuition. University of Chicago Press, Chicago, IL, USA, 2001.
CONCLUSION
All in all, we see the main contribution of our research in the demonstration of the multi-faceted nature of intuitive interaction. Thus, analyzing intuitiveness with usabilityfocused measures only falls short of its complexity. Our studies revealed that each of its components relates to specific facets of user experience, and that their relative specification depends on factors such as the product category and prior knowledge. Even if one may argue that both effects are not surprising, they point out relations that have to be considered in research and evaluation studies. Product designers and researchers should be aware of the varying significance of the two components for judgment formation, especially when taking user judgments as a basis for design decisions. Depending on the amount of product experience before the evaluation starts results can turn out different. In an extreme case, product A may be judged as more intuitive than product B in a user study with novice users, while product B will appear more intuitive to expert users. None of these judgments is better or more appropriate than the other; they just reflect a person's impression of a product at a certain point in time, with a certain degree of prior knowledge.
9. Mohs, C., Hurtienne, J., Scholz, D. and Rötting, M. Intuitivität: definierbar, beeinflussbar, überprüfbar! In: Proc. Useware 2006. VDI-Verlag (2006), 215-224. 10. Park, W. Apple iPhone UI is so easy and intuitive even a baby can use it – seriously, a 1-year old baby. http://www.intomobile.com/ (Accessed 16.07.2010) 11. Ullrich, D. and Diefenbach, S. INTUI. Exploring the Facets of Intuitive Interaction. In Proc. Mensch & Computer 2010 (in press). 12. Watson, D., Clark, L. A. and Tellegen, A. Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology, 54, 6 (1988), 1063-1070. 13. Westcott, M. R. Toward a contemporary psychology of intuition. A historical, theoretical, and empirical inquiry. Holt, Rinehart and Winston, New York, NY, USA, 1968.
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Role Playing with Fire Fighters – Using a Worst Case Scenario and Verbal Re-enactment in the Role Play Paula Valkonen Aalto Univ. School of Science and Technology Department of Media Technology P.O. Box 15500 FI-00076 Aalto, Finland paula.valkonen@tkk.fi
Marja Liinasuo VTT Technical Research Centre of Finland Human Activity and Systems Usability P.O. Box 1000 FI-02044 VTT, Finland marja.liinasuo@vtt.fi the reconnaissance in such an environment is called smoke diving. Smoke diving means that the fire fighter performs the task in smoke in the burning building wearing heavy, protective garments and tools. Smoke diving takes place in pairs, arranged so that while other team members are smoke diving, others have simultaneously tasks mostly outside of the building.
ABSTRACT
The paper presents a case in which the new method for studying user-related issues in dangerous working environments was used. An innovation of reshaped role play, named as here as Worst Case Role Play, accompanied by reality checks in the form of verbal re-enactments, was used in searching for use context and information needs of a fire fighter performing smoke diving in a burning building. The specific purpose of this study was to gain knowledge of fire fighters’ potential need for wearable electronics. The method, described and discussed in this paper, proved fruitful in eliciting user-centric information, usable also for technical design.
SAWUI (Supporting situation Awareness in demanding operating environments through Wearable Interfaces) project is an EU project active during 2008–2010. The aim of the project is, among other things, to gain knowledge of potential wearable electronics for use by fire fighters, and to understand the use context and information needs during smoke diving. The scope of the present paper is also within the one of another EU project COPE (Common Operational Picture Exploitation), active during 2008-2011, where the aim is to develop ICT tools and new practices to improve emergency response activity (see more in [9]). In the present paper, the knowledge about the work of fire fighter originates from both projects and the specific aim of the paper to introduce a new method originates from SAWUI only.
Author Keywords
Role playing, Method, Use context ACM Classification Keywords
H5.2 User Interfaces: User-centered design, Theory and methods INTRODUCTION
The work of a fire fighter as an elementary part of emergency response is a textbook example of work performed in a safety-critical domain. The main purposes for the emergency response are protection of life, environment and property. Furthermore, the protection of life is required to involve in practise not only the victim of the accident but also the protector, fire fighter him/herself. In a dangerous situation, the fire fighter must balance the purpose of saving the life of the victim with the requirement of staying alive by him/herself.
This paper presents the method of an enhanced role play as a means to deploy in difficult working contexts when user needs are to be studied as naturally as possible but without extensive arrangements that are hard to bring about. BACKGROUND
Role play is a quite widely used method in HCI nowadays. Role play means a method, where a group of end users, designers and/or other product development team members assume a role in a constructed scene [8].
One of the most dangerous activities is to examine a house full of smoke to find victims and to localise the initial fire and other possibly dangerous or important items (from the rescue point of view) in the building. The method
Role play is a flexible method to gather and create information to support design; it can and has been used in different phases and for different purposes in the design process (e.g. [2, 3, 4]). Hence, role play can be used as a means to enhance research or design among researchers and other product development members for idea generation in situ or in studio or for concept testing with mock-ups.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Role play has also started to be used for user studies and user centred design in use contexts where a researcher could not participate with the potential end users in the
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real-use situation. For example, Mattarelli et al. [5] designed a web-based role play for operating room staff. The purpose of the role play was to gather information on the master schedule of an operating room unit and to understand how interruptions to the schedule affected personnel's ability to continue to fulfil their work. By simulating fire with pen, paper and physical space as well as in cyber space, Klann [6] was able to design, with endusers, wearable computing solutions for firemen. He also noted that direct observations of certain types of activity are often impossible to make, so simulations are needed. Regarding the risks in using role play as a research method, it was found by Svanæs et al. [7] that the facilitator of the role play has to understand the goals of role play; otherwise the play does not concentrate on its purpose. They [7] also found important to include real end users as participants in the role play workshop to ensure that the sight of the goal was not lost. They emphasized the role of the facilitator to keep the structure of the discussions in the topic during the play and the need for reality checks for the scenarios at the end of the role play workshop.
Figure 1: Fire fighters role playing with figures Role play arrangements
Six fire fighters participated in the role play session. They had worked together for periods ranging from 9 months to 20 years. The role play was arranged at a fire department’s lecture room during the participants’ workday. The session took 2.5 hours. The session was video and audio recorded. Group Interview
The fire fighters were first interviewed in a group. The group discussion included topics of (i) smoke diving and its special characteristics in different typical work situations and (ii) the fire fighters’ special clothes and wearable equipment. Every participant was also instructed to (iii) write notes about a specific smoke diving situation they have experienced themselves; the arising keywords were discussed in the group.
Hence, when seeking for fire fighters’ needs for tools in the context of smoke diving, role play appears to be a feasible method: It allows the researcher to be present as a facilitator in a simulated smoke diving situation where the focus of activities is spatially extensive as they occur in both inside and outside the burning building. By using professional fire fighters as players and by defining the context and purpose of the role play to the players, the goal of the play will be better in mind and achieved during the play. Finally, to guarantee the reliability of the role play, the reality check for the scenario should also be taken care of.
The proceeding of the Worst Case Role Play
After the interview, the fire fighters were asked to draw a floor plan of an accommodation with at least 3 rooms. They were also asked to mark at least 5 notable things that should be taken into account during fire fighting and to define the location of a victim.
Reality checking has not been presented in the articles known to the authors; it was implemented in the present study in the form of two different types of verbal reenactments after the initial role play. Furthermore, the role play itself was reshaped for the purpose of facilitating information expression during the role play. The reshaped role play is here named as Worst Case Scenario or Worst Case Role Play. These special methodical innovations and the main results obtained by them are to be presented and discussed in the present paper.
The hypothesis was that role play involving role-related problems might help the role players to actively identify the information needs, including information regarding the context of the play. Hence, the fire fighters were asked to play out smoke diving with figures on the floor plan so that the situation goes wrong somehow and that they have problems in communication. Hence, role play members were told to perform the play in the spirit of a worst case scenario, brought about by bad luck or other reasons.
METHOD: WORST CASE ROLE PLAY
Reality check: Verbal re-enactments after the play Verbal re-enactment of the role play
The Worst Case Role Play method was used in this study for clarifying user needs, especially information needs, and use context during smoke diving indoors and other firefighting activities outdoors in the same time. The role play helped to understand where and how user would move wearable electronics in the use context as an individual fire fighter and as a team member, what information they need in each part of the task and finally, how and with whom they communicate during the task.
The fire fighters can be over or under excited about the role play. As the played situation was re-enacted verbally directly after the figure playing, it gave the researcher an opportunity to ask focused questions about the role play. The main function of the verbal re-enactment was to ensure that the fire fighters’ actions were valid. Thus, it was a means to provide a reality check on what had occurred during the role play.
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Positive verbal re-enactment of the role play
diving, one hand for exploring the environment and another for holding on to a fire hose or walkie-talkie. This implies that if electronic devices are designed for fire fighters, they should ideally be hands-free.
Finally, the role play themes were re-enacted verbally from a new point of view at the end of the role play session. This procedure was based on the hypothesis according to which positive verbal re-enactment motivates the role players to articulate their information needs and context information in real life outside play context, providing possibly further information. Hence, the fire fighters were asked to describe how the process would have proceeded in an ideal way. Also this verbal re-enactment worked as a reality-check tool in the role play workshop.
Fire fighters' information needs during smoke-diving
The group interview generated 19 information needs during smoke diving. The role play generated 18 information needs. The understanding of the tasks of an individual fire fighter and his/her activities in the target area grew during the role play. The individual fire fighter is a member of a team and when smoke diving, also one of a pair. The communication and information needs depend on the task and the phase of the fire-fighting situation. The most important issues to note during fire fighting were positions of separating walls, checking rooms, looking for the origin of the fire, looking for the victims, perception of the fire and how to extinguish it, and the need for additional air. Hence, important factors ranged from the basic elements in the outside world to the accident-related determinants and the safety of the fire fighter.
Data-analysis
The video and audio records were replayed several times and the role play session was transcribed, coded and sorted. The analysis of the data took into account several points of view. Firstly, the increased knowledge of fire fighters' smoke diving use context was studied; secondly, the information needs during smoke diving were determined; and finally, the role play method's suitability for user studies in critical and hazardous use contexts was contemplated. RESULTS
According to the results of the role play session, the team members do not always know where other team members are or what they are doing in a smoke-diving situation. Despite the fact that fire fighters are well-trained in the practices needed to perform tasks, the surprising changes in the use context, as well as human errors, cause extra challenges for the fire-fighters during smoke diving.
In the group interview, information of the different kinds of fire fighting tasks was arisen. It was also clarified, what a fire fighter should take account in smoke-diving related tasks and what equipments are then needed. All in all, both information and fire fighters’ needs and values related to fire-fighting equipments got elicited in the interview. In the role play, the whole picture of the smoke diving situation was clarified. Questions like how and why move outdoors and indoors, what information is definitely needed in each task and what information would be appreciated if it were available got an answer. Also the communication systems and practices among fire fighters were found out.
The evaluation of Worst Case Role Play with verbal reenactments as a method
Performing the simulation from a negative perspective seemed to be an effective way to clarify the information needs and critical points of the fire-fighters’ smoke-diving situation. Without any pressure of performance, as it was defined beforehand everything possible may and even should go wrong, the participants were enthusiastic about role playing, noted additional points and mentioned information actively during the role play session. However, re-enacting the situation verbally was important because of the participants’ over-enthusiasm for the playing. Without verbal re-enactment it would not have been possible to recognize the overplayed parts of role play, and the verbal replay also helped the participants to pick out more information needs and critical points. Moreover, reenactment gave the researcher a natural opportunity to ask focused questions about the role play. Positive verbal reenactment did not bring as much new information needs as was assumed beforehand, but further discussion of the details was natural during it.
In the verbal re-enactment of the role play, the fire fighters explained in detail what had taken place during the role play and also mentioned aspects not listed earlier. In the positive verbal re-enactment, information related to the spatial factors inside and outside the burning building was missing but task-performance-related information needs were discussed in detail. Use context during smoke diving
The role play presented a lively picture of the use context, that is, the key elements affecting smoke diving performance, yielding to over 30 different qualifiers. The central theme was that the activities during smoke diving depended a lot on surprises inside the building. Every case is different and the features of the environment are case dependent. In all cases, the environment is always very hot and filled with smoke.
Control is needed in the role-play situation. The researcher should have especially good knowledge of human nature or a lot of experience in conducting role plays. Without these capabilities, it is difficult to have firm control of the play. It is possible to achieve control by creating a rigid script of the role play, but that could affect negatively the
The fire fighters reckoned equipment necessary and very important as they can save the wearers’ life. On the other hand, fire fighters need both hands free during smoke
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atmosphere in the role play and accordingly, diminish the richness of notes and ideas elicited during the session. Now the amount of control seemed to be appropriate as in spite of the relatively free atmosphere, fire fighters were able to produce critical notes and ideas. With a less experienced facilitator or more demanding role play members the production of valuable ideas could have suffered.
worked well without tight moderation and prestructuring of the play. Furthermore, it was found preferable that the facilitator takes a role in which not too much is known about the subject so that a facilitator asking questions is a natural part of the procedure. The findings of the role play - information needs and use context - need to be transferred to designers into a suitable format. Finally, the real success of the role play is evaluated based on its effectiveness in gathering information for the use of technical equipment development – and the method proved promising also from this indispensable viewpoint. After the role play study, two design workshops were conducted based on the findings from the role play. A total of 47 new concept ideas were created. Part of the concept ideas will be utilized at the end of the SAWUI project, when a new wearable, multimodal user interface for operators in demanding use context will be concepted.
On the other hand, in the role play presented in this paper, the participants were independent from the facilitator in the sense that they did not need extra help in getting in the right atmosphere. That is probably due to the fact participants knew each others well and had a built-in trust that did not require a professional facilitator or dedicated warm-up exercises often recommended [7]. Furthermore, as participants were experts and real actors in the area (smoke diving), unlike in [1, 2, 3, 7], and [8], but like in [5] and [6], the participants could act relatively autonomously and produce well based ideas regarding the focus of the play.
ACKNOWLEDGMENTS
The play design in Worst Case Role Play was similar in many ways with the ones used in [5] and [6], but in Worst Case Role Play the participants created the play board themselves, getting so more freedom in the play set-up than in [5] and [6]. Like in [6], the Worst Case Role Play method generated information of patterns of communication and communication breakdowns, but the negative perspective in the present scenario and verbally repetition after the play were new in the domain.
We would like to thank the SAWUI project members for their co-operation with the role play and Savox Communications for help. REFERENCES
1. Boess, S. First Steps in Role Playing. Proc. CHI 2008. (2008). 2017-2024. 2. Boess, S., Saakes, D. and Hummels, C. When is Role Playing really experiential? Casestudies. Proc. TEI’07. (2007). 279-282.
Furthermore, the relation between facilitator and participants was more like in contextual inquiry where the facilitator is in the role of a learner. In the group interview as well as during the verbal re-enactments after the play the participants assumed the mode of teaching the facilitator. That served well the goal of the role play in learning more about the facts that are relevant to fire fighters. From this perspective, it was also natural that the facilitator asked questions, advancing relevant information gathering.
3. Ikonen, V. Experiences in using role-playing, computer game and physical acting to enhance user involvement in design of future applications. Workshop on HCI Issues in Proactive Computing, NordiCHI 2004. (2004) 1-6. 4. Kankainen, A. UCPCD: User-Centered Product Concept Design. Proc. DUX 2003 (2003) ACM 5. Mattarelli. E., Fadel, K.J. and Weisband, S.P Design of a Role-Playing Game to Study the Trajectories of Health Care Workers in an Operating Room (2006). CHI 2006, April 22–27, 2006, Montréal, Québec, Canada. 1091-1096.
CONCLUSIONS AND FUTURE WORK
The Worst Case Role Play connected with verbal reenactments seems to be a suitable method for user studies of dangerous environments. The role play conducted with the worst case scenario was powerful in eliciting relevant issues and helped in understanding the information needs of the fire fighters and qualifiers of the use context during smoke-diving situations both indoors and outdoors. Importantly, verbal re-enactment of the play and a subsequent positive repetition of the situation were needed. The role play engrossed the attention of participants, but without verbal re-enactment it would not have been possible to recognize the overplayed parts of role play.
6. Klann, M. Playing With Fire: Participatory Design of Wearable Computing for Fire Fighters (2007).CHI 2007, April 28–May 3, 2007, San Jose, California, USA. 16651668. 7. Svanæs, D. and Seland G. Putting the Users Center Stage: Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems. CHI 2004, April 24–29, 2004, Vienna, Austria. 479-486. 8. Simsarian, K. Take it to the Next Stage: The Roles of Role Playing in the Design Process. CHI 2003, April 5–10, 2003, Ft. Lauderdale, Florida. 1012-1013.
In the role play for fire fighters the participants were all professionals in their workplace. In this case, the role play
9. http://cope.vtt.fi
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Gesture Based Interaction for Visually-Impaired People Sylvie Vidal Orange Labs 28 chemin du vieux chêne, 38240 Meylan, France sylvie.vidal@orange-ftgroup.com
Grégoire Lefebvre Orange Labs 28 chemin du vieux chêne, 38240 Meylan, France gregoire.lefebvre@orange-ftgroup.com
ABSTRACT
activating with touch gesture; and the second method where the default 5 position is under the user's finger and relative gestures are used to find other numbers (Talking dialer). This paper is organized as follows. In Section 2, we first present a short overview of related works in the field of eye-free interaction. Section 3 presents the description of the three applications compared in Section 4 where the first results of our pilot evaluation are detailed. Finally, conclusions and perspectives are drawn in the final section.
This paper presents a user-based pilot evaluation with visually-impaired users, which compares three different interaction paradigms when dialing a phone number on a touchscreen device. Our proposal based on the coupling of gesture recognition and vocal synthesis seems to offer users an easy, efficient and pleasurable alternative for entering numbers, without cognitive overload. Author Keywords
Eyes-Free Interaction, Gesture Recognition, User Study.
RELATED WORKS
Human computer interaction is a regulated loop process where information sent by human and device must be considered as a whole. This interaction loop is a combination of feedback and feedforwards [1]. Overcoming difficulties for visually-impaired people to access graphical and contextual information is a challenge. The following authors [2-6] improve this interaction based on gesture input, giving back tangibility to interfaces. Guerreiro et al. [2] chose to circumvent the lack of tactile feedback and propose interaction methods mainly based on gestures and audio feedback. Using the gesture-based text-entry method NavTouch, people navigate in a vowel-indexed alphabet by performing directional gestures on the screen. Horizontal flick gestures enable users to navigate horizontally in the alphabet, while vertical flick gestures allow them to jump between vowels. To complement navigation, special actions have been fixed on screen corners as an absolute reference: the bottom right corner of the screen erases the last character entered and the bottom left corner of the screen enters a space or other special characters. The experimental results show that blind users appreciate to quickly navigate in all four directions. NavTouch even outperforms two others keypad-based text-entry methods.
ACM Classification Keywords
H H.5.2 [Information Interfaces and Presentation]: User Interfaces – Input devices and strategies; Prototyping. H.1.2 [Models and Principles]: User/Machine Systems – Human factors. INTRODUCTION
Touch-sensitive displays are more and more present in our everyday life. On the one hand, touch screens provide flexibility and a direct information access, but on the other hand, they loose the beneficial properties of physical interfaces, making them inaccessible to visually-impaired people due to underemployed audio and tactile guidance cues and feedback. In Computer Human Interaction, many authors [1-6] contribute to this research area, providing new accessible interaction paradigms. This paper reports initial pilot evaluation comparing three different methods for dialing a simple phone number with a touchscreen device in an eye-free interaction. Our proposal (oPhone) uses jointly gesture recognition and vocal synthesis in order to draw easily each number as information input and to get an audio validation as an understandable output. This new approach differs from the two other classical systems used in our comparison: the first method where the virtual alphanumeric keypad is vocalized (iPhone accessibility mode) to help people in localizing each item and then
The aim in [3,6] is also not to reproduce for blind people the feeling of a graphic interface with haptic properties but rather to design bricks of a new interface based on force feedback. Inspired by pictograms, authors suggest haptograms defined in two categories: haptObjects and haptoGestures. Authors use gestures properties in order to optimize exploration behavior, memorization, and redoing. The object is to explore the motor compatibility (graphomotor constraints and gesture control), cognitive compatibility (gesture mental and mnesic representation) and semantic compatibility (mental representations of the command and of the gesture meaning about this command).
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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Other studies [4] experiment the conditions of a prosthetic perception with a minimal device, Tactos, which carries out a coupling between the pen of a graphics tablet and tactile sensory stimulators. This system allows subjects to explore virtual tactile pictures and is intended to give to blind people an access to computer graphics. It clearly demonstrates that shape recognition is possible with even minimal forms of sensori-motor coupling. A point of interest in this approach is that spatial localization, as well as form recognition, corresponds to a temporal synthesis of successive sensations in accordance with a law linking action to sensation. McGookin et al. investigate more specificity touchscreen devices in [5] and propose ways of overcoming touchscreen accessibility issues by comparing a raised paper overlay touchscreen based MP3 player, with a touchscreen gesture based player. From the evaluation results on blind and visually-impaired people, authors derive guidelines to design touchscreen accessible interfaces: do not use short impact related gestures (e.g. tap), avoid localized gestures around, provide a discernable tactile “home”, use different button shapes and provide feedback for all actions.
if the first position is misplaced some number is not reachable (e.g. if the 5 position is in the top of the screen, user can not get the three first numbers.).
Figure 1. Talking dialer (2) using different paths to get a number from the referent position of the number 5.
In order to use a prior knowledge, as sequential navigation or dial position, our proposal, named oPhone (Figure 2), is based on handwriting recognition. This also avoids the precise localization issue or the multiple operation process as user directly draws the number or symbol on the touchscreen. The gesture recognition engine focuses on the dynamic of the gesture production with geometric constraints to classify user inputs thanks to the different pre-built gesture reference samples. Thus, this strategy offers high recognition performances dealing with shape variety, different speed gesture production, and few orientation variations. Figure 2 illustrates our system proposal.
SYSTEM DESCRIPTIONS
Since 2009, iPhone 3GS (1) has accessibility features that help users with complete or substantial vision loss (VoiceOver) and users with limited vision (color inverting and zooming). Once VoiceOver is activated, users are guided while touching the screen thanks to spatial navigation and associated vocalization. Once the VoiceOver cursor is focused on an element, it can be activated with a double-tap anywhere on the screen. Users can also perform a single-finger swipe in order to move the focus to the next element. This corresponds to a user controlled sequential navigation, which is standard navigation logic for visually-impaired people. Nevertheless, we think that these interactions based on an exploration/validation process still require a lot of operations for composing a phone number in either spatial or sequential navigation (e.g. find and validate each number, find and validate the erase number if needed, etc.)..
Figure 2. oPhone (3) : recognized number, unrecognized symbol, list of available gestures
Users can compose a telephone number step by step with audio feedback validation, drawing a number from 0 to 9 one by one. Each time a gesture is recognized the corresponding number is vocalized and added to the composed phone number. A simple vibration feedback indicates unrecognized symbols. A left swipe gesture erases the last number, a right swipe gesture dials the actual number and an interrogation point symbol vocalizes the current number. Drawing a flag sets the actual composed number as a favorite contact and the heart symbol dials your favorite number directly.
Giving accessible user touch interface, Raman et al. have conceived an eyes-free dialer based on gestures (see Figure 1), improving thus the interaction speed and decreasing the number of operations. Since visual feedback is useless and absolute location is imprecise, the method focuses on relative positions. The number 5 is the default position wherever user is touching the screen. As the 5 pin on a regular dial pad, users simply slide their finger in its direction. For example, when the finger moves to the up right direction and releases, the vocalization of the number 3 is activated. Audio and vibration cues are provided every time a number is reached. Motion detection and shake recognition are also performed to erase one or all numbers. This paradigm is very interesting allowing user only to remember the paths from each number as regular shapes, linked to classical dialer layout. The major drawback is that
INITIAL EVALUATION
Initial pilot evaluation with five visually-impaired users have yielded interesting improvement proposals and promising outcomes. The user study consists of a semistructured interview during which the participant can try out the three different dialing composition methods. The gathered results are based on direct answers to the questions as well as on observations. Three main steps compose the user session. First, user explains his current use with his own phone and his habits about dialing. Then, he tries sequentially the three methods. For each method, he is first (1) (http://www.apple.com) (http://code.google.com/p/eyes-free) (3) (http://itunes.apple.com/us/app/ophone/id347550927) (2)
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free to explore the device and the interface during three minutes. The objective is to gather feedback concerning method understanding without any guidance or any tutorial. Then, the experimenter presents the main functionalities of the method. Again the user manipulates the method during seven minutes and is asked to comment aloud what is happening and his impressions. Finally, the user is asked to compose a precise ten digits phone number in order to obtain the first indications about efficiency after this quick learning phase (success/fail, number of errors). At the end of the session, the user is asked to give and explain his preference between the three tested methods. Method presentation order is counterbalanced among the subjects. Each session takes approximately 1h15.
difficult for two users: "keys are too close", "difficult to localize keys", linked to lack of feedback and marks: "it is difficult because there are no marks" "it lacks relief". Difficulties to find the call button and to read the composed number were also encountered for two subjects. Double-tap action for selection remained difficult for two subjects. The only positive points expressed by one partially-sighted user concerned good contrasts, and visual validation feedback. Concerning number composition task, one subject didn't try this task, feeling unsuccessful with the practice part. It's important to note that it was the person blind from birth. Three subjects succeeded with difficulty to compose the asked number (with more than three errors). Subject 3, the iPhone expert, composed very quickly the dialing number with no error, using both forefinger and middle finger to speed up exploration/validation combination of actions.
Participants are French, 3 males and 2 female, with ages between 20-45 years old. In this first pilot evaluation, we have chosen to address different persons covering a large scale of visual impairment characteristics (see Table 1). All users have no Smartphone experience apart Subject 3 who is an iPhone user. They all use their mobile phone frequently (at least 2 times a day), apart Subject 2 (only once a week). Usual tasks are calls and SMS. Subject 2 uses only calls, whereas Subject 3 has a wide use of mails, web and music, in addition to calls and SMS. Visual impairment
Current mobile phone
Smartphone experience
Subject 1
late blind
physical buttons and screen reader
none
Subject 2
late partiallysighted
physical buttons only
none
Subject 3
late blind
iPhone and Voice Over
expert
Subject 4
blind from birth
physical buttons and screen reader
none
Subject 5
late partiallysighted
physical buttons and screen reader
none
Talking dialer: during discovery phase, none of the five participants understood without explanation the principle of this method. They all touched and released the screen and generated systematic "5" vocalizations. None tried to do a gesture beginning from the 5 digit. During use phase after the brief tutorial, some difficulties remained. First, there was a need of more marks during interaction, using an intermediate vocalization: two of the subjects said that they would prefer number vocalization during gesture before releasing their finger, vibration and sound being insufficient. Secondly, there remained some difficulties to perform the good gesture to activate the desired number. Four participants spoke about gesture producing constraints: "needs a quick gesture", "it ask to be precise, distances are short". For one user numbers 2 and 3 where systematically confused. Thirdly, the relative positioning principle disconcerted two subjects who would have preferred a fixed mark in the centre of the screen. Two participants complained about the concentration needed for remembering positions in this virtual keypad. Finally a bad synchronisation gesture-feedback for fast slides was noticed by one user. Positive points expressed where: an interesting principle (for two users), again good visual feedback, and the perception by two users that "once learned it could be fast". Finally for the number composition task, three users succeeded with difficulties to compose the asked number (more than 3 errors), one user succeeded with only one error but with a high cognitive load observed. One user didn't try because he didn't succeed in the practice mode (again Subject 4, blind from birth).
Table 1. Subjects characteristics
Here after are the main comments and observations gathered for each method during the three steps. iPhone Accessibility Mode: during discovery phase, the four subjects who didn't know the method (as Subject 3 was already an iPhone expert), quickly understood it was a vocalized virtual keyboard. They all explored the interface by sliding slowly their finger on the tactile screen, sometimes with many fingers. They did not discover that a specific gesture (i.e. a double tap) was needed to validate the selected number. Similarly, they didn't discover the flick gesture for sequential navigation. During use phase, some difficulties remained. All the users (even the iPhone expert) considered the method as too slow because requiring a double action: localization plus validation "it's a waste of time to validate again", "it is long to compose a number". Moreover flick gesture for sequential navigation remained difficult to produce for two users (e.g. some confusion appeared with tap gestures). Precise localization was still
oPhone: Subject 4, who is blind from birth, didn't test this method because he hasn't learned to write manuscript letters and digits. Moreover, he claimed not to be interested in drawing shapes "I intellectualize everything by word, I'm not interested by shapes". During discovery phase, three of the four users naturally tried to draw a shape on the tactile screen or deducted how to use it after try/error phase. They discovered easily the numbers, but not the other gestures. Concerning use phase, all users encountered difficulties with launching by error the call function (right flick
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gesture) when trying to perform a multi-stroke number (for example a 4 or a 7). Three users asked for complementary symbols for entering star or sharp. Subject 3, iPhone user, pointed out the fact that some standard functions were not compliant with iPhone gestures. For example he would have preferred to use double tap gesture (commonly used as validation in iPhone apps) for launching the call. Three users were pleased and impressed about the quality of gesture recognition, allowing not to be precise: "we can write really bad", "the interface is very intuitive, you're not asked to be very precise, it works really well!". All users also appreciated the fun aspect of writing the numbers: "it's pleasant but not gadget", "it's attractive to enter numbers using finger". Concerning number composition task, three users succeeded without error to write the asked number, one user succeeded with one error.
understood by visually impaired users. Star and sharp have to be added to the dialer. One alternative would be to use number recognition in association with a more traditional UI for complex commands. Multi-stroke gesture recognition should be included for specific gestures (4 or 7) in order to allow more natural gesture input. Gesture set has also to evolve (i.e. call gesture). Finally, oPhone interface should take into account different profiles for partially sighted users in order to let them exploit visual information and feedback (different colour contrasts, letter sizes …). CONCLUSIONS AND PERSPECTIVES
This paper has compared new forms of tactile interaction for composing a dialing number without visual feedback. First pilot evaluation demonstrated the interest of gesture recognition and vocal synthesis for visually-impaired people and the potential utility of this method in an eyesfree tangible interaction. Some perspectives for oPhone are to enlarge application field, i.e. using letter recognition for browsing contact list, or for entering SMS text. More generally, we have seen that acceptance of tactile screens is still very low for our experimenters, even with speech synthesis functionality, due to the lack of real tangible buttons or physical marks. Some perspectives in this field are to develop more precise localized tactile and audio feedback to mimic interaction with physical objects, which could enhance virtual UI widgets use for these users. The eyes-free interaction without degradation in performance is also desirable when users are on the move. In a design for all perspective, this kind of new gesture interactions on touch-screen devices could benefit to every users in specific contexts of use.
Finally, concerning preferences, three users (Subjects 1, 2, 3) chose oPhone as preferred method. Subject 4, who did not test oPhone, chose Talking Dialer mode, but asking for a tutorial. Subject 5 said that she would prefer Talking Dialer and oPhone to iPhone method because they were faster, needing more time to practice to be able to choose. The main advantages and drawbacks of each method revealed by this pilot evaluation are summarized in Table 2.
+
iPhone Accessibility Mode
Talking Dialer
oPhone
easy to understand
contrasts, visual feedback
pleasurable, fast
contrasts, visual feedback -
slow (exploration / validation) flick difficult to produce localization difficult
intuitive for digits
potentially fast tutorial needed gesture production constraints auditory feedback insufficient
not usable by blind from birth
ACKNOWLEDGMENTS
multi-stroke / call function confusion
The authors would like to thank the participants and the Association Valentin Haüy (4).
lack of symbols (i.e star, sharp)
REFERENCES
Table 2. Evaluation results summary
1. Wilson, S. and Popat, K. FeedForward: Remixing the information environment. In OR (2008).
Based on these first results, oPhone seems to be an interesting alternative for an adapted dialer for visually impaired users on touchscreen device. Enjoyable aspect of drawing symbols gives attractiveness to oPhone method. Entering numbers by drawing them is perceived as faster than exploring a vocalized UI. As manuscript digits are already learned by late blind and late partially sighted users, no specific learning phase is needed for these gestures. Using gestures drawn wherever on the screen, with low size or orientation constraints, releases the need of precise localization which is an issue for this population.
2. Guerreiro, T., Lagoá, P., Nicolau, H., Gonçalves, D., Jorge, J. From Tapping to Touching: Making Touch Screens Accessible to Blind Users, In IEEE MultiMedia, vol. 15, no. 4, pp. 48-50, (2008). 3. Klok, M., Uzan, G., Chêne, D., and Zijp-Rouzier, S. Blind gestural interaction: an experimental approach. Gesture Workshop Proceedings (2005). 4. Ziat, M., Lenay, C., Gapenne, O., Stewart, J., Ammar, A. A., and Aubert, D. Perceptive supplementation for an access to graphical interfaces. In UAHCI (2007).
Nevertheless some limitations and improvements have been highlighted. First of all, oPhone is not appropriate for blind from birth users who have not learned manuscript writing. We can assume also that if gestures which are not commonly used are proposed in the user interface, they should be specifically learned. This will lead to specific challenge about best ways of getting gestures production
5. McGookin, D. and Brewster, S.A., Jiang, W. Investigating Touchscreen Accessibility for People with Visual Impairments. In NordiCHI, (2008) 6. Gouy-Pailler, C., Zijp-Rouzier, S., Vidal, S., and Chêne, D. A haptic based interface to ease visually impaired pupils' inclusion in geometry lessons. In HCI (2007). (4)
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Bridging Gaps with Pointer Warping in Multi-Display Environments Manuela Waldner, Ernst Kruijff, Dieter Schmalstieg Institute for Computer Graphics and Vision, Graz University of Technology, Austria {waldner | kruijff | schmalstieg }@icg.tugraz.at subjectively complex display crossings [9], and when sitting at an inconvenient location towards the displays [10]. However, by warping the mouse pointer to a remote display location, the visually perceived path between start and target location is disrupted. This disruption is known as the visualdevice space mismatch [4]. Reports on pointer warping have not yet explored this problem in full extent. This is surprising, as pointer warping is usually seen as the remedy in a large, heterogeneous MDE, where direct mouse pointer navigation cannot be employed to reach all displays.
ABSTRACT
Pointer warping can be an effective alternative to relocate the mouse pointer to a remote display in multi-display environments. It minimizes the mouse pointer travel and does not require the user to search for a path to the target display. However, little is known about the factors that influence the performance of pointer warping. In this paper we explore the characteristics of pointer warping compared to standard mouse behavior on a dual-monitor setup with varying physical distance. Our results show that the performance of pointer warping is hardly affected by the distance of the pointer warp, but is influenced by the direction of the warp.
This paper explores the effects of bridging gaps between physically discontinuous displays with standard mouse and pointer warping techniques in MDEs. We compared performance and movement characteristics of pointer warping and standard mouse pointer behavior in a homogeneous dualmonitor setup with varying distance between the monitors and different movement paths. Our results show that pointer warping performance is hardly affected by the distance being warped – in contrast to standard mouse behavior. However, it is influenced by the warp direction.
Author Keywords
Pointer warping, multi-display environments ACM Classification Keywords
H.5.2 Information Interfaces and Presentation: User Interfaces—Input devices and strategies (e.g. mouse, touchscreen) INTRODUCTION
PROPERTIES OF POINTER WARPING
Multi-display environments (MDE) can combine displays of varying form factors and physical arrangements. Working across these displays requires that users can move the mouse pointer from one display to another. What may seem as a trivial issue has been shown to cause noticeable interaction problems. Certain display factors in MDEs – such as depth offsets between displays, non-optimal seating arrangements [10], monitor bezels and size-resolution mismatches [2] – may negatively influence targeting performance. Pointer warping (like M3 [3]) can help to overcome these limitations as it lets the user “jump” between displays by pressing a button on mouse or keyboard. It is not affected by physical discontinuities in the same extent as conventional mouse pointer navigation, as no seamless mouse pointer path across displays is required. Previous investigations have shown that pointer warping is beneficial when crossing multiple homogeneous monitors [3], accessing heterogeneous displays with strong size-resolution mismatches [4], for overcoming
Standard mouse behavior for multi-monitor or more complex MDE navigation usually “stitches” adjacent display device spaces at their closest edges (e.g., [5]). Pointer warping shows some inherent differences to this standard mouse behavior: • Instead of moving the mouse pointer continuously across a display edge, the user is required to explicitly invoke the pointer warping operation, for instance by pressing a mouse button or keyboard shortcut. • Pointer warping usually minimizes the required pointer travel distance – and thereby the index of difficulty (ID) described in Fitts’ Law [6] – at the expense of an increased visual-device space mismatch. • The pointer warping operation can be initiated from any display location, leading to a dynamically changing visual-device space mismatch. • Depending on the outcome position on the target display, targets may lie in between start and outcome position, necessitating the user to correct the pointer movement direction after performing the warp.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Despite potentially minimized ID, previous research has shown that pointer warping does not outperform standard
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tion consistent and is therefore easier to compare across the experimental conditions.
mouse behavior on conventional dual-monitor displays [3]. Benefits of pointer warping on homogeneous multi-monitor settings become evident only if a larger distance in device space (from 4000 pixels [3]) needs to be bridged. But, how is pointer warping affected, compared to standard mouse behavior, if a large physical gap with short device space distance has to be traversed?
As second factor, we varied the distance between the two monitors. In the near condition, the two monitors were placed directly next to each other, separated only by a 3.5 cm monitor bezel. In the far condition, the display-less space between the monitors (including bezels) was approximately the width of one monitor. In both distance conditions, the user was sitting in front of the left monitor. Mind that changing the monitor distance only altered the physical setup. The device spaces of mouse and warp were unaffected.
EVALUATION OF POINTER WARPING
To better understand the differences between standard mouse behavior and pointer warping, we designed an experiment to answer the following research questions:
As third factor, we analyzed the movement path, defined by start- and target location. The users were asked to press alternating 50x50 pixels start and target buttons. Start buttons were always located on the left (source) display, target buttons on the right (target) display, so the experiment was limited to one movement direction. Start and target buttons were distributed to five locations on source and target display, respectively: left top (LT), left bottom (LB), center (C), right top (RT), and right bottom (RB), resulting in 25 cross-display movements. Each target location was separately analyzed as movement path (combined from five start locations). Note that the path to center (C) could be accomplished with warp without moving the mouse, as the target C was located at the outcome position of the mouse cursor after the warp. The left targets (LT and LB) were located in between the source display and the outcome position after warping. LT, LB, RT, and RB have the same ID on the target display for warp (with center placement).
Q1: Does an increased visual distance affect pointer warping differently than standard mouse behavior? Nacenta et al. [8] showed that with a large physical distance between monitors, minimizing the ID by warping the mouse pointer across the gap outweighs advantages of minimizing the visual-device space mismatch by using a mouse ether [2] (a technique that eliminates warping effects by compensating for visual discontinuities in the mouse device space). However, they also discovered a performance loss for warping the mouse across the gap, which they explain with extended movement planning periods due to the visual-device space mismatch and target overshooting. As pointer warping does not require a continuous movement – and therefore less amount of movement planning – it may be expected that overshooting will be less distinct compared to standard mouse behavior. We aim to evaluate the impact of visualdevice space mismatch on pointer warping by changing the physical distance between adjacent monitors and comparing the effects with standard mouse behavior.
Besides the task time between start and target button selections, we evaluated activity measures, such as the time spent on the source display, which indicates extended orientation or planning periods, as well as distance traveled for source and target display, respectively. For an optimal target-selection task with pointer warping, the movement distance and time spent on the source display is 0. Furthermore, we analyzed the amount of overshooting by defining a task axis [7] on the target display – from the first position the mouse pointer appears on the target display to the center of the target. We discriminate two overshooting measurements: classic target overshooting, and entry overshooting, i.e., the amount of pointer movement away from the target after warping the pointer (Figure ).
Q2: Are targets between start and outcome position harder to reach? Pointer warping might relocate the mouse pointer “farther” than the anticipated target location. With respect to the direction of the pointer warp, users therefore may have to readjust the pointer movement direction after performing the warp. This aspect has never been investigated before and we expect that it may be – in part – responsible for a lower performance of pointer warping on standard dual-monitor settings. To evaluate this effect, we compare task times of targets located before, on, and after the outcome position relative to the start position, and evaluate overshooting characteristics. The experiment was conducted on a homogeneous dualmonitor setup consisting of two identical 22” wide-screen monitors (1680x1050 pixels). The study followed a 2x2x5 within-subjects factorial design with the following factors: As navigation techniques we employed standard mouse behavior (mouse), where the inner monitor edges are directly attached in the device space, and pointer warping (warp), where a transition to the adjacent display could be triggered by pressing the space bar. After the pointer warp, the outcome position was set to the center of the target display. Center placement is not necessarily the most adequate placement strategy for many tasks [3, 4]. However, we chose this placement for our experiment as it keeps the outcome posi-
Figure 1. Task axis connecting pointer outcome position and target position on the target display with entry and target overshooting.
Fifteen right-handed participants (13 male, 2 female, aged 25 to 37) attended the experiment. Each participant had to accomplish four runs with 25 cross-display path sequences. 25 path sequences on the left monitor were added to prevent
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users from immediately switching the monitor after clicking the start button. The order of navigation technique and monitor distance, as well as path sequences, was balanced.
with increasing distance between the monitors, they started to appreciate pointer warping: a two-factorial ANOVA of seven-point Likert scale ratings for mouse and warp on near and far, respectively, revealed an interaction between navigation technique and distance (F1,14 = 17.148, p = .001). Mouse was evaluated higher for monitors near, but there was no difference in the ratings for monitors far. Users mentioned that they felt like they “had to move the mouse farther” with monitors far and that “the mouse was too slow”, whereas with pointer warping they “always knew where the mouse was located” after the warp. One user stated that “as the monitors were no longer spatially connected, the mouse pointer path was not intuitive”.
Results
Apart from performance measures (i.e., completion time between pressing start and target button), we additionally logged all mouse movement and keyboard events. Data was logged at a maximum frequency of 125 data points per second. Accuracy measures – like entry overshooting, target overshooting, distance traveled, and time spent on display – were extracted from these logs. All measures were evaluated using a 2 (navigation technique) x 2 (monitor distance) x 5 (path) repeated measures ANOVA with α = .05 for main effects and interactions and Bonferroni adjustments for posthoc comparisons. Results are summarized in Table 1. df N D P N*D N*P D*P N*D*P
(1, 74) (1, 74) (4, 269) (1, 74) (4, 269) (4, 269) (4, 269)
CT 23.033** 118.745** 42.664** 11.151* 23.953** 2.562* 2.585*
EO – 2.1 56.3** – – 0.6 –
F TO 44.6** 81.1** 12.6** 78.2** 52.7** 26.2** 28.9**
DT 101.1** 118.9** 82.5** 65.2** 113.8** 31.7** 33.4**
DS 208.7** 7.1** 2.1 17.8** 1.5 0.5 0.9
Effect of Target Location
As expected from Fitts’ Law, left targets (LT, LB) could be selected fastest with mouse (tLT = 1459.2 and tLB = 1519.5) and center was selected fastest with warp (tC = 1470.0). With warp, RT was selected significantly faster than LT (tRT = 1710.7 and tLT = 1803.0) – despite equal ID. This difference partially confirms that targets located between start and outcome position (i.e., LT and LB) are harder to reach with warp.
TS 37.5** 38.2** 7.4** 4.8* 14.5** 2.8* 0.7
Table 1. ANOVA for (**p < .001, *p < .05) completion time (CT), entry overshooting (EO), target overshooting (TO), distance traveled on target display (DT), distance traveled on source display (DS), and time spent on source display (TS). Main effects for navigation technique (N), distance (D), path (P) and interactions are shown.
Overshooting
Target overshooting was significantly higher for mouse (57.2 px) than for warp (22.8 px). For mouse, target overshooting was higher for the left targets (108.3 px). In contrast, for warp, target overshooting was highest for the right targets (47.5 px). As also observed by Nacenta et al. [8], target overshooting for mouse was higher with monitors far (94.6 px) than with monitors near (19.8 px). For warp, there is no target overshooting difference between near and far (22.1 px and 23.5 px, respectively). We also measured entry overshooting for warp: For the left targets, there was significantly more entry overshooting (157.8 px) than for the right targets (2.1 px). However, there was no main effect of entry overshooting for distance (89.2 px for near and 101.8 px for far, respectively). All users in our experiment were aware of entry overshooting in warp and most could recall that the initial movement direction was towards the right. All users stated that this movement was performed unconsciously and that it was somehow annoying.
Effect of Monitor Distance
Post-hoc comparisons of completion time (Figure 2) show that both, mouse and warp, were significantly faster with monitors near than with monitors far (∆tm = 289.6 and ∆tw = 167.5). However, mouse seems to be affected stronger by the changing physical gap: while mouse was faster than warp with monitors near (tm = 1435.1 and tw = 1621.3), there is no statistically significant difference between mouse and warp with monitors far (tm = 1724.6 and tw = 1788.8). 2000
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Activity Measures
For mouse, there was more distance traveled on both, source and target display, than for warp. This is not surprising, as the ID for warp was much lower in our experiment than for mouse. However, the time spent on the source display was significantly higher for warp (524.8 ms) than for mouse (448.3 ms) – although there was actually no movement required on the source display for warp. For both navigation techniques, there was more time spent on the source display in the far condition than with monitors near (∆tm = 109.3 and ∆tw = 61.1).
1600
1400
1200 LT
LB Mouse near
C Mouse far
RT Warp near
RB Warp far
Figure 2. Average task completion times (ms) and standard error of mouse and warp in near and far.
DISCUSSION
We will discuss the implications of our experiment based on our research questions.
Participants did not like having the monitors spaced apart, as they had to turn their head to see the target display. But
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Q1: Increasing the physical gap between the monitors affected both, standard mouse behavior and pointer warping. However, the increase in task completion time was higher for the mouse (about 20%) than for pointer warping (about 10%). For both techniques, we could observe an extended initial non-movement period with monitors far compared to monitors near. This is an indication for the additional effort to turn the head to the distant monitor and find the target there. For the mouse, we additionally discovered increased target overshooting for the targets located near the left display boundary – an effect also observed by Nacenta et al. [8]. This extended overshooting can explain the decreasing performance for mouse in contrast to warp. A longer time spent on the source display despite a lower amount of pointer travel indicates that pointer warping requires an extended planning period as compared to standard mouse behavior – irrespective whether the monitors are far or near.
CONCLUSION
Benko and Feiner [3] demonstrated a benefit of pointer warping for bridging long distances in the device space. Complementing their work, our experiment indicates an advantage of pointer warping for bridging gaps in the visual space with unchanged device space: If users do not perceive the visual space as continuous due to large physical gaps, standard mouse behavior leads to increased targeting problems so pointer warping achieves comparable performance and user acceptance. Designers of MDEs therefore should consider pointer warping not only for bridging large gaps in the device space, but also for overcoming large physical gaps between displays.
ACKNOWLEDGMENTS
Pointer warping has been widely accepted as an alternative to conventional stitching to enable cross-display navigation in MDEs. However, pressing the trigger to initiate the warp and uncontrolled steering after the warp add an additional overhead, which makes pointer warping a slower choice if targets can be easily reached by a directed mouse movement. On the other hand, we could show that pointer warping is not strongly influenced by large physical gaps between displays. In fact, if the display space is not perceived continuous any more, pointer warping can achieve comparable performance results as standard mouse behavior, which suffers from targeting difficulties (such as overshooting), caused by the visual-device space mismatch. To improve pointer warping performance, we recommend dynamic placement strategies which take the warp direction into account so users do not need to correct their movement direction after the warp. We would like to thank all users of our experiment for their participation. This work was funded by FFG BRIDGE 822716. REFERENCES
1. M. Ashdown, K. Oka, and Y. Sato. Combining head tracking and mouse input for a gui on multiple monitors. In Proc. CHI 2005, pages 1188–1191. ACM, 2005. 2. P. Baudisch, E. Cutrell, K. Hinckley, and R. Gruen. Mouse ether: accelerating the acquisition of targets across multi-monitor displays. In Ext. Abstracts CHI 2004, pages 1379–1382. ACM, 2004.
Q2: Although pointer warping is not a continuous operation, the direction of the warp influences the subsequent pointer movements of the users: mouse pointer movement is first initiated in the direction of the warp and is then corrected towards the actual target location. This is reflected in the higher amount of target overshooting for the right targets and entry overshooting for the left targets with a warp direction from the left to the right monitor. Targets lying in between start and outcome location showed a slightly weaker targeting performance than those lying on the right (i.e., the extension of the warp direction) or directly at the outcome position. The amount of this overshooting behavior is not related to the distance of the warp.
3. H. Benko and S. Feiner. Multi-monitor mouse. In Ext. Abstracts CHI 2005, pages 1208–1211. ACM, 2005. 4. H. Benko and S. Feiner. Pointer warping in heterogeneous multi-monitor environments. In Proc. GI 2007, pages 111–117. ACM, 2007. 5. B. Johanson, G. Hutchins, T. Winograd, and M. Stone. Pointright: Experience with flexible input redirection in interactive workspaces. In Proc. UIST 2002, pages 227–234, 2002. 6. I. S. MacKenzie. Fitts’ law as a research and design tool in human-computer interaction. Hum.-Comput. Interact., 7(1):91–139, 1992.
Due to the noticeable performance decrease and subjective annoyance by the users, situations where the user has to re-adjust the movement direction after the warp should be avoided. Designers of MDEs should consider dynamic placement strategies taking into account the start location of the warp and areas with high probability of user interaction on the target display. By setting the warp outcome position between the intersecting display boundary of the warp and the closest interaction area, important interaction regions can be reached by continuing the warp movement direction, instead of causing a contrary direction adjustment. Alternatively, additional information from head-tracking (e.g., [1, 3]) or eye-tracking can help to select the optimal outcome position. However, tracking equipment can be rather obtrusive and is not always available.
7. I. S. MacKenzie, T. Kauppinen, and M. Silfverberg. Accuracy measures for evaluating computer pointing devices. In Proc. CHI 2001, pages 9–16. ACM, 2001. 8. M. A. Nacenta, R. L. Mandryk, and C. Gutwin. Targeting across displayless space. In Proc. CHI 2008, pages 777–786. ACM, 2008. 9. M. Waldner and D. Schmalstieg. Experiences with mouse control in multi-display environments. In Proc. PPD 2010, pages 6–10, 2010. 10. J. R. Wallace, R. L. Mandryk, and K. M. Inkpen. Comparing content and input redirection in mdes. In Proc. CSCW 2008, pages 157–166. ACM, 2008.
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Detecting the “Point of Originality” in Student Writing Brandon White Brandeis University 415 South St., Waltham MA, 02454 brandonw@brandeis.edu
Johann Ari Larusson Brandeis University 415 South St., Waltham MA, 02454 johann@brandeis.edu
ABSTRACT
manually would prove an intensely laborious and timeconsuming process, far more complicated than simple reading and re-reading of any single student’s work.
This paper proposes a new method for the objective evaluation of student work through the identification of original content in writing assignments. Using WordNet as a lexical reference, this process allows instructors to track how key phrases are employed and evolve over the course of a student’s writing, and to automatically visualize the point at which the student’s language first demonstrates original thought, phrased in their own, original words. After sketching the method for isolating “points of originality,” the paper provides a method for visualizing the resulting information. By visualizing otherwise subjective information in a way that is objectively intelligible, the goal is to provide educators with the ability to monitor student investment in concepts from the course syllabus, and to extend or modify the boundaries of the syllabus in anticipation of pre-existing knowledge or trends in interest.
However, higher education is increasingly requiring students to hand in materials in electronic form, which enables the creation of computer-assisted instructional aids [6]. This paper proposes an automated solution that can be used by educators to help resolve these tensions. Through the application of lexical analysis to student writing, we propose to track how a student’s written language migrates from mere paraphrase to mastery, isolating the moment when the student’s understanding of core concepts best demonstrates the pedagogical principle of recasting, a moment that we’ve chosen to call the “point of originality.” This process recreates the same cognitive activity that educators might ordinarily undergo, yet in an automatic manner that is far less labor intensive. Ultimately, the resulting data is presented to the instructor by way of custom visualizations, which allow the instructor to engage in continuous self-monitoring with minimally expended effort.
Author Keywords
Evaluation methods, presentation
information
visualization
and
ACM Classification Keywords
ORIGINALITY IN STUDENT WRITING
H.5.2: Information interfaces and presentation: user interfaces
When students engage in a writing activity, the final evaluation of their work cannot only assess whether or not the student has provided the most closely correct answer. Process is just as relevant to student writing as content [16]. Student writing that is exceptional is generally seen as that which demonstrates a mastery of the course material in new, profound or statistically unusual ways [11]. The ideal is not only for students to confirm that they’ve understood lectures, but to do so in ways that even the educator might not have thought of.
INTRODUCTION: SELF-MONITORING IN EDUCATION
For most if not all learning activities, a substantial amount of an instructor’s time and effort is devoted to evaluating and monitoring the quality of students’ work, and thus, hopefully, the depth of their learning [2]. The purpose of this monitoring, however, is not merely the determination of grades; part of the instructor’s work is entirely selfreflective, enabling the instructor to concurrently, or ideally even preemptively, intervene to make adjustments to course pedagogy based on students’ engagement or understanding [9]. While assigning grades might be facile, some difficulties complicate this second objective: how might an instructor intuit when, precisely, students have understood the material sufficiently? Making this determination
This process of mastery need not take place all at once. As a student is continually exposed to the same material, or is given the independent opportunity to rethink, reframe, or revisit that material [17], their writing on the subject has the chance to evolve, from rote regurgitation to wholly original expression [12]. At the level of language, this evolution is reflected through recasting.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
Recasting is the learning process whereby a student refines his or her understanding of a concept found in course lectures or readings by putting that concept into his or her own words [15]. In the acquisition of new languages especially, this process can be useful, because it allows students to acquire new vocabulary using the assortment of
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words already available to them [10, 15]. Even where the student’s understanding of a language is not an explicit concern, recasting can mark a student’s attempts to graduate to more sophisticated or professionalized terminology, or, inversely but to the same end, to place new concepts into terms that are nearer to what the student would naturally be more likely to say [3]. This process of learning aligns with theories of schema formulation [7], the sensemaking process known as “scaffolding” [5], as well as the express principles of educational constructivism [8].
The hierarchical arrangement inherent to WordNet provides one method of determining the relationship between two terms. If the synset tree of one term encompasses another term, it is simple enough to note how many synset jumps it takes to move from one to another. In Figure 1, a “Dalmatian” is a type of “dog,” which itself belongs to the subcategory of “domestic animals;” thus there are two tiers of associations between the concepts of “Dalmation” and “domestic animals.” Unfortunately, however, just how closely any two terms might be related is not a purely linear relationship. WordNet organizes related terms by their precise lexical entailment, such that nouns might be categorized as synonyms, hypernyms, hyponyms, holonyms and meronyms, as seen in Table 1.
For an instructor, the simple identification of recast terminology within a student’s written work can provide an effective barometer for pedagogical self-reflection. If a subset of terms or concepts are deemed vital to the syllabus, repetitions and recast iterations of those same terms will at least suggest that those terms are being acknowledged and reflected upon. Yet if the instructor hopes not only to identify instances where key concepts are deployed, but to determine how comprehensively the concepts are being internalized, it is first necessary to possess a method of scoring how original any given recast might be. In order to do this, we propose a metric for isolating a specific point of originality within student writing.
These possible entailments provide a rudimentary roadmap for all the ways in which two words might be related. Since WordNet attempts to map the cognitive associations automatically formed between words [4], a student’s evocation [13] of the holonym or hypernym of a given noun instead of the noun itself is more likely to form an associative recast of the original term. Yet while this simple index displays just how any two terms might be related, all the possible relationships noted are not necessarily equal. Some relationships, like that between synonyms smile and grin, are obviously bound to be more strongly associated than that between mammal and dog. Following a method first noted by Yang & Powers [18], it is possible to install a series of weights that can best calculate the semantic distance between any two terms. This method in particular is useful because of all possible methods, it bears the highest correspondence between its own distance calculations and the intuitions of actual human respondents (at 92.1 percent accuracy).
COMPUTER-ASSISTED DETECTION
WordNet is a lexical database that arranges nouns, verbs, adjectives, and adverbs by their conceptual-semantic and lexical relationships [4]. Whereas a simple thesaurus would be able to identify any two words as synonyms or antonyms of one another, WordNet is able to note the similarity between two words that don’t have literally identical meanings. These relationships are ideally meant to mirror the same lexical associations made by human cognition. WordNet’s arrangement is hierarchical, which is to say that certain terms are more closely related than others. Within WordNet, these relationships are displayed as “synsets,” clusters of terms that branch, like neurons or tree branches, from more specific to more and more diffuse associations (see Figure 1). If two words are found within one another’s synset tree, it stands to reason that these terms are, in some way, related, be it closely or distantly. As discussed in the next section, these distances between two terms can be calculated, and assigned a value commensurate with their degree of semantic relatedness [1].
Synonym: X is a synonym of Y if X means Y Example: {smile, grin}
Hypernym: X is a hypernym of Y if every X is a kind of Y Example: {dog, mammal}
Hyponym: X is a hyponym of Y if every Y is a kind of X Example: {mammal, dog}
Holonym: X is a holonym of Y if Y is part of X Example: {hand, finger}
Meronym: X is a meronym of Y if X is part of Y Example: {finger, hand}
Table 1. Possible lexical entailments in WordNet CALCULATING THE POINT OF ORIGINALITY
The visualization for determining the point of originality in student writing depends upon the input of a specific query term by the instructor, after which, a distance calculation is performed. Query terms need to be input manually only because this affirms the pedagogical utility of the process; inputting a key syllabus term allows the instructor to see recasts of that term across the entire body of student writing in a course. The process then generates the WordNet synset trees for each of the input query terms. When the synset trees of the preserved input terms are retrieved, words within those trees are compared. Where matches are found, a distance
Figure 1. Model synset tree (by hyponym relation)
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calculation between the original query term and the match within the student’s work is performed as follows:
vision, a writing sample with frequent reference to Dalmations might be original or simply irrelevant. In order to mitigate the likelihood of erroneous returns, it is Let β be a query term supplied by the instructor. Then, let Q possible, and indeed advisable, to use compound phrases, or Determining the “Point of matches Originality” beDetermining a set containingthe all “Point synset word from the the “Point Originality” 1111 Determining of Originality” to otherwise combine query terms that still correspond with Determining WordNet database forthe β. “Point of Originality” the key concepts of a given course. Let β be a query term supplied by the instructor. Then, let Q be a set Let β be a query term supplied by the Then, let Q be a set Let β be a query term supplied by the instructor. Then, let Q be a set Let β be a query term supplied by the instructor. Then, let Q be a set Let W be a set of all words from a given student assignment containing synsetword wordmatches matches from from the the WordNet WordNet database containing allallsynset synset word matches from the WordNet databasefor for containing all database forβ.β. β. For example, in the fifth week of a course on the Internet containing all word matches from database forbe β. Let beaSasynset aset setaof allof words from given post and let and be set stopwords, athelistWordNet of common inaaaset Let WWlet be set ofof all words from given blog post and let set Let W be all words from aaa given blog post andwords let SS S be be setand Society, taught in the fall of 2008 in the Department of Let W bewords a set like of all words from a “the” given blog postto and let S be from afrom set stopwords, words like “a”, “and” and “the”tothat excluded ofof stopwords, “a”, “and” and that are to be excluded English usage (like “the” orand “and”) be are omitted speed of stopwords, words like “a”, “and” “the” are to be beto excluded from ofthe stopwords, words like “a”, “and”M,and “the” that toset beof excluded from Computer Science at Brandeis University, students were analysis to accelerate processing time. Then, M,are the synset terms the analysis to accelerate processing time. the set of synset terms up processing time. Then, the set of synset terms found the analysis to accelerate processing time. Then, M, the set of synset termsgiven a specific essay prompt that asked them to address the the analysis to accelerate processing time. Then, the set of synset terms found anygiven given blogpost post can be be defined defined as: M,as: found inin any given blog can as: any writing be defined found in any given blog postsample can be can defined as: concept of “innovation” as it related to constraints of found in any given blog post can be defined as: information “layers,” “resources,” and “control.” While M = (Q − S) ∩ W (1) M= =Q (Q∩−(W S) − ∩ S) W (1) M (1) M = (Q − S) ∩ W (1) WordNetstores stores synset matches a tree structure with βthe as root students had uniformly discussed the concept of WordNet synset matches in aaintree tree structure with ββ as WordNet stores synset synset matches in structure with as the root WordNet stores matches in aa tree structure with β given as the the root root“innovation” in their earlier work, it is possible to restrict WordNet stores synset matches in tree structure with β as the root node. Then, δ, the distance (depth) for any node.Then, Then,δ,δ,the thedistance distance(depth) (depth) for for any any given given synset in M from the node. synset term term in M from the node. Then, δ, the distance (depth) for any given synset term in M from thethe proportional weight of the P values across writing node. Then,(query δ, the distance for any (query given synset M from the root synset node term) β is(depth) defined as: (γ) in M from the rootas: node term)term β is in defined root node node (query (query term) β is is defined defined root term) β as: root node β is defined as: samples by searching for all of the relevant concepts as: (query term) 0 if γ = β simultaneously. Thus writings demonstrating high P values 0 if γ = β 00 if = fβirst child of β 1 if γγ is would not simply be those with frequent synset matches for δ = 111 if (2) γγ is ffirst child of β if is irst child of β δ = (2) 2 if γ is second child of β δδ== (2) “innovation,” but for the additional concepts being tested. 222 if if γγ is is second second child child of of β β ·· ··· ··· · In the earlier hypothetical then, rather than simply ··· WordNet also supplies the type of each synset term. Thus, t, the “word searching for “cat” or “feline,” the instructor might literally WordNet also supplies the of each synset WordNet also supplies the Thus,Thus, t, the thet,“word “word WordNet supplies the of each synset term. WordNet also supplies the type type of is each synset term.term. Thus, t, type” of anyalso given synset term in type M, defined as: search for “feline vision.” Having done so, a post the “word type” ofterm any given synset term in M, is defined type” ofofany any given synset term type” given synset in M, is defined as: type”of any given synset term in M, is defined extraneously mentioning “Dalmations” would not be as: 1.0 if γ = β weighted as highly as one more appropriately discussing 1.0 1.0 if 1.0 if if γγ = = ββ 0.9 if γ = synonym/antonym “color blindness in dogs.” t = (3) 0.9 0.9 if 0.9 if = synonym/antonym 0.85 if if γγγ = = synonym/antonym hypernym/holonym ttt= == (3) (3) 0.85 if 0.85 if = hypernym/holonym 0.85 if if γγγ = = hypernym/holonym holonym/meronym 0.85 VISUALIZATION OF THE POINT OF ORIGINALITY 0.85 0.85 if if γγ = = holonym/meronym holonym/meronym 0.85 if Then, the weight for any given synset term in M in the general ”point of The timeline visualization, as seen in Figure 2, displays a Then, the weight for anyfor given synset term in Mterm originality” estimate is any calculated as follows: Then, the for given synset term in in theingeneral general Then α,weight the weight any given synset M in ”point the Then, the weight for any given ”point of ofhorizontal timeline that represents the time interval for the originality” estimate is calculated as follows: originality” estimate is calculated as follows: writing activity of any student for the duration of a originality” estimate general “pointis calculated of originality” estimate is calculated as α = (δ × 0.7) × t (4) particular semester. The numbered components of Figure 2 follows: α==(δ (δ × ×0.7) 0.7) × × tt (4) α α (4) δ, the depth for any given synset term, is multiplied by a constant value correspond to the following features. ofδ, 0.7, which reflects the diminished associations betweenby the farther the depth forany any given synset term, term, is multiplied multiplied aa constant value the depth for given synset is constant value1. δ,δ, the depth for any given synset term, is multiplied byterms constant value The depth for any given synset term, defined by δ isfarther separated two terms are along the synset tree. of 0.7, which reflects the diminished associations terms the of 0.7, which reflects the diminished associations between the farther of 0.7,multiplied which reflects the diminished associations terms the byare a constant 0.7, between which reflects thefarther separatedtwo twoterms terms are alongthe thevalue synset of tree. separated along synset tree. separated two terms are along the synset tree. diminished associations between terms the farther separated Then, P, the point of originality in a given student’s writing for the query 2. term β, P, can bepoint defined Then, P, the point ofas: originality in aa given given student’s writing for two terms are along the synset tree. student’s This value is selected Then, the of originality in writing for the the query query Then, P, the point of originality in a given student’s writing for the query term because β, canbe be itdefined as: corresponds with the calculation of distance term as: term β, β, can can be defined defined as: between terms that yields the 1 nearest match with human 3. intuition [18]. 111
Then, P, the point of originality in a given student’s writing for the query term β, can be defined as: P (β) =
|M | �
αn
(5)
n=0
This same calculation is then performed for all of the writing samples by a given student. Once the point of originality is calculated, all instances of originality are plotted upon a horizontal timeline for optimal instructor comprehension.
4.
ENSURING THE ACCURACY OF RESULTS
Although possible query terms for analysis are literally endless, single-word queries have a higher likelihood of accidentally triggering false positives that might not indicate originality, but simple misuse; if an instructor sought to determine student activity relating to feline
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This is where a query term (β) is input by the instructor. This drop-down menu allows the instructor to select which student’s writing samples are currently being displayed. This timeline displays the date/times of each of the student’s writing samples. By default, all markers share the same default color, a monochrome black. Writing samples are then color-coded, from colder to warmer colors along the ROYGBIV spectrum, the higher the value of the point of originality (P) score for any given writing sample. These color assignments present an intuitive way for the instructor to quickly recognize that the sample has been assigned a higher originality value. This window displays the student’s writing samples in excerpted form, with the matches between the query terms and the synset terms found within the writing sample (M) highlighted in the same color as that sample’s marker color. The colored marker itself is displayed as the sample’s bullet point. By default, this window is pre-sorted, from highest P value to lowest.
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Proceedings: NordiCHI 2010, October 16–20, 2010
If a writing sample marker is selected, either in the timeline window (see inset 3) or in the list (see inset 4), the text of that writing sample is displayed here, again, with the matched synset terms (M) highlighted.
3. Eilam, B. (2002). Phases of Learning: ninth graders' skill acquisition. Research in Science & Technological Education, 20(1), 5. 4. Fellbaum, C. (1998). WordNet: An Electronic Lexical Database. The MIT Press. 5. Gee, J. P., & Green, J. L. (1998). Discourse Analysis, Learning, and Social Practice: A Methodological Study. Review of Research in Education, 23, 119-169. 6. Greer, L., & Heaney, P. J. (2004). Real-time analysis of student comprehension: An assessment of electronic student response technology in an introductory earth science course. Journal of Geoscience Ed., 52, 345–351. 7. Korthagen, F., & Lagerwerf, B. (1995). Levels in Learning. Journal of Research in Science Teaching, 32(10), 1011-1038. 8. Lebrun, M. (1999). Des technologies pour enseigner et apprendre (2nd ed.). Bruxelles: De Boeck. 9. McAlpine, L., Weston, C., Berthiaume, D., FairbankRoch, G., & Owen, M. (2004). Reflection on Teaching: Types and Goals of Reflection. Educational Research and Evaluation: An International Journal on Theory and Practice, 10(4), 337. 10. McDonough, K., & Mackey, A. (2006). Responses to Recasts: Repetitions, Primed Production, and Linguistic Development. Language Learning, 56(4), 693-720. 11. Moore, M. T. (1985). The Relationship between the Originality of Essays and Variables in the ProblemDiscovery Process: A Study of Creative and Noncreative Middle School Students. Research in the Teaching of English, 19(1), 84-95. 12. Nelson, N. (2001). Writing to Learn: One Theory, Two Rationales. In P. Tynjälä, L. Mason, & K. Lonka (Eds.), Writing as a Learning Tool: Integrating Theory and Practice (pp. 23-36). 13. Nikolova, S., Boyd-Graber, J., & Fellbaum, C. (2009). Collecting semantic similarity ratings to connect concepts in assistive communication tools. Modelling, Learning & Processing of Text-Technological Data Structures. 14. Schuler, D., Namioka, A. (1993). Participatory Design: Principles and Practices. 15. Shih, M. (1986). Content-Based Approaches to Teaching Academic Writing. TESOL Quarterly, 20(4), 617-648. 16. Taylor, B. P. (1981). Content and Written Form: A Two-Way Street. TESOL Quarterly, 15(1), 5-13. 17. Tynjälä, P., Mason, L., & Lonka, K. (2001). Writing as a Learning Tool: Integrating Theory and Practice. 18. Yang, D., & Powers, D. M. (2005). Measuring semantic similarity in the taxonomy of WordNet. In Proc. of the 28th Australasian Conf. on CS – Vol. 38.
This assortment of visualization options allows the point of originality calculation to be displayed in a number of intuitive ways: as a list (inset 4), within chronology (inset 3), and in context (inset 5).
Figure 2. Mock-up of the Point of Originality Visualization FUTURE WORK
This project is now in its implementation phases. Having already gained faculty support, once a working prototype has been developed, the visualization will continue to be refined with actual instructor input through a participatory design framework [14]. In order to validate the actual “point of originality” calculations, the final visualization mechanism will then be applied to a corpus of student writing, in this case three years’ worth of student blog posts on a variety of topics. Human readers (faculty members belonging to the disciplines appropriate to the blog posts’ content) will then read through the same writing samples and make their own suppositions as to when originality in the students’ work has been achieved. This expert intuition will then be compared to the calculated “points of originality,” in order to affirm that the mechanism achieves its intended purpose, and corresponds not only with human intuition, but to the pedagogical judgments of educators. A second phase of evaluation will specifically concern the visualization component, and will involve actual subjects in rigorous user-centered testing in order to determine if the information is rendered in an intelligible fashion, and perhaps more importantly, to determine if implementation of the point of originality mechanism actually results in appreciable pedagogical gains. REFERENCES
1. Boyd-Graber, J., Blei, D., & Zhu, X. (2007). A topic model for word sense disambiguation. Proc. 2007 Joint Conference on EMNLP-CoNLL, 1024–1033. 2. Crooks, T. J. (1988). The impact of classroom evaluation practices on students. Review of Educational Research, 58(4), 438–481.
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Architectures of Interaction: An Architectural Perspective on Digital Experience Heather Wiltse Indiana University 919 East 10th Street Bloomington, IN 47408 USA hwiltse@indiana.edu
Erik Stolterman Indiana University 919 East 10th Street Bloomington, IN 47408 USA estolter@indiana.edu
ABSTRACT
digital technologies mediate interaction between people in a myriad ways, from simple email to interaction in virtual worlds.
Digital technologies increasingly form the backdrop for our lives, and both provide and shape possibilities for interaction. This is a function similar to that of architecture in the physical world. For this reason we suggest that it could be productive to view and critique interactive digital technologies as one might physical architecture: in terms of the possibilities they provide for action, visibility, and interaction. We begin by pointing to the many architectural metaphors that are already common in HCI, and then move on to demonstrate how an architectural perspective can make visible less obvious interactive spaces. Finally, we argue that the potential benefits of this perspective are that it can allow us to see where interactive spaces have been constructed (intentionally or not); think about how particular artifacts and systems interface with each other and with the whole of embodied experience; and link specific design decisions to potential social dynamics.
Digital technologies are much more than tools used to accomplish specific tasks: they are also and increasingly the environments within which we act and interact. Moreover, their design determines the types of actions and awareness that are possible. And these are arguably key elements of our embodied experience as it relates to designed artifacts: one of the key issues of ‘Third Wave HCI’ [4] and something the HCI community has been increasingly interested in understanding (e.g., [5, 9]). However, HCI is historically rooted in a dedication to designing digital artifacts and systems that support specific tasks and workflows, and especially in ways that are effective, efficient and usable [14]. These design goals are relatively clear cut and amenable to straightforward product evaluation. But these goals can also limit our view of what designed artifacts do, pointing to only the activities they were designed to support and what they were intended to help users achieve. However, if we are to understand how technologies are actually used and experienced by people in their everyday lives, we need ways of viewing them that go beyond initial design specifications and usability tests.
Author Keywords
Experience, architecture, theory, interaction, infrastructure, phenomenology, postphenomenology, design, critique ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
Drawing on a postphenomenological perspective, we can see that one of the key aspects of how technologies are experienced relates to the ways in which they mediate our engagement with the world [16]. Technologies are not merely neutral tools: they shape activities and their associated meanings as well as support them (e.g., [17, 15, 3]). And people may take up and use artifacts in ways that their designers never intended (e.g., [1, 7]). For all these reasons, understanding the ways in which technologies are implicated in everyday lived experience requires thinking outside of designer intent and initial evaluation criteria, and instead seeing and critiquing the capabilities and social infrastructure that technologies actually provide. In other words, finding ways to reveal how technologies actually mediate human activity and engagement with the world – whether those ways were intended by designers or not.
INTRODUCTION
Digital technologies increasingly form the backdrop of our lives. They are often the infrastructure for our everyday work and play, and one of the primary means by which we maintain awareness of the world around us and interact with others. Even something as simple as a desktop weather widget or stock ticker mediates awareness of the world in ways that matter to the person using them. And of course Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
We suggest that one approach to make this possible is to draw inspiration from another discipline of practice and
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critique that is concerned with the relationship between designed infrastructure and human activity: architecture. The physical infrastructure of architecture in a similar way shapes the actions and visibility that are possible, while still leaving a great deal of freedom to its ‘users’. Yet even though the people who live and move within built spaces do have this freedom, architects nonetheless think about, critique and try to anticipate the qualities, mood and soul of built spaces; how they enable and restrict flows and patterns of activity; and how they will relate to the rest of the environment [2, 8]. In short, architects are concerned with how spaces are experienced in everyday life.
(digital) physical spaces structure possibilities for awareness and interaction in much the same way as their offline concrete counterparts. For example, one might be able to see and interact with other people who are in the same room but not those on the other side of a solid wall. ‘Moving’ to another ‘space’ in a virtual world can afford other opportunities for action and interaction. And digital objects may replicate the appearance and behavior of artifacts in the physical world. In short, the structure or architecture of the virtual environment is understood to both enable and constrain certain types of activities and their associated visibility to others in ways that are similar to the ways in which physical structures and architecture function in the physical world.
Although there have been some early explorations of cyberspace as the architecture of experience [10, 11], there have not (to our knowledge) been attempts made to bring an architectural perspective to bear in design critique. Moreover, there is also not yet an approach that is well suited to making unintentionally-created interactive spaces visible during design and critique.
Thus, interaction design has already been informed by and drawn on architecture in a number of ways. However, we suggest that there is also a more subtle intersection that is worth exploring. ARCHITECTURES OF INTERACTION
The goal of this paper is to begin to explore how an architectural perspective might be useful in conceptualizing and critiquing designed artifacts and systems. We will begin by looking briefly at how architectural metaphors have already been used in interaction design, and then move on to consider some of the more subtle similarities between physical and digital spaces, and requirements for constituting digital space. Next we will look at some examples of digital interactive spaces that, while not explicitly architecture, can nonetheless be seen to serve some of the same functions. We will conclude by considering some potential benefits of using an architectural perspective in thinking about and critiquing interactive technologies. ARCHITECTURAL DESIGN
METAPHORS
IN
One of the most fundamental functions of architecture is in defining spaces and shaping access and visibility through built environments. Precisely how it does this in specific spaces is determined by design decisions regarding structure and material used. For example, if we think about the function of a brick wall, one of its most basic features is that it prevents passing through it, or seeing through it. However, it might be possible to hear what is happening on the other side. Clear glass windows, on the other hand, typically do not allow sound to pass through them, but they do afford visual awareness. Design decisions and materials afford different types of awareness through different channels. Walls also serve another important function in that they articulate spaces, which in turn shape interaction. The space of a narrow alley is not very conducive to interaction since, among other things, it is usually used only for passing from one space to another. A town square, on the other hand, is quite the opposite. It is often both a central hub for travel and a place to linger. It allows for a wide range of movement and activity and, since it is an open space, for a wide range of types of awareness of activity. This might be through the sound of children playing in a fountain or of street musicians; the smell of food from street vendors; or the sight of all these activities. In other words, a public square allows for many types of actions and mutual awareness of actions, and also for interaction between people.
INTERACTION
Good interaction design has long drawn on the familiar logic of the physical world in order to make its functionality and navigation comprehensible to users. Graphical user interfaces (GUIs) use metaphors like the desktop, handles, sliders, and file folders that allow users to draw on familiar mental models [13]. Even though these small things do not suggest architectural spaces, they do mimic the capabilities and logic of the physical world. An area of interaction design that more explicitly relates to architecture is that of augmented reality. Augmented reality is grounded in the physical world, but with some type of digital virtual display laid over it (see [6, 18] for overviews). This very directly connects digital and physical experience, and relies on the built environment to structure interaction. Spaces and possibilities for interaction are determined by both physical and digital elements.
Going back to the digital realm, we can see how a virtual world mimics these functions of architecture. Walls define interactive spaces and co-presence, and shape the nature of those spaces. However, in digital environments visibility and awareness is also there determined by design choices. In other words, the digital environment must be designed to capture and make visible certain types of activity. It is this
At the other end of the spectrum are virtual worlds: interactive spaces that are fully based in the digital world, but use explicitly architectural representations. These
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sort of captured activity that is the foundation for awareness and possible actions in the digital realm.
Of course precisely what can be inferred on the basis of a status message in an instant messaging service is largely dependent on context and background knowledge. However, this is not at all unlike signals in the physical world that we learn to read over time and through experience. In the office this might be the presence of certain items like a jacket or lunch box in a cubicle that indicate its resident has arrived at the office. Similarly, a switch from ‘offline’ to ‘available’ in the morning can indicate that someone has arrived, while another switch to ‘idle’ during the middle of the day can coincide with her leaving for lunch.
In fully virtual worlds, such as Second Life, the connection to physical architecture is explicit and readily apparent. However, there are also other digital architectural environments that manifest less obvious interactive spaces. In fact, any time there is a technological device or infrastructure that makes presence and activity visible so that others can see it, there is the potential for an interactive social space: a space of mutual awareness and thus the possibility of interaction. We can liken this to a glass window being placed into a brick wall, allowing those on either side to become aware of each other’s presence and to interact through visual cues.
In summary, an instant messaging client can function as much more than a communication tool: it can also provide a space of mutual awareness of presence and activity.
Displayed records of activities might be designed to serve as social cues, but they can also do so unintentionally and, in so doing create (digital) interactive spaces and traces of actions. These interactive spaces function as architecture, even though they do not on the surface resemble it. Just like physical architecture, they can structure potential actions and visibility. They are architectures of interaction: digital structuring of mediated action, interaction and awareness.
Example 2. Shared File System
Another example of an interactive space that may be even less obvious is that of a shared file system accessed through a computer’s file browser (Finder window in the Mac operating system or Windows Explorer on a PC). This is a simple repository for files that multiple people need to access, modify, and/or store again. Yet even this can provide social cues in ways that can constitute and be analyzed as an interactive space.
We will consider two examples of technologies that construct these types of spaces in ways that were not originally intended by the designers.
Looking once again for ways that presence and activity are made visible, we can see that each file has a set of metadata associated with it that indicates things like its author and date and time created, modified, last opened, etc. And even an author name and time stamp can provide social cues. At a very basic level, it indicates that a particular person was at her computer at a specific time. The file itself can also give an idea of what she was working on at that time. The file system makes visible the activity of uploading a file, and thus allows for mutual awareness of presence and activity. This type of information is frequently trivial and yet, in context, it can be significant. In taking an architectural perspective we can see how even something as seemingly functional and banal as a shared file system can be seen as a social space and provide socially relevant awareness through making presence and activity visible.
Example 1. Instant Messaging
One classic example of a digital system providing a space of awareness in unintended ways is that of an instant messaging buddy list providing a sense for ‘who is around’ and online [12]. In an instant messaging client an ‘available’ status is not just a functional indicator of whether or not a certain user can be reached through the service at any given moment. Since this status is displayed as a result of a user being present at a computer and logging in to the service, it can also serve as a signal that, for instance, the person has arrived at the office. An instant messaging client can make other types of activities visible as well. For instance, most now make the fact that a buddy is typing visible, but do not show what is being typed in real time. This is a design decision regarding what activities to make visible, and how. Another is in the activity that is made visible by changes in status. For example, an ‘idle’ status typically appears only when a person is not active on her computer, and so might serve as an indicator that she is no longer there. This status can typically be set only by the system, which changes it automatically after a period of inactivity. An ‘away’ status, on the other hand, can typically be set by a user. So it can mean that a person is really away, or it can mean that he wants other users to think he is away. Each status gives subtle or clear social cues, and the ways in which it does this are dependent on design decisions regarding how to capture activity and make it visible as part of the environment.
Benefits of an Architectural Perspective
Viewing digital technologies through an architectural perspective can, we believe, enable us to: 1.
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see interactive spaces, not just functions and workflows. Interaction design is not a matter of simply building tools to support specific tasks and workflows, but also a process of building interactive spaces. As digital technologies are taken up and actually used, their significance may go far beyond the functionality their designers intended. HCI has focused on and been successful in designing and assessing functionality of interactive systems, but this ability is not as helpful when it comes to understanding the role that technologies actually play in everyday human
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REFERENCES
experience in a broader sense. This is particularly true when it comes to the ways in which they may (even unintentionally) mediate activity, awareness and interaction. By looking at interactive spaces as architectural spaces we can perhaps be more attentive to some of these significant social and experiential dynamics. 2.
3.
1. Akrich, M. The de-scription of technical objects. In Shaping technology/building society. The MIT Press, Cambridge, MA (1991), 205-224. 2. Alexander, C. The Timeless Way of Building. Oxford University Press, New York, 1979. 3. Bowker, G.C., and Star, S.L. Sorting Things Out: Classification and Its Consequences. The MIT Press, Cambridge, MA, 1999.
think about experiential wholes instead of functional parts. The concept of architecture implies that there is always a greater whole. When an architectural entity is analyzed, part of that analysis must (typically) be an articulation of how that entity is situated within relevant larger wholes, such as the street, neighborhood, city, etc., and how it relates to these larger wholes. The boundaries of what is analyzed are in many ways arbitrary. Once a building or other structure exists, the original conceptual boundaries of its creators dissolve as it becomes part of the broader environment. Digital architectures are similarly always part of larger wholes, arbitrarily cut off during design and analysis, but part of an experiential whole for users. So while a digital technology may provide a limited set of possibilities for awareness and interaction, these will always be only one of many other channels. Thus, for example, while the social cues that can be drawn from an instant messaging status and a time stamp on a shared document may be trivial, when combined in everyday experience they can potentially provide more complex social awareness and interaction.
4. Bødker, S.. When second wave HCI meets third wave challenges. In NordiCHI '06: Proceedings of the 4th Nordic conference on Human-computer interaction (2006), 1-8. 5. Dourish, P. Where the Action Is: The Foundations of Embodied Interaction. The MIT Press, Cambridge, MA, 2001. 6. Dünser, A., Grasset, R., and Billinghurst, M. A survey of evaluation techniques used in augmented reality studies. In ACM SIGGRAPH ASIA 2008 courses (2008). 7. Franssen, M. Design, Use, and the Physical and Intentional Aspects of Technical Artifacts. In Philosophy and Design: From Engineering to Architecture. Springer, (2009), 21-35. 8. Hillman, J. A Blue Fire. Harper Perennial, New York, 1989. 9. McCarthy, J., and Wright, P. Technology as Experience. The MIT Press, Cambridge, MA, 2004. 10. McCullough, M. Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing. The MIT Press, Cambridge, MA, 2004.
link specific design decisions to potential social dynamics. An architectural perspective considers both built infrastructure and the flows and patterns of activity that it supports and shapes. When considering architectures of (digital) interaction, we can look specifically for places where presence and activity are made visible and there is thus potential for interaction and awareness. Although just as with physical architecture there is no way to predict exactly what will happen, we may still be able to anticipate, talk about, and critique overall patterns.
11. Mitchell, W.J. City of Bits: Space, Place, and the Infobahn. The MIT Press, Cambridge, MA, 1995. 12. Nardi, B.A., Whittaker, S., and Bradner, E. Interaction and outeraction: Instant messaging in action. In Proceedings of CSCW’2000 (2000), 79-88. 13. Norman, D.A. The Design of Everyday Things. Currency Doubleday, New York, 1988. 14. Preece, J., Rogers, Y., and Sharp, H. Interaction Design: Beyond Human-Computer Interaction. John Wiley, New York, 2002.
CONCLUSION
15. Star, S.L.. The ethnography of infrastructure. American behavioral scientist 43, 3 (1999),377-391.
Digital technologies are much more than tools used to accomplish specific goals: they also constitute an infrastructure that shapes and mediates our activities and engagement with the world. In taking an architectural perspective that views these technologies in terms of the interactive spaces they enable, we can perhaps start to see and critique these other dimensions.
16. Verbeek, P. What Things Do: Philosophical Reflections on Technology, Agency, And Design. Pennsylvania State University Press, University Park, PA, 2005. 17. Winner, L. The Whale and the Reactor: A Search for Limits in an Age of High Technology. University Of Chicago Press, Chicago & London, 1986.
ACKNOWLEDGMENTS
18. Zhou, F., Duh, H.B.-L., and Billinghurst, M.. Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR. In Proceedings of the 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality-Volume 00 (2008), 193-202.
We would like to thank the anonymous reviewers for their helpful comments.
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Measuring the Dynamics of User Experience in Short Interaction Sequences Benjamin Wimmer* Bernhard Wöckl* Michael Leitner* Manfred Tscheligi*‡ *CURE ‡ICT&S Center Center for Usability Research and Engineering University of Salzburg Modecenterstr. 17/Obj. 2, 1110 Vienna, Austria S.-Haffner-Gasse 18, 5020 Salzburg, Austria {wimmer, woeckl, leitner, tscheligi}@cure.at ABSTRACT
goal-oriented steps and has a well-defined starting and ending point. Further, it has a limited duration, which is needed to complete all steps and reach the well-defined end of the task. The number of sub steps within a SIS is not fixed but varies for different tasks and depends on the complexity of the task as well as the maximum duration needed for completing it. In short: Every task that is divisible into several sub steps is what we understand as a “short interaction sequence”. As this is a first use and evaluation of a SIS, no general guidelines can be derived.
In this paper we discuss the dynamics of user experience in short interaction sequences (SIS). By splitting up complex tasks into several smaller sub steps – and therefore transforming it into a SIS – it allows identifying and measuring dynamic changes of specific UX factors throughout the task. This enables generating a more detailed view than by common approaches like pre and post task evaluation. Through a study we examined the factors pleasantness and arousal on the basis of a generic online shopping process. For validation, two different methods (Emocards, Sensual Evaluation Instrument) were used for measurement. Results show different dynamics of UX for each of the evaluated sub steps and we therefore conclude that singular UX measurement (at one point of time) or pre and post task evaluation is not sufficient for getting a full picture of UX.
The aim of our study is to gather first insights towards UX evaluation of SIS and to prove the relevancy of “in-between UX evaluation” in contrast to pre and post UX evaluation. Our study is based on an online shopping process that was split up in 4 sub steps; the time needed for processing the complete task is roughly 5 minutes in total. Short pre/post task interaction measurement sequences
Author Keywords
dynamic user experience, short interaction sequence, emocards, sensual evaluation instrument ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
While lacking a universal definition of what User Experience (UX) is, it‟s commonly understood as a noninstrumental, emotional response to an interaction.
Times of measurement pre task post task measurement measurement
Output
Time
Time
measurement after every sub step
Time
Time
Figure 1. Pre/post task UX evaluation vs. UX evaluation of short interaction sequences (SIS)
Figure 1 gives a schematic overview of our approach in comparison to pre and post task UX measurements. As displayed, with pre and post task measurement only two values can be derived (which shows an increase in UX in this example). For getting a more detailed view of UX measuring after each sub step delivers more dynamics. As exemplary illustrated in Figure 1 the same overall increase is shown, but additionally the variation of UX of the single steps become visible too.
While UX is seen as a dynamic factor, temporality has been largely overlooked in recent research and was mostly reduced to pre and post task evaluation. This however does not capture UX in its full extend, as the dynamics of UX between the starting and ending point of interaction are not covered (= of the different sub steps of a task). With this study we explore the so far not considered dynamics of UX aspects within “short interaction sequences” (SIS). A SIS comprises a limited number of
RELATED WORK
This section summarizes the state of the art definitions of user experience and evaluation methods. However, we emphasis on studies and definitions that are relevant for our studies and therefore do not claim completeness of the current discussion on UX and related fields.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00.
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Definition of UX
Study Object
As study object we used an “online buying process” which is quite common nowadays and well known to different user groups. We transformed this task into a SIS with four sub steps (see Figure 2). For this, we split the process up accordingly to the different tasks given within the process. Each of those defined sub steps has a particular goal and requires the users to understand and execute different interactions. The time needed for the single sub steps vary.
Hassenzahl [2] classifies two groups of attributes that form the product character, lead to behavioral or emotional consequences and form the user experience: pragmatic and hedonic attributes. The first refer to users‟ behavioral goals, the latter to human well-being. In this context consequences (e.g. satisfaction, pleasure, appeal) are defined as the result of experiences [2, 3]. One main challenge of UX research is to discover and measure all instrumental and non-instrumental aspects that have to be considered within the design process to lead users to use and accept products or services [3].
Task Online Shopping Online Shopping
Short Interaction Sequence Online Shopping choosing details
Another aspect of UX refers to the situation in which a product or service is used. In different contexts (e.g. work/leisure) different user states (level of arousal) can be found depending on the users‟ goals and the kind of product [2, 3].
summary & checkout
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Figure 2. Short interaction sequence (SIS) of the task "onlineshopping"
For each of these sub steps a single HTML page was created. The overall goal was to purchase an online ticket for a railway journey. In the first step (“searching”) participants had to enter departure and destination as well as the number of travelers, in the second step (“choosing”) one out of various train connections and ticket offers had to be selected. The third step (“payment”) asked people to enter their payment details and personal data. The forth and last step (“summary”) allowed the participants to check payment details before finalizing the purchase. The prototype was given a graphic design to enhance the participants‟ understanding. The data included was real travel data (e.g. connections, train information and ticket prices, etc.).
Time as a factor
Most researchers agree that UX is definitely not a constant value but highly dynamic throughout the interactions and is triggered by diverse instrumental and non-instrumental aspects of products and services [1]. An aspect largely overlooked is temporality, as Karpanos et al. (2009) remark, even though “it has been highlighted in UX research” [10]. However there have been studies conducted to examine UX dynamics “over time” meaning subsequent measurements after several days [10, 11]. The shortest time periods for repeated measurements of UX changes are found in studies including pre and post interaction evaluations [8, 13]. Measuring UX
For evaluating or measuring UX a number of quantitative [5, 9, 12, 14] and qualitative methods [6, 7] are known. There are few methods that allow continuous measurement of UX without disturbing the user in his/her task, e.g. psychophysiological approaches are able to show variations in arousal [14]. A major drawback of those methods is that it is complex to setup and rather difficult to analyze as additional input from the users is needed for interpreting the data regarding specific aspects. Non-verbal tools – like Emocards [9] or the rather recently presented Sensual Evaluation Instrument (SEI) [4] – allow the measurement of specific UX factors like pleasantness and level of arousal. Main advantages of those tools are the easy and quick as well as unobtrusive application.
Methods
For this first evaluation of SIS we used existing methods for UX measurement. We focused on two UX factors: pleasantness and level of arousal and choose Emocards [9] and SEI [4]. First generates data on both variables by letting the users chose one out of eight cards with facial expressions. An additional card (“neutral”) was introduced for expressing a reaction neutral to both variables. SEI comprises 8 figures with different shapes that represent various levels of arousal as well as positive and negative valence. Through selection of one figure, the level of pleasantness and arousal can be shown. Thinking aloud was used for evaluating the usability of the given SIS. Via comparison of the measured level of pleasantness and arousal for every sub step the dynamic changes during the “online buying process” can be evaluated. Further, applying both tools simultaneously to each participant gives us a further source of data validation.
STUDY Study Objective
The aim of our study is to explore the dynamics of UX in short interaction sequences by measuring two specific factors (we decided to measure pleasantness and level of arousal) after every sub step. As an additional factor, we considered the usability of the SIS to have a broader scope for interpretation as we assumed that a usable sub steps generates a more pleasant reaction than an unusable.
Study conduction
The evaluation was performed with 12 participants aged 24 to 75 yrs. The goal of the scenario used was to buy a train ticket; all needed details were given to the participants beforehand.
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After each of the four sub-steps (see Figure 2) the users were asked to choose one of the randomly placed Emocards that described best how the step was experienced. After collecting the Emocards and lying out the SEI figures in random order, the same question (“Select the one figure that describes best how you experienced this step.”) was asked for selecting a figure. SEI and Emocards where applied in random order as well.
and shown in Figure 3 there is a recognizable and not deniable trend supporting this argument. Sensual Evaluation Instrument (SEI)
For interpretation reasons participants had to classify the SEI figures. The results are shown below in Figure 4 and indicate that half of them are clearly classified as pleasant while one figure can be seen as neutral and the remaining and more frayed three figures were interpreted as unpleasant. The number in the bubbles as well as their size shows how often the specific figures were seen as pleasant, unpleasant or neutral as well as the level of arousal.
After the evaluation session we asked the participants to make groups of “pleasant”, “unpleasant” and “neutral” SEI figures as well as to rate them on a five-point scale regarding arousal. Usability
The peak of usability issues were found in step two (“choosing”), which included big usability issues for two components and one medium issue. In step 1 (“searching”) two medium and one small issue could be identified. Both, step 3 (“payment”) and 4 (“summary”) did only show small issues.
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Figure 4. Order of the SEI figures from pleasant (left, green) to unpleasant (right, red) - independent of the choosen interaction sequence
Figure 3 illustrates the results of the evaluation using Emocards, whereby the number in the bubbles and their size represents how often the cards were selected for the single sub steps. The Emocards range from excited/pleasant to excited/unpleasant. 2
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The usability evaluation conducted shows various levels of issues categorized as followed: small (sub-step completion likely), medium (sub-step completion possible) and bit (sub-step completion unlikely).
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The evaluation results of the short interaction sequence are shown in Figure 5. Step 1, 3 and 4 are experienced in a pleasant way while the second step shows different results as participants 4 times choose figures classified as unpleasant.
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Figure 5. Selected SEI figure for each sub step in the short interaction sequence
The results for step 1, 3 and 4 are similar whereas step 2 shows a different picture. For this step the participants did select a higher number of “neutral” cards and one participant did even select an Emocard that describes “unpleasant” feelings.
This results show a similar shift in stage 2 as it was seen in the evaluation using Emocards and again these outcomes map with the results of the usability evaluation and observed severity for each of the sub steps.
These results reflect the findings of the usability evaluation. This goes along with our presumption of usability issues being a factor causing unpleasantness. It must however be noted that the low number of users included in this study doesn‟t generate any significance. However, as reported
DISCUSSION AND FUTURE RESEARCH
The study presented in this paper shows that UX is highly dynamic and varies while performing a task. Using short interaction sequences does however allow a more detailed
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A.F. Monk and P.C. Wright (Eds), pp. 31 – 42 (Dordrecht: Kluwer).
view on those dynamics of (complex) tasks. The evaluation results presented in this paper support this argument. In the study presented at least step 2 of the SIS shows a recognizable difference in UX. This new insight in UX evaluation (and design) is seen as highly relevant as this information simply would be invisible or overlooked by singular or pre and post task evaluation.
3. Hassenzahl, M., & Tractinsky, N. (2006). User Experience - a research agenda [Editorial]. Behavior & Information Technology, 25(2), 91-97. 4. Isbister, K., Höök, K., Laaksolahti, J., and Sharp, M. 2007. The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect. Int. J. Hum.Comput. Stud. 65, 4, 315-328. 5. Jordan, P. W. (2000). Designing pleasurable products. New York: Taylor and Francis 6. Forlizzi, J., & Ford, S. (2000). Building blocks of experience: An early framework for interaction designers. In Proceedings of Designing Interactive Systems Conference, pp. 419-423. Brooklyn, NY: ACM. 7. McCarthy, J., & Wright, P. C. (2005). Putting 'felt-life' at the centre of human-computer interaction (HCI). Cog Tech Work 7, 262-271. 8. Minge, M. (2008). Dynamics of User Experience. Positionspapier im Workshop „Research Goals and Strategies for Studying User Experience and Emotion“, NordiCHI, Lund, Schweden.
During the conduction of the study we‟ve seen that both, Emocards and SEI, were well applicable for our approach. Further, both methods were well understood by the users and easy to use. While Emocards are quite self-explanatory, it is necessary to allow the users some time for getting familiar with the single SEI figures. Overall, this study is considered as an important first step towards a deeper understanding of evaluating UX in short interaction sequences as the expected dynamics did become visible and were – by using two methods simultaneously – validated as well. Further studies are necessary for compiling a general guideline of how to split up tasks for defining a SIS. Another issue worth examining is if our approach could be applied on not task-driven processes. In next steps it should be examined if a broader set of UX factors can be examined simultaneously during SIS and which existing methods can be used for this approach and who those can be applied in SIS evaluation. Further, knowing the dynamics of specific UX aspects (e.g. trust) is highly usable input that could be directly implemented in the evaluated systems. Another aspect taken into account in future research is the measurement of the relative importance of various UX factors (others than those in this study) examined throughout a SIS, as this is also expected to be highly dynamic.
9. Desmet, P.M.A, Tax, S.J.E.T., and Overbeeke, C.J. (2000). Designing products with added emotional value; development and application of a „research through design‟ approach. Manuscript submitted for publication, Delft University of Technology. 10. Karapanos E., Hassenzahl M., Martens J. (2008). User experience over time, CHI '08 extended abstracts on Human factors in computing systems, April 05-10,
ACKNOWLEDGMENTS
11. Karapanos E., Zimmerman J., Forlizzi J., J.Martens J. (2009). User experience over time: an initial framework, Proceedings of the 27th international conference on Human factors in computing systems, April 04-09, 2009, Boston, MA, USA
We thank Katherine Isbister, Kia Höök, and Jarmo Laaksolahti, who developed the Sensual Evaluation Instrument and provided a kit for the course of our evaluation. The research presented is partially conducted within the Austrian project “AIR – Advanced Interface Research” funded by the Austrian Research Promotion Agency (FFG), the ZIT Center for Innovation and Technology and the province of Salzburg under contract number 825345.
12. Hassenzahl, M., Burmester, M. and Koller, F., AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. in Mensch & Computer 2003: Interaktion in Bewegung., (Stuttgart, 2003), B. G. Teubner, 187-196.
REFERENCES
13. Roast, C., Evriviades, M., Purcell, M., & Steele, B. (2002). Interaction media – using IT and liking IT. Paper presented at the Pan Hellenic Conference on Human Computer Interaction. Patras, Greece. 14. Regan L. Mandryk, Kori M. Inkpen and Thomas W. Calvert, Using psychophysiological techniques to measure user experience with entertainment technologies (2006), in: Behaviour & Information Technology, 25:2(141-158)
1. Law, E. L., Roto, V., Hassenzahl, M., Vermeeren, A. P., and Kort, J. 2009. Understanding, scoping and defining user experience: a survey approach. In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA, USA, April 04 - 09). CHI '09. ACM, New York, NY, 719-728. 2. Hassenzahl, M. (2003). The thing and I: understanding the relationship between user and product. In Funology: From Usability to Enjoyment, M. Blythe, C. Overbeeke,
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UCD Method Selection with Usability Planner Xavier Ferre Universidad Politecnica de Madrid Campus de Montegancedo 28660 - Boadilla del Monte (Madrid), Spain xavier.ferre@upm.es
Nigel Bevan Professional Usability Services 12 King Edwards Gardens London W3 9RG, UK mail@nigelbevan.com
ABSTRACT
The diversity of User Centred Design (UCD) methods and the difficulties for estimating their cost-effectiveness make planning usability activities in systems development a hard task. Usability Planner is a tool to support the selection of UCD methods to be applied in a particular project or organization, and to estimate the relative cost benefits of applying usability methods at different stages. Author Keywords
UCD method selection, usability support tool, business benefits, business case for usability, project risks. ACM Classification Keywords
H.5 Information interfaces and presentation, H.1.2. Human factors. INTRODUCTION
There are several proposed ways of classifying UCD methods, with the aim to help in the process of selecting specific methods to be applied in a systems development project. These approaches require considerable existing expertise to know in what circumstances it is appropriate to use any UCD method and how its application can affect the potential project risks, and how it can provide higher levels of business benefits.
Tomás Antón Escobar Universidad Politecnica de Madrid Campus de Montegancedo 28660 - Boadilla del Monte (Madrid), Spain tomas@antonescobar.com
usability in general rather than selectively justifying particular methods. The tool uses the more systematic approach of applying value-based software engineering to UCD [6] to mitigate potential project risks. DESCRIPTION OF THE TOOL
Usability Planner suggests appropriate UCD methods for each systems life cycle stage, taking account of specific project constraints. It also includes support for prioritizing types of methods based on potential business benefits or potential risks. The steps in selecting methods at each stage of design and development supported by the Usability Planner tool are: • Which UCD activities would provide the greatest cost-benefits or risk mitigation? • Which of the potential methods that could be used to achieve each activity would be most appropriate? The tool has a comprehensive list of all the potential purposes for using UCD methods during systems development, based on ISO PAS 18152. These activities are categorised in groups such as those shown in Figure 1.
One problem with previous approaches to the selection of UCD methods is that they start with the method, rather than the purpose for which the method is used. Usability Planner uses the detailed set of human centered activities in ISO PAS 18152 [5] as a basis for prioritizing human centered design activities and identifying the types of methods to use. It then uses criteria based on ISO TR 16982 [4] to identify which method is most appropriate. Creating a tool has made it practical to apply the comprehensive but complex principles in these standards. Much work has been done on cost justifying usability (e.g. [1]). But existing approaches tend to justify the need for Figure 1. Project stages to be considered. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Copyright is held by the author/owner(s) NordiCHI '10, 16-OCT-2010, Reykjavik, Iceland NordiCHI’10, Reykjavik, Iceland Copyright © 2010 ACM 978-1-60558-934-3/10/10…$10.00 ACM 978-1-60558-934-3/10/10
Each group can be reviewed to assess the business benefits [1] or potential risk to the project objectives [2] if the activities are not actioned (Figure 2).
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prototype with user feedback helped refine what was initially a very complex process [3] into an increasingly simple set of steps. It is a web-based tool implemented over the GWT (Google Web Toolkit) framework. This framework allows building RIAs (Rich Internet Applications), so that the user can operate the system with more interaction possibilities, similar to what can be offered in a desktop application. Open license Figure 2. Potential business risks.
The objectives and constraints associated with the project (based on ISO TR 16982) are then specified (Figure 3).
The tool is conceived as a contribution from the authors to support wider use of UCD methods and practices in systems development. For that purpose, the tool needs to be easily accessible and to allow for modification and extension to accommodate the needs of a diverse user population. In order to fulfil these objectives, the tool will be offered under an open source license, so that the community can modify it or further extend it given that the original authors are credited and the same license applies to the result. Feedback gathered from both usability professionals using the tool and from usability testing with software developers with an interest in usability, will help the development team to further refine the interaction design and the rules the tool uses for taking account of the characterization of projects and different systems development situations. REFERENCES
1. Bevan, N.: Cost benefits framework and case studies. In R.G. Bias, & D.J. Mayhew (eds), Cost-Justifying Usability: An Update for the Internet Age. Morgan Kaufmann (2005) 2. Bevan, N.: Reducing risk through Human Centred Design. Proceedings of I-USED 2008, (2008) Figure 3. Project constraints.
The tool will then recommend the most appropriate methods for each activity, in a prioritized list of activities (Figure 4). Further information is provided about each method, including links to the Usability Body of Knowledge [7].
3. Bevan, N. Criteria for selecting methods in user centered design. Proceedings of I-USED 2009, Uppsala, Sweden (2009) 4. ISO TR 16982: Usability methods supporting humancentred design (2002) 5. ISO PAS 18152: A specification for the process assessment of human-system issues (2003). 6. Pew, R. W., Mayor, A. S. (eds): Human-System Integration in the System Development Process: A New Look. National Academies Press. www.nap.edu/catalog/11893.html (2007) 7. UPA: Usability Body of Knowledge. www.usabilitybok.org
Figure 4. Recommended methods. TOOL DESIGN
Usability Planner is being developed as an open access and open source project. The process of iteratively developing a
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HawkEye: a novel process automation interface Kristoffer Husøy
Torgeir Enkerud
ABB Strategic R&D for Oil, Gas & Petrochemicals
ABB Strategic R&D for Oil, Gas & Petrochemicals
Ole Deviks vei 10, 0666 OSLO kristoffer.husoy@no.abb.com
Ole Deviks vei 10, 0666 OSLO torgeir.enkerud@no.abb.com
ABSTRACT
This is within the industry known as the keyhole effect, and points to the trade-off between digging deep into one area of the system to solve an issue while at the same time maintaining overview of current state within the rest of the system.
Operators in the automation industries today have difficulties in maintaining their situation awareness and understanding the impact of events. Massive amounts of data must be perceived and made sense of in a short amount of time, and maintaining overview is difficult while digging deep into the details when solving problems. The HawkEye prototype described here seeks to overcome these problems by providing a zoomable interface with animated movement and information aggregation. The intentions are that the information layout with zooming can provide a better sense of context, the animated movement can support continuous learning and the information aggregation can help operators make sense of the events and their implications as they occur.
Navigating between these process graphics is today cumbersome and tedious. Normally, the operators can either use dedicated navigation displays that depict the graphics in a hierarchy or flow-based schematic, or they can use link buttons in each graphic that follow the process flows. As all graphics cannot be linked to directly from each other graphic, the operators must navigate via several intermediate steps. This resembles the navigation between pages on an internet site, where one navigates to the main area first, e.g. men’s shoes, then to sneakers and maybe to separate pages for each brand, and even several pages for each brand, thus involving 5-6 navigations before arriving at the desired page.
Author Keywords
Interaction techniques, zooming, information navigation, sensemaking, situation awareness, process automation, DCS
In critical situations efficient navigation can be vital to avoid a plant upset. An unplanned plant shutdown can incur costs in the millions and it often takes days to get the plant back to normal steady-state production. When combining this level of criticality with the timing constraints in plant upsets and the immense complexity of the system, it should be clear that achieving good navigation and operation scheme is of great benefit to the operators.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. THE PROCESS AUTOMATION DOMAIN
Industrial processes such as oil production and refining are difficult to control and require the operators to monitor and control tens of thousands of process measurements. These process measurements (temperatures, pressures, levels, flow rates, etc) are in modern process control systems presented to the operators on computer screens, where the measurements are visualized on a set of schematic graphics of the plant, known as process graphics. A typical plant can have between 50 and 5000 of these process graphics, depending on size and complexity of the process.
HAWKEYE - THE PROPOSED SOLUTION
The HawkEye process control interface seeks to remedy these issues by improving the interaction methods, navigation scheme and information layout. The keyhole effect is thus mitigated by providing better sense of context, quick access to overview information and more effective navigation methods. In HawkEye, the process graphics are spread out on an infinitely large zoomable virtual surface. The process graphics layout can mimic the overall functional structure of the plant, making the placement of each graphic easy to remember for the operator. This matches the operators’ mental models of the plant segregated into functional modules such as import stages, initial separation, second stage separation and then export. Furthermore, by animating all movement in the interface, operators are continuously and unobtrusively reminded where the different parts are in relation to each other, without having to navigate out to the overview level. The animated
Naturally, the operators cannot see all of these graphics simultaneously and must focus on one or a few at a time. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyrightis2010 978-1-60558-934-3...$5.00. Copyright heldACM by theISBN: author/owner(s) NordiCHI’10, Reykjavik, Iceland ACM 978-1-60558-934-3/10/10
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navigation is important to help operators learn the relationship between process equipment and location in the process graphics quickly.
design pattern to also include the context between process graphics, to see how a process object is connected to objects in the surrounding graphics. Interaction techniques To support operators in effectively navigating the interface, the de-facto standards for user interactions that are emerging within mapping and photo editing software have been applied and adapted: Zooming by mouse wheel scroll, radar view to continuously maintain overview and quickly move around, double-click to zoom in to the next level, single key access to zoom out to full overview, panning by click-n-drag with momentum and acceleration, etc.
Figure 1. HawkEye: continuous, animated zooming between all levels, with aggregated state presentation in overview levels
Contextual & aggregated information
Operators can view a single process graphic, or zoom slightly out to see how it relates to the surrounding process objects, thereby overcoming some of the issues related to the keyhole effect. To further take advantage of how all information is presented in context and in relation to the plant as a whole, the embedded incremental search function highlights all hits in the graphics and can automatically zoom to include all hits while it is being typed. This presents the search results in context rather than (or alongside) in a list, helping the operator to quickly determine the correct item.
One of the main advantages with this solution is that it provides a powerful method for presenting all information in context. As the whole plant can be seen at the top level, zooming in and out shows clearly where the issues are arising and how it relates to surrounding equipment. By aggregating information in the higher zoom levels, e.g. combining individual alarms, the operator can clearly see where he should focus his attention and also how – on an overview level – an emerging incident affects the plant areas.
To maintain backward compatibility with existing systems and to let the migration to new navigation methods happen gradually and smoothly, the existing direct link buttons within each graphic have been kept. The only addition is to include the navigation animation also here, to add to the learning effect of where objects are placed.
The ability to show correlations between objects in different process graphics is especially valid for the lowest level of graphics, often referred to as the detail graphics or level 4 graphics. These can show the intricate details within a subsystem, e.g. an export compressor, and was in earlier systems shown as a separate page. As HawkEye is infinitely zoomable, the details of the export compressor become visible as the operator zooms in on the export compressor, as the additional information is faded in while the zooming occurs. This facilitates the process of understanding how an event within the export compressor influences the surrounding equipment, as the alarms and process deviations are represented directly in context.
CONCLUSION
The HawkEye prototype is an exploration into a new paradigm for operator interaction within the process automation industry. The preliminary user tests and concept evaluations indicate that the fluid, seamless interface and its effective, zooming navigation scheme can reduce the negative impacts of the keyhole effect. Further user testing and field piloting must be performed to verify the potential and provide deeper insight into the benefits and challenges of the prototype.
The HawkEye interface thereby builds on the existing concepts for contextual information presentation in process graphics as they are today. But HawkEye extends the
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TEMPORAL RELATIONS IN AFFECTIVE HEALTH Elsa Vaara, Mobile life centre, elsa@sics.se, Isafjordsg 22, Box 1263,164 29 Kista, Sweden, +46 8 633 15 0 Iuliana Silvăşan, Technical University of Cluj Napoca, Romania. iuliana.silvasan@aut.utcluj.ro Anna Ståhl, Mobile life centre, annas@sics.se Isafjordsg 22, Box 1263,164 29 Kista, Sweden, +46 8 633 15 0 Kristina Höök, Mobile life centre, kia@sics.se
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ABSTRACT In the Affective Health project we explore possibilities of how to, through biofeedback support users in making sense of the relationship between their stress and their behavior in everyday life. Affective Health is a tool for visualizing patterns and trends of bodily and contextual information. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. We spent substantial effort sketching and testing ways of portraying time that would move us away from more mathematically inspired representations such as for example graphs and calendars. Instead, we want users to see the signals our bodies emit as part of themselves, of their own ways of being in the world, alive, acting and reacting to their environment. We have explored many possible, alternative ways of visualizing biofeedback over time. For example as the relation between different places and with time as different layers of history in a concept inspired from ecology. The latest and most developed concept is a cyclic repetition of biodata mapped on a spiral shape.
INTRODUCTION In the Affective Health project we have designed a mobile service that empowers people to monitor and understand their own stress levels vis-à-vis their everyday activities. The current system logs a mixture of biosensordata and contextually oriented data and transforms these to expressions on a mobile phone. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. The representation of time has therefore been crucial during the development of the system. Every individual, perceives the world and changes in it differently depending on his/her prior experiences. Can we express temporal relations in a way that touches upon and relates to every person’s own subjective experience? During our design process we have learnt that there are possibilities to escape standardized ways of representing temporal events and changes. In this paper we will present our efforts in sketching and testing ways of portraying time as a medium for biofeedback data.
Close up picture from the latest Affective Health interface, the “spiral”. >>> Please press to watch Affective Health videos http://www.youtube.com/watch?v=4vS7DlunQuE&feature= channel
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BACKGROUND The Affective Diary [17] [fig.2] was the first project in our journey exploring biofeedback as a process of embodied enquiry. There, the idea that the various social, physical and cultural factors that contribute to an experience have to be expressed as a whole, laid the ground for the interactive art based expression chosen for the interface. The Affective Diary was an attempt to make use of a range of design qualities for transforming individual understandings and experiences into an interactive media.
Fig 1. Affective Health is to users who want to see themselves and their bodily reactions from a different perspective, mainly to reflect on stress related issues in their lives.
Familiarity: The design is abstract enough to trigger the users fantasy, but still displaying information in such a way that users recognize themselves and events in their lives. Openness to personal expressivity: By using openended expressions and let them add notes and arrange data, users could create their own interpretations and express themselves and their thoughts. Awareness of contradictions between modalities: There are multiple kinds of modalities to use in a design process: It is important that design modalities like colors, shapes, animations, gestures, sound and so on harmonize and strengthen one-another rather than being contradictory. If a contradiction is used, it should be made with purpose with the aim of, for example, creating subtle or dynamic expressions mirroring how emotion processes can be subtle, complex, and combined [18].
AFFECTIVE HEALTH SYSTEM
Fig 2. By inspiration from the Affective Diary, users reflected upon their lives:”Now I know that it is OK that this is this kind of trigger that will trigger me and then I can think about that before and then I can kind of become more aware of my own states. Even though I am pretty aware already it becomes so obvious when you see it like this, I think.”
Fig 4. “Many people lack the ability to concentrate for any extended period of time on the nuances of their own physicality, thus audio-visual biofeedback provides a means by which they can enter into sustained engagement with these behaviors and sensations.” George Poonkhin Khut 2006
While Affective Diary was a tool to keep a regular record of daily events and experiences, which also recorded bodily memorabilia [18] [fig. 2], Affective Health aimed to work in realtime, on your mobile phone, involving users in both a biofeedback and a reflective loop [7]. The Affective Diary system turned out to be a successful system in terms of allowing users to make their own interpretations of the events in their life. We therefore decided to continue to make use of the same design qualities when designing Affective Health. In Affective Health we have designed a tool to reflect lifestyle and stress, which automatically collects bio data and presents it in real time, without making diagnoses or providing the user with warnings or advice [15]. An early study using two concepts of Affective Health interfaces in a Wizard-of-Oz study [5] helped us to better formulate the specific requirements on experiential design qualities; By using an interface with openness and ambiguity, the user gets more involved with the system through attempts of understanding and interpreting the meaning in the data. The system should open up to selfreflection for the user, which can be created with an interactive history of the prior states [fig 6]. To have an active interface that is pleasant to interact with, it is important that discrete states are avoided and that the data is visualized in a fluent way. The aliveness of the system is important in the immediate experience of interacting and identifying with the system. For example the user should perceive the visualization and the interaction to have a strong connection between action and outcome to get involved and find the system aesthetically pleasing. An inspiration to both 2
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our design and our thinking has been the affective interactive stance [3 & 8]. Their perspective is that emotion should be portrayed interactively, as processes, unfolding over time, where the interpretative and reflective powers remain in the hands of the users, not the system [16]. Another source of inspiration is from media and art. G. Khut’s work in interactive body-centered art is an example showing the use of biosensors in interactive artwork [14] [fig.4]. The Affective Health system provides data about everyday life in real life settings. It is impossible to reliably diagnose our reactions in real life, where we are involved in all sorts of activities that engages us at different emotional levels. Reactions are different depending on the individual and the sensors reliability can change depending on the environment.
Fig 5. Left: Real time data is visualized in the centre of the spiral: The black ring is pulsating as the heart rate and the colour inside it also shows the heart rate. The color inside the larger circle expresses the arousal. Second left: Arousal is shown by the colours of the background in the spiral ribbon. Third left: A shape inside the spiral ribbon changes thickness depending on movement. Right: The area inside the movement shape changes colours with the heart rate.
TECHNICAL BASIS FOR THE SYSTEM The Affective Health application translates biodata from sensors, worn by the user on an everyday basis, into an interactive interface [fig.5]. Data from the sensors is transmitted to the mobile phone using Bluetooth [fig.1]. We use Galvanic Skin Response (GSR), movement and heart rate sensors. The GSR sensors measure changes in the electrodermal activity which is characterized by perspiration, a basic manifestation of short term stress. To measure heart rate we use electrocardiogram (ECG) sensors attached to the user’s chest. But, the body may respond with increased perspiration and heart rate for many reasons, not only because of stress, but, for example, from energetic physical movement. We therefore also measure users’ movement using a tri-axial accelerometer.
Fig 6. Left: The biofeedback data grows outwards from the center into the spiral creating the history. Right: The user can spin the spiral ribbon in any direction. To move to past data the spiral ribbon is spun towards the center. The ribbons are more stretched further out in the spiral to create a parallel cyclic repetition of biofeedback data. This supports the comparison of cyclic happenings [6] and supports the interaction with the history of the prior states.
VISUALIZING biofeedback over time
Because for the current application visualizing the concept of time is crucial, we will start out by discussing some issues in relation to that. The metaphysical nature of time makes it hard to grasp. First of all time is not really what we experience, but changes and events in time [11]. Time would by this understanding be about duration and intervals. But how can temporal relations be visualized as for example long or short? You cannot point your finger at a “duration object” as you can at a house or a sound source, still time can be experienced when you wait for something to happen or to end. It can also be experienced in more subtle ways when you perform or listen to music [12]. To perceive time, we don’t have any specific organ. All our sensory modalities are possible entries at the interface of physical time with perceptual time. For example our experience of time depend upon the many factors that mediate time e.g. attention, memory, arousal and emotional states [19]. People often assume that an intense activity is more likely to be important and therefore remembered [20]. Based on this assumption, situations could be illustrated differently, i.e. contracting periods in which there are no significant fluctuations in the signal recorded from the sensors and expanding those that suggest an intense activity. This idea is tempting, offering an alternative
Fig 9. Collage of sketches from the playful sketch process.
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for subjective time, but may lead to errors in our perception of time and creation of reality. From a wellbeing and life style evaluation point of view it is important to be aware of the non-intense periods as well, not contribute to their natural fading behavior, but be aware of them and the pattern they contribute to. For example, in recent studies with the latest Affective Health interface, the “Spiral” concept, the users reflected upon “green” moments, where they acknowledged that sometimes they were more calm than they actually thought themselves, which was a calming feedback possibly leading to a better everyday feeling. We could confirm from these reactions that it is as important to discover moments of rest as reflecting upon a stressful day at the office [6]. Current implementations in the project Affective Health are built upon the concept of memory, remembering and reflecting on past events and behaviors by identifying patterns of biofeedback data over time.
DESIGN EXPLORATION When exploring the design space of how to represent biofeedback data over time we focused on identifying questions to continue researching this theme, not to create a final solution [21]. We performed a process of investigating and thinking through aesthetic reasoning [1] where we used our skills as designers to develop visual abstractions in a playful way. [fig.7 & 8].
Examples of Affective Health temporal interfaces
Fig 7. In the “Hall of Fame” method we chose characters to build inspirational material upon (left row): Carl von Linné, Maria Callas, Manga figure Dr Slump. From these characters we get ideas of expressions tied to: tone (e.g. sad, aggressive), target (e.g. playful, unemployed, brave), shape (e.g. geometric, soft), colour and size (e.g. green, global, multidimensional, ). Second phase (right row) is an abstraction of the hall of fame moodboards into a more interface-looking concept board.
fig 8. Scanned material for creating digital material: In designing for time, we experiment with digital art to create prototypes for visualizations. Designing is not only to make the system work smoothly and being reliable, or making a pretty interface, but to search for aesthetics that can contribute to a more motivating relationship between the user and the application. [4].
The basic framework qualities from the Affective diary project and the design qualities fluency, aliveness and possibility for comparison were the preconditions for the Affective Health project: Within these constraints we started exploring representations of time. Let us describe a selection of the sketches and concepts from the process of designing for temporal relations.
Geo concept Representing the connection between moments in time as a relation between places is an interesting exercise to escape the past-present-future idea. In the Geo concept [fig.10] the user is forced to watch herself from a geographical perspective. How much time do I spend at, for example work, home, the gym or outside, and how does the biofeedback change? (e.g. Do I get more relaxed at work if I spend more time in the gym?) Each square represents a place chosen by the individual. This concept started an important discussion about our way of abstracting time. In our culture we tend to reduce time into standardized units (seconds, minutes, hours and so on) in the same way we give objects their spatial relations [13]. We saw that there are possibilities to move away from these mathematically inspired ways of representing temporal events and changes and link representations of time to other qualities, for example geographical places. This sketch was not taken further because we feared that it would be impossible to create a fluent and alive expression over time with the separated squares. The user would not be able to recognise her own living, pulsating experience in the interface since the changes in it would be very slow.
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Layer and Spiral concepts
fig 10. In the Geo concept the places are separated by colour. Only arousal is represented as biofeedback visualized by the shape of the rectangles: The more horizontal shape, the lower arousal. There is no time line, only the temporal relation between the rectangles: the bigger rectangle, the more time you spent there.
fig 11. Layer interface sketches fig 12. Layer interface prototype. The heart rate is visualized by a circular shape pulsating with the heartbeats. The whirl represents movement and the colour arousal. fig 13. The user’s most recent state is shown at leftmost top. Past data build layers of historical data in the bottom of the screen.
fig 14. Starting with sketches inspired by a natural shell with all the beauty and asymmetry it contains, we then decided to use the Archimedes spiral (right) because it moves away from the origin at a constant rate and therefore is more compact [9].
Two of our interfaces have been fully implemented and tested with real sensors and Bluetooth transmission. First the Layer concept [fig.11,12,13] and later on the Spiral concept[fig 16]. In the Layer concept the flow of time is visualized as biofeedback data “falling” downwards building layers of history at the bottom of the screen [fig.11]. When looking back in time the user would reveal historical layers by dragging them up again [fig.12]. The spiral concept [5] represents the biofeedback data as colors and shapes mapped on a spiral. The visualizations of the biosensor data in both the implemented interfaces improve the aliveness through using a pulsating movement to connect to the well known concepts of the rhythm of a heart, but also by moving the data as time passes. Real-time information from the biosensors are visualized with a live blend of colors and animated shapes in both the interfaces. Although in the Layer interface there were some fluency problems: Prior states, were summarized into static descriptions representing one minute of activity each. This created a disjoint experience between past and present. Users reactions on this concept were for example: “I don’t want to have to wake the system up to see. I want to feel that I am a part of a happening, not only right now” “what made me be here and be like this” We understood that the user felt expressed by, and familiar with, the visualization, but the overall understanding of yourself as a whole over time was lacking. The fluency was improved in the spiral interface where the visualizations have fluently blended states in both colours, shapes and animations that continuously grows outwards from the center into the spiral creating the history [fig 6, 15]. In this concept the combination of the qualities of fluency and aliveness bring our system close to what Löwgren describes as pliability [22]: An interactive visualization that feels involving, malleable, with a tight connection between action and outcome which encourages exploration. To create the repetetive cyclic effect in the spiral interface where users can see three parallel cycles at a time we had to let data on the outer bigger cycles cover a longer spiral area [fig.15]. One user was puzzled by the stretched illustrations of the past in comparison to the most recent data from the inner circle of the spiral, while others appreciated the possibility of comparing parallell events, for example three energetic family mornings. In the tests of the Spiral concept some users reflected upon their behavior in interaction with others. They noticed changes in the colours and animations of the interface as a result of their emotional reactions. These changes are an indicator of variations both in the rhythm of time and in the rhytm of the biofeedback data. When we socialize with other people we adjust our way of being to match the other person’s rhythm and pace [19]. This informed us that we could have designed more for social temporality. Users also expressed the need for a future [2]: “one has to have some time left to live too”. Time does not stop at the present as it might seem like in the Spiral and Layer visualizations where there is no representations of empty, unwritten future. Maybe we cannot foresee all our reactions in everyday life but we should take into account the strong force of expectation and belief that we have as human beings. 5
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DISCUSSION
10 seconds in three parallel cycles
Our attention, memory, emotional states and other people constantly have impact on our experience of time. Therefore, the visualization of temporal relations in Affective Health is interesting from more than one point of view: The sensor data brings awareness to the user about her emotional reactions in life that she might not always be aware of. It also expresses temporality in her life by turning the biofeedback into visual patterns that can be interpreted into rhythm, pace and memories. Time is one of the most powerful influences on our thoughts, feelings, and actions, yet we are usually totally unaware of the affect of time in our lives. Temporal visualizations could offer people ways to look upon their lives from a new perspective. We can conceptualize the experience and perception of time and design for it in the way we design relations between objects. Although we should use modalities and measurements specific for temporal relations, for example rhythm, pace and memory. While we have explored many possible, alternative, ways of seeing bodily data visualized and mirrored back to users in novel temporal representations, there are some aspects that we have not been able to capture: social aspects of time and possibly, a way of seeing the future. We would like to go on investigating how the metaphysical nature of time, instead of being a rigid framework that forces everyone to fit in can be something that enhances our subjective and embodied being in the world!
Fig 15. To create the repetetive cyclic effect, where users can see three parallel cycles at a time we had to let data on the outer bigger cycles cover a longer spiral area
Fig 16. The spiral shows the data in in different compressions. As the spiral ribbon represents historical data each revolution symbolizes a standard time unit, meaning that a revolution can either represent one minute of data,( left) one hour (middle) of data or one day (right)of data depending on which one of the three views is used.
References [1] Akner-Koler Cheryl, Form and Formlessness, Axl Books 2007, ISBN 97891-976644-6-2 [2] André C, Unpublished Master thesis [3] Boehner, K., DePaula, R., Dourish, P., and Sengers P. Affect: From Information to Interaction. Critical computing Conf, Århus, Denm, 2005. [4] Bolter Jay David, Gromala Diane,Tranparency and Reflectivity: Digital Art and the Aesthetics if Interface Design, MIT Press 2004 [5] Ferreira, P., Sanches, P., Höök, K. Jaensson, T. License to Chill! How to empower users to cope with stress. NordiCHI, pp. 123-132, ACM Press,, Sweden, 2008. [6] Hernegren F, Unpublished Master thesis [7] Höök, K. Affective Loop Experiences – What Are They? Persuasive 2008, H Oinas-Kukkuonen et al. (eds.), LNCS 5033, pp. 1 - 12, Springer Verlag (invited keynote)
[13] Mazé Ramia, Occupying time, Design technology, and the form of interaction. Axl Books, Stockholm 2007, ISBN 978-91-976644-1-7 [14] Poonkhin Khut G. Development and Evaluation of ParticipantCentred Biofeedback Artworks, Doctorate of Creative Arts 2006 [15] Sanches.P, Höök.K, Vaara.E, Weymann.C, Bylund.M, Ferreira.P, Peira.N, Sjölinder.M. Mind the Body! Designing a Mobile Stress Management Application Encouraging Personal Reflection, DIS 2010, Denmark [16] Sanches, P, Vaara, E, Sjölinder, M, Weymann, C and Höök, K. Affective Health – designing for empowerment rather than stress diagnosis. Workshop, Know thyself: monitoring and reflecting on facets of one’s life, CHI 2010, Atlanta. [17] Ståhl, A., Höök, K., Svensson, M., Taylor, A. and Combetto, M. Experiencing the Affective Diary. JPUC: Vol 13, Issue5 (2009), P. 365.
[8] Höök, K., Ståhl, A., Sundström, P., and Laaksolahti, J. (2008). Interactional Empowerment. CHI2008, pp. 647-656, Florence, Italy, [9] John V. Carlis and Joseph A. Konstan, Interactive Visualization of Serial Periodic Data, San Francisco Nov 1998, UIST’98.
[18] Ståhl, A., and Höök, K. Reflecting on the Design Process of the Affective Diary. NordiCHI 2008, Oct 20-22, Lund, Sweden [19] Sylvie Droit-Volet and Sandrine Gil, The time−emotion paradox, Phil. Trans. R. Soc. B 2009 364, 1943-1953 doi: 10.1098/rstb.2009.0013 [20] William James, The Principles of Psychology, (90)
[10] Kosmack Vaara, E., Höök, K., and Tholander, J. Mirroring bodily experiences over time. Work in progress at CHI 2009. Boston, USA [11] Le Poidevin, The Images of Time: An Essay on Temporal Representation (Oxford: Oxford University Press, 2007) [12] M Wittmann and V Wassenhove, The experience of time: neural mecha-
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[21] Zimmerman J, Forlizzi J, Evenson S, Research Through Design as a Method for Interaction Design Research in HCI ,HCI Institute and The School of Design Carnegie Mellon University, (CHI 2007) [22] Thoughtful interaction design, Jonas Löwgren and Erik Stolterman, 2004 MIT Press
Design Cases and Interactive Demonstrations
Proceedings: NordiCHI 2010, October 16–20, 2010
linked. – a relatedness experience for boys Matthias Laschke Experience Design Folkwang University of Arts Essen, Germany matthias.laschke@folkwanguni.de
Marc Hassenzahl Experience Design Folkwang University of Arts Essen, Germany marc.hassenzahl@folkwanguni.de
ABSTRACT
Kurt Mehnert Strategy and Vision Folkwang University of Arts Essen, Germany kurt.mehnert@folkwang-uni.de
product only a means. Accordingly, one of the basic claims of Experience Design is to consider the experience before products ... Experience Design urges us to set the story straight before we start thinking about how we can create this story through a technology." Experience in itself is understood as "an episode, a chunk of time that one went through [...] sights and sounds, feelings and thoughts, motives and actions [...] closely knitted together, stored in memory, labeled, relived and communicated to others. An experience is a story, emerging from the dialogue of a person with her or his world through action" [4]. This implies a focus on psychological needs as drivers of action and central elements of experiences. Experience Design's general objective is to create technology fully aligned with the experience to be created. This goes clearly beyond a task-oriented perspective on technology design, which is prevalent in traditional Human-Computer Interaction (HCI).
Social exchange, intimacy and relatedness are a basic human need. Not surprisingly, there is a number of means to mediate relatedness over a distance, such as the telephone, Skype or Facebook. However, each of these imposes a particular way of communication, constrained by the employed technology rather than deliberately shaped by the designer. In line with an experience-driven approach to technology design, we suggest linked. as a communication device for teenage boys. An ethnography-inspired study revealed that teenage boys tend to "squabble" to express and fulfill their need for relatedness and physicality. linked. draws upon this. It is a modular pillow-like device, enabling boys to squabble over a distance, thereby providing a means to experience relatedness in a novel, emotional, but socially appropriate ways. Author Keywords
User experience, experience design, non-verbal communication, social interaction, relatedness, industrial design, emotion.
TECHNOLOGY-MEDIATED RELATEDNESS
In an unpublished report Stephanie Heidecker and colleagues reviewed over 144 published concepts of (experimental) interactive products and concepts addressing relatedness (see also "technology-mediated intimacy", e.g. [7]. The review identified central principles, addressing different facets of relatedness, such as emotional expressivity or awareness. An example of such a concept is One, suggested by Ogawa et al. [5]. The device is a sphere, split in half. At the centre is a small rod, which can be pushed in like a button. If one user pushes, the rod at the partner's device comes out. What emerges through this simple setup is a symbolic transaction between two partners, a new form of emotional expressivity and awareness. Another example is the ComSlipper [2]. Two pairs of slippers are connected via the Internet. If one partner wears a pair, the connected pair gets warm. Besides awareness, one can "feel" the partner over the distance. This is an example of another facet of relatedness, physicality (here, the body heat). Other concepts reviewed addressed further facets, such as joint action, collection and reexperience of shared memories, and gift giving. All concepts offer alternative ways of communicating through an electronic device, which puts experience, emotions and needs at the centre of the design effort.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION
Social exchange and according feelings of closeness and relatedness are a basic human need [1]. Technologies, such as the telephone, Skype or Facebook, play an important role in mediating relatedness over a distance. Obviously, technology addressing such a crucial aspect of life has to be designed with care. In this paper, we advocate an experience-oriented approach to the design of technology. As Hassenzahl [4] put it: "Experience is prime, and the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission a fee. Copyright is held by and/or the author/owner(s) NordiCHI 2010, October Iceland 16–20, 2010, Reykjavik, Iceland. NordiCHI’10, Reykjavik, Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00. ACM 978-1-60558-934-3/10/10
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The present case focuses on technology-mediated relatedness experiences for teenagers (11 to 14 years). The insights available from published concepts so far address predominantly adults in close relationships, and are only in part applicable to teenagers. Hence, we aim at broadening previous conceptual approaches by the present design case. RELATEDNESS AMONG BOYS AND GIRLS
To explore how teenagers fulfill and express their need for relatedness in their daily life, we ran an ethnographyinspired study (observation, interviews) with five teenagers over several days. This was complemented by a diary and photo diary handed out to the teenagers and their class mates. The study revealed clear differences in the way boys and girls expressed and fulfilled their need for relatedness. Girls had dyadic, exclusive relationships – similar to a loving couple (see [3]). They were very physical, stroked each other's hair and held hands as an obvious commitment to their relationship (Figure 1, A). Further examples were the mutual doodles on each other's arms (see Figure 1, B) – secret codes, symbols and sweet sentences, displayed like trophies. Relatedness among boys turned out to be very different. Boys found it inappropriate to display evident signs of relatedness; they found it "camp." But they nevertheless had a similar desire for physicality and emotional expressivity. A prominent way of fulfilling this desire was "squabbling" (see Figure 1, C). In a prototypical situation, a boy provokes another boy with slight punches until his "opponent" reacts and punches back. They start an intensive and lively "friendly fight", ending always in "stalemate" (see Figure 2). Figure 1: (A) tender strokes; (B) symbolic communication; (C) squabbling
The interaction between the boys is rough, brief and intense. It can be easily mistaken as an argument or just a way to kill time. A closer look revealed, however, that it squabbling fulfilled a need similar to what motivated the girls' tender touches, but in a more socially acceptable way. This became the starting point for the present design case. "SQUABBLING" MEDIATED BY TECHNOLOGY
Based on the pattern of squabbling, we explored different means of transmitting force over a distance. A pre-test revealed one of them to be particularly suitable: "the pillow". It consisted of a pair of air bags sewn into pillowcases and connected by a tube. Each pillow was placed on a couch, which in turn were located in separate rooms. The tube was stuck through a hole in the wall and masked. Hugging or punching forced the air forward and backward from one pillow to another, which created a relatively direct and immediate physical interaction.
Figure 2: Schematic of squabbling (focus on intensity over time)
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Two boys from the original group were invited to explore the functional prototype. They were unaware of the actual location of their counterpart, which created the illusion of a much greater physical distance than actually given. Both boys easily caught on to the type of interaction offered by the pillow and found it positive: "It was really funny. I could give him a real punch" or "It is like a friendly squabble." Both exchanged soft punches, harder hits, but also surprisingly tender strokes (Figure 3). In the latter case, the boys sometimes even put their faces to the pillow. Such closeness would be nearly impossible in a face-to-face situation. This supports the notion of squabbling as a socially acceptable way to be physical with each other in a face-to-face situation.
Figure 4. An exemplary network of friends
Expression. The boys insisted on a great variety of ways to express themselves through the pillow, ranging from hard hits and punches to soft strokes. This reflects real squabbling, which also consists of a wide range of more or less intense interactions. Squabbling is subtle and requires the constant regulation of the intensity of hits, punches and strokes to avoid escalation (and everybody knows himself/herself an example, where a lack of "empathy" led to a serious fight). Consistency of action and reaction. The boys explicitly asked for a consistency between input and output, i.e. action on one end and the resulting reaction on the other. A hit as an input must appear as a hit at the receiving end. This consistency of action and reaction is a general interaction design principle (e.g. [8]) and the current example reiterates its importance. The quality of a punch has to be preserved. This rules out design solutions, where movement on one end is translated into, for example, a blinking LED on the other end.
Figure 3. A selection of observed interactions
A subsequent interview revealed further requirements. Identity. The boys spontaneously interacted with the pillow as expected. However, they later described the initial interaction as rather "creepy," because of not knowing, who or what was causing the punches. The moment it was revealed that his friend was at the other end, the pillow turned into something unconditionally positive. One boy stated: "The moment I knew it was Lars, it became really funny". This inspired a design, where each pillow is associated with only one definite counterpart.
Awareness. The boys wanted to be able to recognize incoming pulses without direct contact to the pillow. Latencies. Ideally, punches have to be transmitted without any latency. This requirement was met for the functional prototype, however, for a later realization – e.g. through a connection via Internet – the avoidance of latencies becomes an important requirement.
Group instead of couple. Boys preferred a small group to dyadic relationships – the latter appeared as too "romantic". Thus, the final concept must accommodate a small circle of friends (typically no more than five people) while the dyadic interaction of squabbling and the clear identity of the counterpart must remain intact (see Figure 4 for an example).
FROM THE FUNCTIONAL PROTOTYPE TO THE DESIGN MODEL
Figure 5 shows the final design model for the pillow
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dubbed linked. (Figure 6 shows a setup for two separate friends; one represented by the orange the other by the blue pillow).
to be made aware of activity, we decided for a more ambient and subtle signaling. This is also to avoid embarrassing moments – imagine the boy and an unsuspecting guest, when suddenly a pillow on the bed rings and flashes. "Oh it's nothing, only my best friend wants a little squabble." Although squabbling is essentially dyadic, the boys required the concept to accommodate a small group. Thus, the pillows are a part of a modular system. They can be connected by a zipper to build little "islands" (i.e. groups or clusters of friends, see Figure 4 and 6). This maintains the dyadic interaction; however, piling the pillows enables a 1to-many communication. A punch into the uppermost pillow also affects all pillows underneath.
Figure 5. linked. design model (single pillow with charging cable)
The final prototype is a non-functional design model. As designers and in accordance with the general approach of Experience Design, we primarily focused on the experience the concept may deliver – the story to be told – but to a lesser extent on its technological realization. However, preliminary tests with simple servo motors and pressure sensors were already promising. linked. is situated in each boy's room, specifically on or at the bed. The exploration showed the bed to be a central and the most private place in a teenagers' room. We, for example, asked the teenagers and their classmates to name three objects they really like. Seven of fifteen mentioned their bed. Only close friends, parents or siblings are allowed to enter the room and to linger on the bed. Given that linked. provides a sort of intimate interaction under the disguise of squabbling, the bed appears the most appropriate place, also confirming the decision to use a pillow-like form (see Figure 5).
Figure 6. linked. design model (modular design) CONFRONTATION
Both boys were confronted with the final design model. Specifically, they were asked to imagine ways of using the pillows in their daily lives. The boys dreamt-up a number of personally meaningful scenarios, which were acted out and documented (see Figure 7). An example is the "wake-up call" (Figure 7, bottom image). Although one boy could sleep in, the other wakes him up early in the morning before he leaves to school. Who needs enemies with friends like this?
Other than common communication devices, such as mobile phones, each pillow represents a particular friend. This meets with the general dyadic nature of squabbling (i.e., one-on-one) and the requirement of identity. Each pillow, thus, becomes a placeholder, a symbol of the person connected – an aspect central to the creation of relatedness.
This example also demonstrates that linked. is perceived rather as an extension of existing communication technologies, offering new possibility, than a substitute, solely counteracting the problem of not enough face time. Waking up a friend – a situation that teenage boys only share rarely – is a new and additional chance for a positive relatedness experience (for more information on the concept see http://wp.me/pR04b-83).
The connection between two pillows is managed by a "button" (see Figure 6, in the front). The physical act of exchanging the buttons and attaching them to the according pillows is a ritual, emphasizing the personal relevance of this connection – a blood brotherhood. A small ribbon attached to the button amplifies the movement of the pillow and signals incoming punches (see Figure 6). Although the boys suggested lights or ringtones
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questioned only rarely. Accordingly, the telephone, for example, remained essentially the same over the last century. Whether one has to dial, punch in number keys or use a touch screen to make a connection does not impact the basic concept much. Research on technology-mediated intimacy and Experience Design in general, challenges the traditional HCI approach. Experience Designers shape meaningful experiences through an interactive product. The results of such an approach, such as linked., ComSlipper or One, highlight the limitedness of commercially available communication technologies and tap the largely unexplored design space of human-driven rather than technologydriven innovation. It remains an open question, whether linked. would impact the boys' day-to-day communication behavior. To study the process of appropriation in detail would be certainly interesting. However, this requires a fully functional prototype that can be studied over a longer period outside the laboratory. Unfortunately, design cases only rarely go this far, mainly because of limited resources. In the confrontation, we explored open-ended scenario-building (through play acting) as a technique to forecast the potential impact of linked.. Other ways of predicting appropriation with a more explicit long-term focus would be certainly a valuable methodological addition. This case illustrates an alternative approach to design. It focuses on the experience created and shaped through a product rather than the product. linked., thus, should not be construed as a solution to the problem of physical distance, but as an opportunity for a range of novel, meaningful, positive, and socially appropriate experiences based on the fulfillment of the psychological need for relatedness. FINAL REFLECTION ON THE VALUE OF DESIGN CASES
The HCI community – especially those with a social science background – is often critical about design cases such as the present. Cases seem to lack evaluation and scientific proof. This critique, however, assumes that the quality of a design concept is foremost expressed through its acceptance by potential users. However, more important first level indicators of a concept's quality are plausibility and justification. The designers' task is to make conscious, comprehensible, and justifiable design decisions. It is not about whether an underlying assumption is right or wrong. It is about having an assumption at all, being able to describe it, and to explain how a particular feature of the concept is able to satisfy this assumption. What is needed to do justice to design cases is certainly a practice of "interaction criticism" [1], i.e., the careful review and theoretical analysis of a concept according to shared criteria and standards.
Figure 7. (A) cannon ball; (B) wait for impulse; (C) asleep next to the pillow DISCUSSION
linked. offers a new channel for technology-mediated communication, especially designed for teenage boys. It is not a substitute for face-to-face contact or a replacement of existing communication technologies. It is a further possibility for positive, technology-mediated relatedness experiences rather than a solution to a prevalent problem. Although Human-Computer-Interaction (HCI) and usercentered design places the user at the centre of their design effort, both still focus too much on the effectiveness of the interaction itself. The conceptual assumptions and limitations implicit to a certain form of technology are
To avoid a potential misunderstanding: We are strongly advocating to ground design concepts on empirically derived insights or on empirically validated insights of others. However, empirical work in the context of design is
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generative rather than validating. It is informal, often messy and operates largely on anecdotal evidence gathered from a small number of informants. The present design case, for example, is based on five teenagers in the exploration phase and only two boys in the later stages of design. It used a multi-method approach, with a purely interest-based, impartial analysis, all geared towards generating an understanding of the domain at hand. This does not live up to scientific standards and is clearly not sufficient to validate a concept. But this is no reason to discount such empirical insights, in fact, this would be even more 'unscientific'. linked. is based on a proper understanding of the informants included in the design process and was approved by them. Admittedly, it lacks a field trial, exploring long term effects of the concept when introduced into daily life. Nevertheless, linked. is surely an empirically grounded case. The apparent scientific problem is one of generalization. The concept seems to work for the two boys, but does it generalize to other teenagers? The question is valid; but it appears overly skeptical to assume that other teenagers are completely different from our informants. Thus, as long as not falsified, we may optimistically suppose that our case study produces valuable, archetypical insights, which hold for a much larger group than actually studied. Only given reasonable doubt (and according data), one may dismiss this general assumption. In addition, we believe that is not primarily the task of design, to demonstrate mass acceptance and compatibility. As designers, we design for people, no matter if there is only one potential user or a large group.
culture of interaction criticism may not been established yet. However, this will certainly remain only a transitional phenomenon. REFERENCES
1. Bardzell, J. Interaction criticism and aesthetics. In Proc. CHI 2009, ACM Press (2009), 201-208. 2. Chen, C.-Y., Forlizzi, J., and Jennings, P. ComSlipper: An expressive design to support awareness and availability. In Proc. CHI 2006, ACM Press (2006), 369-374. 3. Markovits, H., Benenson, J., and Dolensky, E. Evidence that children and adolescents have internal models of peer interactions that are gender differentiated. Child Development, 72 (2001), 879-886. 4. Hassenzahl, M. Experience Design. Technology for all the right reasons. San Francisco, Morgan & Claypool, 2010. 5. Ogawa, H., Ando, N., and Onodera, S. (2005). Small Connection: designing of tangible communication media over networks. In Proc. Multimedia 2005, ACM Press (2005), 1073-1074. 6. Ryan, R. M. and Deci, E. L. On happiness and humanpotentials: a review of research on hedonic and eudaimonic well-being. Annual Review of Psychology, 52 (2001), 141-166. 7. Vetere, F., Gibbs, M. A., Kjeldskov, J., Howard, S., Mueller, F., Pedell, S. et al. Mediating intimacy: designing technologies to support strong-tie relationships. In Proc. CHI 2005, ACM Press (2005), 471-480.
Design cases, like the present, may appear questionable from a scientific point of view. They are not. They are important contributions to interaction design's body of knowledge. Each concept is a hypothesis and introduces an alternative practice of technology use. They materialize underlying assumptions; open them up to criticism, which in turn advances the field. Admittedly, a fully-fledged
8. Wensveen, S. A. G., Djajadiningrat, J. P. and Overbeeke, C. J. Interaction frogger: a design framework to couple action and function through feedback and feedforward. In Proc. DIS 2004, ACM Press (2004), 177 – 184..
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An Exploratory Study of a Touch-based Gestural Interface for Elderly Chiara Leonardi, Adriano Albertini, Fabio Pianesi, Massimo Zancanaro FBK-irst Via Sommarive, 18 38050 Povo Trento, Italy {cleonardi, albertini, pianesi, zancana}@fbk.eu designed to suit older people‟s needs, skills and interests [2]. The results are the mentioned sense of unfamiliarity, anxiety and lack of engagement: even when the perception is clear of the potential of ICT technology for her life, an older person might well consider the needed investment of personal resources too high and not worth the trouble [9].
ABSTRACT
This paper presents the design ideas and a preliminary study of a touch-based gestural interface to support older adults in social networking. We had the hypothesis that the directness of gestures made them well suited to implement an interaction metaphor based on familiarity. Although preliminary, this hypothesis can be sustained. In particular, we found that most of the gestures (and in particular the iconic and the dynamic ones) have a hedonic quality that attracted and motivated our participants. We think that our results may contribute to the ongoing debate about gestural interfaces and help in understanding the value and the issue of this form of interaction.
In order to address those problems, we have exploited the notion of familiar design [17] to realize an embedded device with a touch-screen-based interface to support older adults in keeping and nurturing their social networks. In this work, we briefly summarize the participatory design process that lead to the current choice of functionalities as well as the design concept of the interface; we then illustrate the basic functioning of the interface and finally discuss the lessons learned from initial user studies conducted in a town located in the north-east of Italy.
Author Keywords
Elderly, gestural interfaces, familiarity-based design.
touch-based
interfaces,
ACM Classification Keywords
RELATED WORK
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
Studies considering computer use by older adults have received an increasing attention in recent time [18]. Turner and Van de Walle [17] report that the difficulties in using new technologies can be motivated by older people‟s perception of being too busy or too old to learn to use them and by their more general feeling of alienation toward the digital world.
INTRODUCTION
The progressive aging of world population has important social and economical consequences. Focusing on health, long term care and social services, ICT have a great potential in developing solutions that improve older people‟s safety, security, active engagement in society, happiness, self-confidence and, in more general terms, independence [9].
Anxiety and negative emotional reactions when making errors should also be considered: Lagana et al. [7] focused on the relationship between age, computer anxiety, and performance on computer tasks and showed that older people had significantly higher computer anxiety than younger adults but that computer anxiety was unrelated to performance. Selwyn [14] observed that older adults‟ ambivalence with respect to ICT originates from a limited perceived relevance for their daily life. According to Segrist [13], the negative attitude towards the computer is modifiable; in particular, meaningful computer training influences older people‟s attitudes.
At the same time, despite their willingness to learn how to use a computer, most older people still regard technology as something not belonging to their own world, feeling uncomfortable and anxious about it [16]. The consensus is wide that the main reason for those negative feelings is that both the available hardware and software, and in particular the interfaces, have never been Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHI 2010, October 16–20, 2010, Reykjavik, Iceland. Copyright is held by the author/owner(s) Copyright is held by the author/owner(s). NordiCHI’10, Reykjavik, Iceland
Growing attention has been recently paid to investigating whether and how touch interfaces can promote the usage of ICT by older people, with several studies suggesting that gestures performed through fingers on a touchable surface (rather than using the mouse) can indeed provide important advantages. Especially with novice users, gestural interaction provides for easier and more enjoyable learning
ACM 978-1-60558-934-3/10/10
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and remembering [4], while encouraging play and exploration [12]. Jacob et al. [6], in turn, emphasize that grounding interaction on the real world can reduce mental effort and support learnability thanks to the users‟ reliance of everyday skills in the process of sense-making. Murata et al. [10] argue that, in comparison with a traditional mouse and keyboard setup, the touch panel has the advantage of simplicity and offers opportunities to design more accessible systems. The study performed by Siek et al. [15] addressed touch-based PDA usage by older people and their performance in the lights of their reduced vision, dexterity, and coordination skills; their findings suggest that older adults can physically interact with PDAs as profitably as younger people.
methods were employed in our study, balancing their respective pros and cons. Contextual inquiries and focus groups were employed during the initial stages to gather information about lifestyles and people practices concerning managing their social network. At later stages, scenario-based design concepts were evaluated in scenarios-based workshops with our participants. In this phase, we tried to assess both the appropriateness of the functionalities selected and the constraints on the form factor of the device, doing our best not to present the device as a computer.
On the other hand, in a recent provocative paper Donald Norman [11] identifies a number of challenges gestural interfaces must cope with, among which he mentions the lack of feedback and the lack of support for discovering system functionalities. He argues that since gestures are unconstrained, they are prone to be performed in an ambiguous or uninterruptable manner; in this case, constructive feedback is required to allow the person to learn the appropriate manner of performance and to understand what went wrong with her actions. Current applications and products for older people typically deal with accessibility but they often fail on familiarity. For instance, a web site built to be accessible is surely more readable and simpler, but remains an artifact distant from the culture and knowledge of a senior person.
Figure 1. Formative evaluation of a vertical prototype
Finally, we engaged in few interactive cycles of rapid prototyping and formative evaluation to finalize the design of the system (see figure 1).
A familiar technology is something that the user is equipped to approach on the base of a shared background of concepts, meanings and practices that are not conscious or intended but are rather present in a non prominent way [17]. The focus should therefore be broaden moving from the usual notion of “interacting with” to “being-with” technology, under the assumption that “technology does not simply make tasks more efficient, it changes the underlying human practice” [16].
The entire process is fully described in [8] THE MOBITABLE
The MobiTable (see figure 2) is a gestural touch-based interface embedded in a movable device which resembles a portable table. It is equipped with a resistive touchscreen (which can be operated by means of a pen or of a finger), a webcam, a wifi connection and an optional wireless keyboard.
Our design work explores further the concept of familiarity by putting it into practice in the design and evaluation of a gesture-based touch-screen interface embedded in a movable device intended to support seniors‟ social inclusion
Touch is the main input modality and manipulative gestures the primary interaction mode. The cultural characteristics of our target users were addressed by exploiting familiarity-based metaphors to communicate the meaning of functionalities and animations and support awareness of synchronous and asynchronous events.
THE DESIGN OF THE MOBITABLE
A group of 26 senior citizens aging 65 to 93 (19 women and 7 men) was involved in the research. We first explored their quality of life, their domestic and social routines, and the way they experience the challenge of living independently. Attention was paid to their attitudes toward ICT, their use of communication devices and the way those devices sustain, or fail to sustain, social relationships.
The Public Square is an asynchronous communication tool for sharing user-generated contents within larger peer groups. It is based on the metaphor of the square where members of the local community physically meet to share knowledge and participate in social activities.
Involving elderly people in research studies raises specific challenges [3], to circumvent which different alternative
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enlarges it and shrinks the other objects. For example, to move from the Social Area to the Public Space, the user simply needs to tap on the shrank box of the Public Space; the latter will be enlarged by means a slow animation while the Social Area will be shrank in a similar way. A PRELIMINARY USER STUDY
A study was designed and conducted on 15 older people using the MobiTable at a local senior center. The ages of the subjects ranged from 62 to 93 (average 77). For all but one, the educational level was limited to compulsory education. Only two of them had some previous experience with computers (mainly word processing and email) and a positive attitude toward technology; for all the others, computer anxiety was very high.
Figure 2. The current version of the MobiTable
The Public Square allows the asynchronous sharing of multimedia contents within the member of the community. Messages can be created by first drawing with a finger a rectangular- or square-like frame on the background of the Public Square and then entering text by means of either the optional keyboard, the finger or a stylus. To send it and make available to other people, the user simply needs to drag it into the topic boxes.
Each subject participated in 2 to 4 individual or paired sessions in which they were instructed about the different functionalities of the device and left free to experiment with it. All the sessions were video-recorded and the analyzed through a qualitative approach: problems were annotated and then clustered along emerging dimensions. The study targeted our two major design hypotheses: that the directness of gestures made them well suited to support familiarity-based interaction and that the dynamic nature of gesturing was an useful complement to the pervasive use of animations and to the zooming approach to space management. This study was a pilot for another study that involved a subset of the subjects in using the MobiTable in their home setting for four months. The data from the latter study are still under analysis.
Figure 3. The Social Area (left) and a participants writing a postcard with the pen on the touchscreen.
The Social Area (Figure 3) includes a synchronous videocommunication tool and a email-like functionality to exchange written messages– called Postcards – with friends and family members. A scrollable list of house-shaped icons representing the user‟s virtual neighbourhood is available on the top of the screen. Video calls can be activated by tapping over one of the houses. Postcards are created in a way similar to that described for the Public Square‟s messages, and sent by dragging them on the recipient‟s house.
ANALYSIS AND DISCUSSION
Despite initial difficulties in grasping the idea of accomplishing actions by directly interacting with digital objects, our participants quickly mastered the basic notions of the interface and the mechanics of the gestures, with a few exceptions discussed below. Touching and gesturing
In general, the participants changed from an initial strong preference for the use of the pen/stylus (possibly due to the “fat finger” effect [15]) to a slight preference for the finger as they became more comfortable with the device. They continued to use the pen/stylus for interacting with small targets
A Shared Calendar to schedule personal appointments and group activities is also made available. It consists of a repository of text messages and pictures that can be uploaded and downloaded by the members of the community.
The tap gesture
Tapping on the screen to activate objects was understood pretty soon but some participants, especially the older ones, had a persistent problem in timing the gesture. In our implementation a “tap” was defined as a touch gesture consisting of a precise and quick succession of “press” and “release”. In some cases, we could measure up to one second long lags between the “press” and the “release”
A chest of drawers is made available as a tool for storing postcards and images The space on the interface has been organized taking inspiration from the ZUI paradigm (Zoomable User Interfaces [1]): every objects available in the system is always accessible on the screen. Tapping on an object
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components. In other cases the finger slightly moved while still being in the “press” state, tricking the system into interpreting the whole as a drag gesture.
dexterity problems due to age or age-related pathologies found this requirement very demanding. This problem was particularly pernicious given that our implementation used the common assumption that when a drag is interrupted the object is automatically re-positioned at its initial place. This may help the user because the interface automatically goes back to the initial, and therefore recognizable, state; for our subjects, however, this was simply a violation of the “natural” law that objects remain wherever they are left.
A more critical issue emerged when the tap gesture had to be applied on the background in order to “close” an action (for example, after the writing of a postcard, the user has to tap on the background in order to put it into an envelope and prepare it for sending, see figure 4). This usage of the tap gesture raised many problems and misunderstandings. Almost all of our participants experienced difficulties in remembering it even after repeated explanations. Several (but not all) of them resorted to the effective strategy of identifying a specific area of the background where to tap. A possible explanation for these problems may be that our participants failed to conceive of the background as a meaningful place where to gesture in order to act on an object.
Iconic gestures
Iconic gestures are those gestures that visually and analogically represent their meaning. In our interface, we have just the gesture of drawing a square to create a new message (like a postcard in the Social Area) as an example of an iconic gesture. All the participants understood it quite well, in spite of the rigidity of our algorithm that required accurate drawing of the angles for recognition. Since our algorithm worked also when half of a square perimeter was drawn (through a sort of gestalt-like completion), several participants preferred to referred to it as “the L gesture”. In this way, they moved away from the memory value of the iconicity to rely on an “operational” definition that makes gesture performance easier. The feeling of being able to create digital objects through physical actions made the L-gesture a crucial factor in motivating our subjects at the initial stages and in stimulating an exploratory attitude towards the interface. Finally, it is worth noting, that nobody had problems in drawing this gesture on the background (as for the “tap out” gesture). A possible explanation is that in this case the gesture was used to create an object and therefore gesturing on the background (the place where the object will be created) was considered natural.
Figure 4. Tap outside (on the background) puts the postcard into an envelope before sending it. Dragging objects around
Dragging an object to a particular place in order to trigger an action was not so easy to understand despite its apparent resemblance with familiar actions (such as posting a mail by bringing it to the mailbox). Several participants had problems in remembering that in order to send a postcard they have to drag it (or put it) onto the corresponding receiver‟s box. Some participants started drag actions but were then unsure as to how to complete them. Others were more comfortable with the “touch to trigger” scheme and tried to activate the sending procedure by touching the receiver‟s box. These problems may be due to the lack of cues and affordances for drag-and-drop: it is not always obvious that an item can be dragged and where it can be dragged to.
Flicking, scratching and drawing lines
Flicking gestures were used to scroll lists (such as the contact list). Scratching and line-drawing were used to delete text inside a postcard or a note and to delete an entire object (such as a postcard or a note) respectively. As with the L-gesture, these three gestures surprised and pleased because they look “magical”. Almost nobody had problems in understanding and remembering it. Some participants experienced execution problems with these gestures, similar to those described for dragging. Recovery was easier in this case due to their simpler, onestep nature.
Drag gestures also gave raise to a problem that was the reverse of the already mentioned tapdrag misinterpretation and consisting in intended drag gestures that the system mistook as taps because the finger was lift from the surface before starting the movement
With flicking, some participants experienced problems in calibrating the correct execution speed, producing initial hesitations that the system interpreted as a tap action with unintended consequences (e.g., selecting and opening a message instead of the scrolling a list).
Unsure touches and lack of resolute pressure were the main cause of problems for both tap and drag gestures. In particular, dragging needs a constant pressure for the whole duration of the operation and some participants with
The difference between scratching (several back and forth line-drawings executed in a rapid sequence) and line-
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drawing (the stroke of a single line) proved to be very effective in avoiding the unintended deletion of a postcard while trying to just delete a word inside it. All participants were able to understand the difference.
not be underestimated as a way to motivate users with high computer anxiety; (6) a proper setting of the time parameters of gestures is of paramount importance. In this respect, the possibility of automatic adaptation by the system should be seriously considered because of the large variability in touch performance by elderly people (due to age, health-related issue, etc.). (7) Animations alone are not effective in signaling synchronous and asynchronous events on the interfaces and should be accompanied by redundant information in other modalities.
Due to the rigidity of our recognition algorithm, the line had to be perfectly straight and in scratching each component line had to have exactly the same orientation. As a consequence, the scratch gesture was more easily performed through the pen than through the finger; all the participants quickly adapted without complains.
CONCLUSIONS
Animations and zooming
In this paper, we briefly introduced a new tabletop device with a touch-based gestural interface to support elderly in communicating with their social network. We mainly focused on the interaction paradigm and in particular on the role gestures have in realizing a familiarity-based approach to design.
Animation are constantly used in our interface with the aim of helping the user in noticing and understanding both system‟s responses (e.g., the automatic storing of a copy of a sent postcard into the drawer) and asynchronous events (e.g., the reception of a postcard). Although we do not have a systematic experimental setting to prove it formally, our observations tend to suggest that animations alone are not enough to actually make the users aware of the system status.
We think that our results may contribute to the ongoing debate about gestural interfaces [see for example, 11 and 12] and help to understand the value and the issue of this form of interaction.
We also implemented a contextual help by means of a talking head that informs the user about synchronous and asynchronous events. Initially, it was designed as an optional support for the more naive users; it eventually turned out that the presence of the talking head reinforced animations that would otherwise go unnoticed. This is consistent with what reported by [5].
REFERENCES
1. Bederson The Promise of Zoomable Interfaces. In Proceedings of CHI2009. Boston, April 2009. 2.Bucar and Kwon Computer Hardware and Software Interfaces: Why the Elderly Are Under-Represented as Computer Users. CyberPsychology & Behavior 2(6), 535543
Finally, all participants found the usage of zooming to access the various areas easy and intuitive. The closure of an area without opening a new one was a problem since it was implemented by a tap-out gesture that, as explained above, was very difficult to understand for almost all our participants. Actually, the necessity of closing an area without opening a new one was expressed by few participants only.
3. Eisma, R., Dickinson, A., Goodman, J., Syme, A., Tiwari, L., Newell A. F. Early user involvement in the development of information technology related products for older people. International Journal Universal Access in the Information Society, 3, 2 (2004), pp.131-140. 4. Hollinworth N., Improving Computer Interaction for Older Adults. SIGACCESS Newsletter (93), Jan 2009:1117
LESSON LEARNED
Putting all our observations together, we can draw the following guidelines for the design of gestural interfaces for older people: (1) tap gestures (when applied to well recognized objects) are the easiest ones to understand and remember. The definition of the tap (for example, how much time is allowed between touch and release) should be carefully considered and possibly automatically adapted. (2) Tapping on the background outside of an object to perform some actions on that very object sounded unintuitive and should be avoided. The idea of “tap on nothing” (that is, on the background) is very difficult to communicate; (3) do not overload the same object with actions performed by a tap and by a drag gesture because in case of insufficient pressure or of false starts the two gestures may be easily confused; (4) for drag gestures, the “natural” version should be implemented: when the touch is lost during a drag the object should stay where it has been left rather than flying back to its initial position. (5) iconic gestures are very engaging and their hedonic value should
5. Jacko, J.A., Scott I.U, Sainfort, F., Moloney, K.P., Kongnakorn, T., Zorich B.S., and Emery, V. K. Effects of Multimodal Feedback on the Performance of Older Adults with Normal and Impaired Vision. In N. Carbonell, C. Stephanidis (Eds.): User Interfaces for All, LNCS 2615, pp. 3–22, 2003. 6. Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., and Zigelbaum, J. 2007. Reality-based interaction: unifying the new generation of interaction styles. In CHI '07 Extended Abstracts on Human Factors in Computing Systems. 7. Lagana K., Babcock R.L. Computer anxiety in young and older adults: Implications for human-computer interactions in older populations. In "Computers in Human Behavior", vol.13, n. 3, pp. 317-326, 1997. 8. Leonardi C., Mennecozzi C., Not C., Pianesi F., Zancanaro M. Designing a familiar technology for elderly
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people. In Proceedings of the 6th International Conference of the International Society for Gerontechnology, ISG'08, June 2008, Pisa, Italy
14.Selwyn N. Apart from technology: understanding people‟s non-use of information and communication technologies in everyday life . Technology in Society 25 (2003): 99–116
9. Melenhorst, A.-S., Rogers W.A., Caylor E. C. The use of communication technologies by older adults: exploring the benefits from the user‟s perspective. Proc. Human Factors and Ergonomics Society, 2001.
15. Siek, K., Rogers, Y. and Connelly, K. (2005) Fat finger worries: How older and younger users physically interact with PDAs. Proc. of INTERACT'05, Rome, September 2005.
10.Murata, A. and Iwase, H. 2005. Usability of touch-panel interfaces for older adults. Hum Factors. 47, 4, 767-776.
16. Turner, P. Being-with: A study of familiarity. In Interacting with Computers, 20 (2008) 447-454
11. Norman, D. A. 2010. The way I see it: Natural user interfaces are not natural. interactions 17, 3 (May. 2010), 6-10.
17. Turner, P. and Van De Walle, G. Familiarity As A Basis of Universal Design 2006, Journal of Gerontechnology. 5(3), 150-159.
12. Saffer, D. Designing Gestural Interfaces: Touchscreens and Interactive Devices. O‟Reilly Media, 2008
18.Wagner N. Hassanein K. Head M. Computer use by older adults: A multi-disciplinary review. In Computers in Human Behavior. Vol.26 5, September 2010, pp. 870-882
13.Segrist, K 2004, „Attitudes of older adults toward a computer training program‟, Educational Gerontology, vol. 30, pp. 563-571.
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Bringing playfulness to disabilities Patrizia Marti University of Siena Via Roma 56, 53100 Siena, Italy marti@unisi.it ABSTRACT
– in particular autistic, motor-impaired and mild cognitively-impaired children. A key issue for the design of Iromec has been to understand the needs and expectations of disabled children, to enable and support play activities in all their richness through a range of design solutions. The objective is to have disabled children moving, exchanging, experimenting and having fun, regardless of their cognitive or physical ability levels. By offering exciting activities that entice children to participate, the robot not only helps them reap the physical benefits of exercise, but also provides opportunities for them to learn, share, express feelings, set goals, and function independently.
This article presents the design case of a robot companion targeted at children who are prevented from playing normally, due to cognitive, developmental or physical impairments. The robot design presents some distinctive qualities. From an instrumental viewpoint it reflects inclusiveness and social exchange. It enables inclusive play activities that promote confidence and self-esteem. All children blossom as children with different abilities, including ”fully able” children, collaboratively achieve success, in games that are fun for all. A specific effort in the design was spent in creating consistency between the form, visual qualities, and the behaviours of the robot, in order to enable play scenarios that were specifically targeted at autistic, mild cognitively-impaired and severely motorimpaired children.
USER STUDIES
The design process combined the principles of UserCentered Design (UCD) and Scenario-Based Design [1]. In fact user involvement was required not simply to increase the effectiveness of the resulting system, but also to define play scenarios, tweak concepts and functionality to better answer user needs, come up with different ways to use the technology, and develop new social practices around the possibilities opened up by the robot. Concepts, mock-ups and working prototypes underwent multiple design iterations. Each evaluation informed the redesign of the next prototype, and the user requirements were progressively refined and elicited in a continuous user research cycle. The user requirements elicitation process was organised in several panels of experts organized by the project’s partners in various European countries (Spain, Italy, The Netherlands, Austria, UK). The panels involved professionals from different special education schools, teachers, therapists (e.g. psychotherapists, speech therapists, play therapists, physiotherapists, occupational therapists), as well as parents and family members. A common methodology was used in all the panels’ interviews consisting of an introduction to the project, followed by a story-telling session where the members of the panel provided insight into the current play of the children and its characteristics, together with specific examples of the children’s play [2]. The session usually continued with a brainstorming discussion around pre-set questions that aimed to find possible activities to be carried out with the assistance of a robotic companion; the role of the robot in the social play context; characteristics of the environment where the robot could be of added value; functionalities
Author Keywords
Robot companion, inclusive games, modular design, smart textile design. ACM Classification Keywords
H5.m. Information interfaces and presentation, Hm. Miscellaneous. INTRODUCTION
Children with a disability not only experience the physical and psychological consequences of their impairment in the short-term but their disability profoundly affects the development of their social skills for their whole life. For full participation in society, communication and social interaction skills are fundamental: both of these skills can be acquired during play in childhood, and robot companions can play a key role in supporting the development of such skills. Iromec (www.iromec.org) is a robot companion that promotes play in physically and cognitive impaired children Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NordiCHIis2010, 16–20, 2010, Reykjavik, Iceland. Copyright held October by the author/owner(s) Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00. NordiCHI’10, Reykjavik, Iceland
ACM 978-1-60558-934-3/10/10
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suitable for the target groups; possible critical aspects of the children’s behaviour and needs that such a robotic toy could address; ethical issues, wishes and other information considering robot toys.
behavior, to participation in social interactions. Children with mental retardation have reduced attention ability and might not understand the meaning of the proposed play. Therefore suitable play scenarios for them are coordination and sensory stimulation games (Figure 3 and 5). Children with motor impairment are limited in their ability to play due to limitations in their movement, if they are able to move at all. Cause and effect games and pretend play are the most suited play activities for this user group (Figure 2 and 4). The expressivity of the robot plays a fundamental role in these kinds of games so it is desirable for the robot to be able to display a wide range of facial expressions.
In parallel with the expert user panels, other fieldwork research has been carried out including: • The use of the cultural probes method [3] with disabled children in order to obtain inspirational material about the children’s wishes, preferences, viewpoints and daily practice of play. The children collected small objects they usually play with, took photographs, and recorded brief notes. All the probes were used as a source of inspiration for the concept design. • Field observations were conducted at primary schools of structured and spontaneous play activities.
THE DESIGN OF PLAY SCENARIOS
From the initial user studies a set of twenty play scenarios were defined in close collaboration with the expert panels [4]. The educational and therapeutic objectives of each scenario have been classified with reference to the World Health Organization’s International Classification of Functioning, Disability and Health in the new version (2007) for Children and Youths. Examples of play scenarios are: Turn taking: an exercise play where two or more children exchange the robot in turn. The scenario can be played in “sensory reward mode” to augment expressivity and feedback with sounds and animated graphics. The main target users are autistic children and the educational objectives are to improve mobility, cognitive flexibility and basic interpersonal interaction.
• “Construction workshop”. This was a hands-on activity where the therapists and the teachers played with cardboard boxes with different shapes, different materials and sensors. It was an exploration and construction activity supported by simple materials of different shape and dimensions, physical connectors to assemble the robot and sensors used to reflect upon the robot’s appearance and the play scenarios. • Contextual enquiries were conducted with children with different disabilities and their parents to document the use of toys and the “hacking” practices necessary to adapt the toys to the specific abilities of the children. • Workflow and scenarios of the current therapeutic and educational activities were examined. In particular the scenarios were defined to illustrate the context of play, the educational and therapeutic objectives, artefacts (both material artefacts as devices, and conceptual artefacts as rules, practices, roles etc.) and social relationships. From the initial fieldwork, the primary users of the robot have been identified: autistic, mild mentally-retarded and severely motor-impaired children. All of them have difficulties in playing alone or with others but their difficulties require different types of support during play. For example, the autistic children have considerable difficulties in social interaction, in particular in understanding others’ intentions and feelings, as well as gestures and facial expressions. They usually show little reciprocal use of eye contact and a tendency toward repetitive behaviour patterns. For these reasons it is important that the robot has a very simplified and unexpressive face, preferably with physically embedded parts like eyelids that can be manually opened or closed during play to reduce the expressivity, and that the games are repetitive with a clear sensory reward. In this respect, imitation and turn-taking games (Figures 1 and 6) are specifically suited to autistic children. Mental retardation usually involves multiple dimensions, from retardation in intellectual abilities and adaptive
Figure 1: Two variations of the Turn taking scenario
Make it Move: a cause and effect game where the robot’s movement is controlled by clapping hands. The main target users are severely motor impaired children and the educational objectives are to improve the sense of self and the awareness of the child's own body and identity.
Figure 2: Make it move scenario
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Figure 5: Get in contact scenario.
Follow-me: a coordination game that consists of playing with a robot that follows the child. Other children can compete to attract the attention of the robot in order to be followed. The primary educational objectives of this scenario are related to energy and drive functions and to improve motivation to act and to feel in control. The scenario aims to develop the understanding of cause and effect connections and to improve attention to mobility. The main target group are mildly mentally retarded children.
Imitation: an imitation game where the adult operates the robot remotely and controls its behaviour. Once the child has practised all of the robot's possible movements, the adult asks the child to initiate similar movements for the robot to copy. After a while, the adult reveals that they are operating the robot, and the game continues. Because the child knows that actually they are playing with the adult through the robot, this might encourage the child to have more eye contact with the adult as well as sharing in the excitement and fun. The play scenario is mainly targeted to autistic children and has a number of educational and therapeutic objectives: to improve proprioception, to improve the sense of self and the awareness of one's own body and identity, to improve focusing, maintaining, shifting, dividing attention and joint attention and to stimulate basic interpersonal interaction like turn taking and gaze shift.
Figure 3: Follow me scenario
Dance with me: an imitation and rule game where a child makes the robot ‘dance’ – i.e. either the child or the robot initiates a dance to the rhythm of pre-recorded music and the other imitates the choreography to ‘dance together’. The scenario is addressed to severely motor impaired children with the objective of improving spatial awareness and the control of simple voluntary movements.
Figure 6: Imitation game
CONCEPT DESIGN
The design intentions in constructing the robot included the following: • To develop a solution that provides the maximum number of features in order to address different types of play scenarios for different categories of users. Figure 4: Dance with me scenario
• To apply a modular approach that permits a high level of flexibility and specialization in the use of the robot and an easy adaptation to the child’s abilities.
Get in contact: a sensory stimulation game played by one or more children. The adult has a supportive role during the activity to stimulate storytelling and to control the behaviour of the robot. The main target user group is represented by mildly mentally impaired children and the educational objectives are mainly related to the improvement of perceptual and emotional functions.
• To support the child’s interaction with the robot in two main settings: one stationary (i.e. to be used on the table to enable different kinds of imitation games, see Figure 6), and the other one mobile, to emphasise the use of the free movement in the space and to enable different games like turn taking, coordination game, cause and effect games etc (Figure 2, 3, 4). During the inspirational phase of the design, the main questions considered were related to the robot appearance and how the combination of the appearance with the visual language and behaviours could contribute to the definition and expression of the particular identity of the robot itself. Different possibilities have been explored to create a consistency between form, visual qualities and behaviours.
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As a result of a series of iterations of specific play scenarios that can be enabled by different configurations, the final design choice was based on a modular robot that can be configured as a horizontal, mobile robot supporting movement and coordination games (a vehicle with a cartoon-like appearance) and as a vertical, stationary configuration to support mimic and imitation games (anthropomorphic, cartoon-like appearance). This solution allows us to obtain a broad flexibility in the play activities with the same robotic system.
The robot can be used in an autonomous or controlled way using external remote controls.
From a structural point of view the final design is composed of three main typologies of elements (Figure 7): • the mobile platform, (www.robosoft.fr)
developed
by
Robosoft
• the interaction module, that can be easily plugged/unplugged to the mobile platform following a “plug and play” philosophy. A connector interface serves as a mechanical locking system between the interaction module and the mobile platform and allows power and data transmission. The interaction module (developed by Profactor, www.profactor.at) is equipped with a highlevel control system that provides editing of “play scripts” through the graphical user interface, by means of XML-description. It consists of a body, whose digital screen skin can display different visual effects, thus supporting identity, expression and feedback; a head with a digital display for both expression and orientation; and arms, to guarantee basic manipulation features. The interaction module measures 35x55x17 cm. The head (22x12x17 cm) rotates along the vertical axis to produce right-to-left (and vice versa) movements, or/and to simulate situations in which the attention of the robot is attracted towards a specific direction.
Figure 8: Add-ons and coating elements
In term of interactivity the mobile platform supports all the interaction patterns based on the physical movement of the robot in the space. The interaction module adds to the robot’s movement three interaction layers: • Sound layer: original sounds have been created to structure and articulate the play experience. They have been designed to give the impression of a living entity without any specific human or animal connotation. Sounds are used to assign a tempo to the activity, to structure spatial and proximity relations, to anticipate an intention to act, to underlie the effect of an action and externalise the robot’s perception. • Physical actions layer: allows movements of the interaction module in the stationary configuration, such as turning the head or performing some basic manipulation, such as grabbing and/or holding a small object. In the current implementation of the robot the arms have not yet been integrated.
• some ADD-ONS and COATING elements (Figure 8) provide a rich level of interactivity and expressivity. The robot is also equipped with external control buttons.
• Expression layer (Figure 9) displays both the emotional status of the robot and dialogues with the users (action trigger and feedback). This layer is supported by the combination of visual representations on a digital display skin and on the head. The head performs different levels of facial expressions; the skin is a touch screen display whose main feature is to display both visual patterns for showing its emotional status and some controls that facilitate direct interaction with the robot.
Figure 7: The main components of the robot
Figure 9: Robot’s expressivity and emotions
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Add-ons components
Figure 11: Luminescent fabric modules
The Add-ons are simple passive components that can be added to the robot for emphasizing particular aesthetic and functional aspects. Different masks can be mounted on the head to hide parts of the face and to reduce the expressiveness (Figure 10). This feature is specifically designed for autistic children whose competence level in processing facial expressions can vary considerably in relation to the severity of the cognitive impairment. The combination of digital and physical components allows us to experiment with several setups, in order to find the solution that best fits the needs of the children.
Pressure sensitive textile module
A Pressure Sensitive Textile coating module (Figure 12) has been developed fixing a soft woolen cover on top of two metallic and conductive layers separated by an isolating layer. The conductive layers are made of steel wires while the isolating layer is composed of coloured polyester or transparent PA6 monofilament depending on the type of connection to the commutation. The fabric works like a switch: whenever the child strokes a sensitive area the robot laughs, emitting sounds. This module enables the “Tickling scenario” that consists of an exploration of the robot’s body to discover where it is sensitive to tickling. The tickling zones change dynamically and children have fun in trying to guess where the robot is more sensitive. The game has been developed to improve perceptual functions such as auditory, visual, tactile and visuospatial perception as a basic form of communication in sensory stimulation games.
Figure 10: The mask Interactive coating modules
A set of interactive coating modules can be mounted on the robot’s body to obtain different tactile and visual effects. The coating modules embed smart textiles that provide the robot with unusual visual, tactile and behavioural feedback resulting from material transformations. Figure 12: Pressure sensitive textile module Luminescent fabric modules
The Luminescent Fabric coating module (Figure 11) is made of coloured polyester and luminescent fibers. Different groups of luminescent fibers are weaved into the fabric and can have different colours. They can be managed independently – being controlled by one inverter each. The components are plugged into the sides of the robot and light up when the robot moves. Different light patterns can be obtained: the lateral modules blink fast together when the robot moves straight, only the right (left) module lights up when the robot turns right (left), a slow blinking appears when the robot is in waiting mode. This mechanism is used to reinforce the feedback on the robot status, in particular during movements and coordination games.
The interactive fur module
The “interactive fur” (Figure 13) is made of a soft woolen cover with static and moving hairs. The static hairs are knotted on a copper knitted fabric covering a dome-like fiberglass shell.
Figure 13: The interactive fur module
The moving hairs are fixed to the copper fabric, but their lower part is connected to a Nitinol spring (Figure 14).
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Siena (Italy) involved children with different cognitive and physical disabilities over a period of two months. All children involved in the trials, both disabled and typically developed, had fun playing together regardless of their different abilities. The play scenarios have been clearly understood and the children interacted appropriately with the robot, respecting the game rules, but also inventing new games. The robot played a fundamental role in mediating social relations among the children. Dynamics of peer-topeer learning spontaneously emerged. The modularity of the robot was a key feature for stimulating creativity and symbolic play. From a design viewpoint the robot has some distinctive qualities: • Instrumental qualities – since the design choices reflect inclusiveness and social exchange.
Figure 14: The inner shell of the interactive fur with Nitinol springs
A total of 20 moving hairs are distributed on top of the shell. The central part of each Nitinol spring is connected to an electric wire wrapping around(?) the hairs. The Nitinol springs are fixed to the inner part of the dome shell by means of screws, and the electric wires are inserted through holes in the shell itself. When electricity passes from one extremity of the spring to the center, the other extremity contracts. In this way, the electric wire at the centre of the spring moves left and right together with the hair around which it is wrapped. The movement of the hair can be controlled in its timing, intensity and form. Since the hair is inserted in the copper fabric, which is not elastic, the movement of the lower part of the hair is transformed into a rotation of the hair, which in some cases can reach more then 100°. When half of the spring contracts, it is necessary to wait at least 20 seconds for it to cool down before the other half of the spring can contract. This makes the effect of the moving hairs seem quite natural, similar to the fur of an animal. Different implementations and controls of this module have been developed, embedding different kinds of sensors like proximity and sound sensors. When the child approaches the robot the fur moves, and the movement of the hairs correspond in timing and intensity to the movement of the person. If the child moves towards the robot quickly, it reacts with a fast movement of the fur. It the child crosses the robot from the right side, the fur reacts from the corresponding side. A similar behaviour can be obtained if the interactive fur is connected to audio sensors. If the child whispers to the robot from the right side, as she talks to the robot in the “right ear”, the fur raises gently starting from the right side. It is usually more fun for children to shout in order to frighten the robot. In this case the fur reacts suddenly and the robot moves away. This module is used to reinforce the robot’s behaviour in coordination and cause and effect games.
• Aesthetic qualities – both in the robot appearance and expressiveness, thanks to the combination of digital and physical components. • Innovation: the smart textiles produced and implemented in the additional modules are innovative and the related technology can be exploited in different domains. • Ethical qualities and groundedness: the design process was centred on the children and their needs. Children, parents and teachers were involved from the very beginning and regarded not as objects of study, but as active agents within the design process itself. • Impact: the modular design of Iromec can address the needs of a wide and variegated set of users. This feature increases the likelihood of the robot having a significant impact on current educational practices. REFERENCES
1. Carroll, J. M., 2003. HCI Models, Theories, and Frameworks - Towards a Multidisciplinary Science. San Francisco: Morgan Kaufmann Publishers. 2. Robins, B. Ferrari, E. Dautenhahn, K. Kronrief, G. Prazak, B. Gerderblom, G.J. Bernd, T. Caprino, F. Laudanna, E. Marti, P. Human-centred Design Methods: Developing Scenarios for Robot Assisted Play Informed by User Panels and Field Trials. International Journal of Human Computer Studies, 2010 (in press). 3. Gaver, B., Dunne, T., and Pacenti, E. (1999). Design: Cultural probes. Interactions 6, 1 (Jan. 1999), 21-29. 4. Robins, B., Ferrari, E., Dautenhahn, K., 2008. Developing Scenarios for Robot Assisted Play. 17th IEEE International Workshop on Robot and Human Interactive Communication - RO-MAN 2008, Munich, Germany.
CONCLUSIVE REMARKS
The robot is currently being experimented with in primary schools and institutions in Spain, Italy, The Netherlands, Austria and the UK. Initial trials in a primary school in
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Untangling the mess – A redesign of a technical environment for a telecommunication company call centre. Part II: Capturing a valid order for a telecommunication service Margret Dora Ragnarsdottir University of Iceland and Siminn Armuli 25, 108 Reykjavik, Iceland margretdr@siminn.is ABSTRACT
growth has left Siminn’s front line with over 60 different tools needed to service their customers. Even though no unit within the call center needs to operate all of these tools, specific subdivision of the call center need to learn to operate up to 40. These tools range from out-of-the box administration interfaces from Siminn’s vendors to homemade tools and most of them are web based. When they were introduced there was no effort made in making them fit in with the technical environment they were to be used in so they are different in every conceivable way. They have different look and feel, different authentication and they don’t share a unique identifier for the customer etc. Call center staff have been required to show up 15 minutes before their shift starts in order to have logged in to all major systems before they started taking calls. This trend was creating a lot of unnecessary cost for the company, both in front line staff and indirectly in low quality service to the customers, so a project was launched to address the issue.
The technical environment in a call center for a telecommunications company has exploded in the past years and is now in bad need of a redesign. In a previous paper [3] we described how we used probes in order to understand the user needs for such a system. This paper discusses how to address the user needs in the redesign of the environment. In particular we focus on designing an order capture user interface by applying user-centered design and participatory design. The conclusion discusses the lessons learned and the challenges of making a design come to life as functioning software. In this case, getting the users to describe what they do and what they need proved easy using the methodology described above. The challenges were communicating this result onwards to those responsible for creating the software so that the wishes of the users would be honored. Author Keywords
User interface design, user-centered design, enterprise software design, participatory design, agile software development, scrum.
This project has been ongoing since 2007. During that period we have been researching how to address the problems, with invaluable input from frontline staff members. In a previous paper [3] we described how we started the specification process and found out what the frontline staff needed in order to give swift quality service to Siminn’s customers. We identified the following requirements for an the ideal technical environment for the frontline:
ACM Classification Keywords
H.5.2 User centered design, H.5.3 Organizational design. INTRODUCTION
Over the course of more than a 100 years, Siminn (the incumbent Icelandic telecommunications company) has grown from being a fixed line operator into offering a triple play service to a residential and a corporate market. This growth has primarily taken place in the last 15 years or so with the advent of the mobile phone, household internet connections and digital television service. The speed of the
• • • •
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Copyright is heldOctober by the author/owner(s) NordiCHI 2010, 16–20, 2010, Reykjavik, Iceland. NordiCHI’10, Reykjavik, Iceland Copyright 2010 ACM ISBN: 978-1-60558-934-3...$5.00. ACM 978-1-60558-934-3/10/10
Focus on effectiveness and stability. Comprehensive customer view. Strong knowledge base with an excellent search. Proper order capture and order management tools that guide the customer representatives (CRs) in creating valid orders and allow them to follow the orders’ progress.
Since then we have been working on fulfilling these requirements. This paper discusses the creation of a proper order capture and order management tool we call Asgard.
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At a very high level the requirements for Asgard are: •
• • •
• •
•
Comprehensive overview of the customer including the services the customer has a subscription for at Siminn. Add, change or reconfigure one or more services in one order. The possibility to save an order in any state and pick up the thread at a later time. When an order is submitted it is valid (all necessary information is present and validated as applicable). The possibility to configure billing information (who pays for which service/sub-service). Overview of all orders and their current status (including details of the order and steps in the order execution). Orders should be automatically executed as applicable.
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There will be no help documentation aimed at explaining how the system works (knowledge base for our products is available). The design should be good enough and the training should suffice.
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The system is web-based. The users are all using either Firefox 3.5 or Internet Explorer 7 or 8.
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The user interface should be designed for the breadth of 1280 pixels (though all components will be visible on a 1028 pixel resolution).
User centered design
Two groups were formed, representing the front line of both corporate and residential markets and design meetings were held with them. The aim was to start with an empty page and reiterate the design until we had a structure that we were pleased with and suited the needs of different groups in the frontline. Then fill in the details as applicable. All in all six iterations of the design were made in 13 design meetings. Between meetings we tried to capture the requirements and the best ideas from each group into the next iteration of the design.
In order to avoid an extended development period during which little benefit would be made available to the stakeholders, Siminn decided to split the project into phases based on product families. To understand if the design would accommodate even the most complex products it was decided to start by focusing on one of the most complicated product family; residential internet connections. A lot of information has to be gathered by the customer representatives for each internet order and the execution touches many of our legacy systems.
Iteration 1
For the first meeting we prepared post-it notes with the elements we identified in our former study to be necessary for the frontline in order to create a valid order [1] and three A2 sized papers. Each page represented a step in the process of creating a valid order: customer overview, order form and payment.
DESIGN PROCESS Design guidelines
A few design guidelines we set out with: •
The design will be user centered.
•
The users should be able to create a valid order after one hour of training.
•
This system is being designed for expert users. They will use the system repeatedly every day.
Figure 2 Second iteration, customer overview
Figure 1 First iteration, customer overview
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In the first two meetings we split attendees into sub groups like in a World Café (for further information on the World Café group work methodology see [1]). The groups were first asked to prioritize the elements (sorting the post-it notes). Then the groups were mixed up and asked to roughly place the elements on the papers as a first sketch of a user interface. Figure 1 shows an example of one group’s work. Iteration 2
For the second meeting we had integrated the ideas from the first meeting into a wireframe that included the elements the users had worked with in the first meeting and roughly their location and size (see Figure 2). We arranged the elements in ‘banners’ which were based on the design of Siminn’s external website (see Design chapter). The groups were asked to fill in the details for information needed in each banner. Iteration 3-5
In the following meetings we presented a wireframe with the details added in the second iteration. We ran informal usability tests on it by giving the groups tasks to solve with the wireframes and followed their progress through the flow. In one meeting we invited front line members that had recently been employed by Siminn. Figure 4 shows the resulting wireframe design that was handed over to the web designer to work with.
Figure 4 Fifth iteration, customer overview Iteration 6
For our last meeting we presented the user interface sketch in a designed look from our graphical designer (see Figure 5) and chose a name for the system. Asgard is where the gods in Norse mythology reside.
Figure 3 Third iteration, detailed information added.
Figure 5 Asgard’s customer overview with the final look
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User involvement during implementation
2.
When we were satisfied that we had something to work with we stopped the regular meetings and instead called in members of our user groups on a more ad hoc basis. Most often we would recruit them for an impromptu usability test or to clarify a work process. Aside from that team leaders working in the front line were invited to the development team’s demonstrations. When the order interface was close to being ready we had a soft launch with a select group of super users to gather feedback before the system was launched with the general frontline.
The customer overview in Asgard (see Figure 7) is designed so that the user can get a good overview of a customer and quickly understand what the situation is and what are possible next actions. This is in accordance to one of the conclusions of our previous research [3]. The CRs want to start out from the customer, understand who they are dealing with and what their situation is, and work from there. Search is always top right like on the intranet and external website. Information regarding the customer is top left and latest communication history is right next to it. In each of the banners that follow, a product family is represented. The customer service representative can see what subscriptions the customer has and respond to any change in his subscriptions.
DESIGN
The design of the interfaces is based on the same look and feel as the Siminn website. This is a design by Arnar Ólafsson web designer, which he customized for Asgard. We wanted to keep this look because it was familiar to our users and we want the users to have a harmonious experience using Siminn’s web based tools.
The design assumes that the banners can have different tabs, which show the services in a different light, such as current status of service (for trouble shooting for technical support) or usage (for recommendations of rate plans). This has not yet been implemented.
The layout of the external website is designed so it is flexible, it can grow and shrink without falling apart. Figure 6 shows that there are two banners that stretch the length of the website below the large advertising banner. On occasion we have added a third one. Our intranet, based on the same design idea, has five. These banners were the basis for the Asgard design, we dedicate one for each product family.
All actions on the product are done in an overlay on top of the customer dashboard. The background is transparent so that the user doesn’t lose the context of the order, i.e. he still sees the name of the customer he is servicing and his current products. The user can also move the overlay to find other relevant information. This means that there is no need to repeat this information in the dialog and the user can focus on the task at hand (see Figure 8).
Each banner shows the same information for each product: service identifier, subscription, owner, payer and billing account. This has two implications: 1.
Related information is grouped together logically so the users do not need to read all the presented information. This way we can display a lot of information without overwhelming the users.
By choosing a flexible design like this Asgard would look solid even when only a part of the designed functionality has been implemented. It also leaves room for additional changes that makes it less likely for the design to become obsolete.
In order to fulfill the requirements of allowing the customer representative to start an order and leave it unfinished we introduced a cart. The cart functions like a cart in any web store, the user can pick products and save them in the cart and return to them later. This also allowed us to fulfill the requirement for many products in one order. An order in the cart is referred to as a quote. As soon as it has been submitted it is referred to as an order. This distinction has been the main focus in the training of the staff.
Figure 6 Siminn website – www.siminn.is Figure 7 A screenshot of the customer overview in Asgard
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an order in Asgard (2 minutes instead of 3). The benefit for inexperienced users is twice as much (2 minutes in stead of 5). Asgard also makes it possible for less experienced staff closer to the customer to create their orders themselves so that the CRM step can be skipped. The execution used to involve staff in three departments with delivery in the best case on the next day. Now the best case is executed automatically in a matter of seconds. Usability test
When the system had reached the maturity to be able to create a valid order a usability test was done. An external usability expert came in and did the testing. The testing included 12 participants that had not been involved in the design process. They were selected so that roughly half of them had worked for Siminn less than 2 years (thus qualify as novices) and the rest had worked for Siminn longer (experts). They were also equally distributed between back office and sales. They did not get the hour-long training before they started, only a brief explanation of the functionality of the system. The task was to complete an order. None of them were successful because they had no concept of a valid order vs. quote. So 12 valid quotes were created. This is something we address in all training sessions. The users of this system are experts; they will create orders in the system frequently during the day. This flow will become fluent for them in their day to day activities. To address this in training we have been using the analogy of a web store; add to cart and proceed to checkout. A quote has been added to the cart but you have to checkout for the order to be shipped. The value of being able to add many products into a cart and to be able to pick up the thread from a saved quote is great and justifies this additional complexity in the design. The concept of a specific payment step is also valuable for the corporate market where the cost of a product is frequently shared between a company and an employee (the user of the service).
Figure 8 The order form in an overlay
The configuration dialog makes sure that the order is valid by validating various inputs. As an example users get instant feedback on whether an email address is available and if the password chosen is valid. RESULTS
This summer order forms for two product families will be introduced to the frontline; internet in May and mobile in August. The soft launch indicates that we can replace six separate user interfaces to begin with. The aim is to replace nine by the end of the year. In a recently set corporate policy on user interfaces Asgard has been set as the standard for order capture with Siminn and the look and feel of other web based user interfaces within Siminn. Estimated benefits
One of the primary goals with creating an order system was to make it easier for the frontline to service our customers. Every year there are around 10.000 new internet connections created with Siminn. The process of ordering a new internet connection before Asgard was long and very fragile and included more than one system (usually two, sometimes three). It was difficult to follow the progress of the order as it had been made and it was very easy to make a small mistake that would inhibit the customer from being connected or billed. Such mistakes are not only bad service for the customer but create a direct cost for Siminn in following up and calming the anxious customer that is without internet connection. Because the process was so fragile it was usually left to the most experienced staff to implement these orders. The customer representatives document the order into the customer relationship management (CRM) system and pass the actual order implementation on to the back office. This process is also very broken and delays service activation sometimes for days because the CRM order is not validated (information in the CRM order request is often missing or wrong).
Nonetheless, the users were very quite happy with Asgard and rated it a 7 on a scale from 1-10. There was no difference in the rating between expert and novice users. As always we learned of a few issues that were fixed before launch. RECEPTION
Training has been less than an hour for all user groups, mainly showing them the flow of the order once and discussing briefly the difference between quote and order and explaining the functionality of the cart. We have found that the analogy of a web-store is something the users identify with quickly. A note from a user recently was that it was very easy, just like buying stuff at Amazon.com. However, we have learned that many users do forget to push the order through the last step and this is something that we may have to address in the design (a reminder for example when the user has saved the order to submit it).
By timing the execution of a new internet order done the old way and by using Asgard our super-users (primarily in back office processing) are a full minute quicker in making
We have noted when recruiting users to help in the design that when the design is introduced they are very positive
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towards it and they will help in the introduction to other frontline members. They will also take note and bring feedback to the developers on how things are going which is very helpful in developing the system further.
Here Scrum was used as a software development method and this proved to not support this handover. The act of creating stories cannot contribute enough information even if supported by wireframes and some acceptance criteria. Since we were writing a new system we grossly lacked the presence of non-functional requirements and information about flow in the user interface, context of stories and relationship between stories.
At first this system seemed to be too complex to be feasible. Some users expressed this concern and the concern that the system was too big to ever be completed. Using agile development and inviting representatives to follow up on the progress can mediate these concerns.
The second challenge was to keep focus on the current development while honoring the big picture. Asgard is designed as a order management system for all of Siminn’s product families (fixed line, mobile, internet and TV). Even if the team was focusing on only one product family we needed them to understand where the system was going. That there would be things that needed attention even if they were not strictly a part of the ordering process for the product we were working on at the moment. This proved difficult as these things (very often non-functional) would often make a user story more complex than necessary if only the context of one product family was considered and thus would increase the risk of the story not being finished and hence the team not succeeding in delivering their commitment in the sprint demos. Again the methodology seemed to work against us and not for us.
Actual benefits will be clearer in the year following the first introduction of the system and a survey will be conducted to gather the opinion of the users and their feedback. All in all the design manages to make a lot of information available without the interface being crowded or overwhelming by grouping the information together logically. It has managed to do so in such a way that the users are happy. Also importantly, management is satisfied with the result and will continue to supports its development and implementation at Siminn. CONCLUSION
It is important to note that the best design in the world does nothing in itself to help the users succeed. The design has to be implemented as working system. Currently there are many methods available to designers in order to get the users to describe what they are doing and what they need. These have been used with great success in this project (both here and in [3]). But there seems to be a gap in the methodology in taking this description and making it inspire a team of software developers to execute. In this project we faced this issue. The challenge was twofold: 1. 2.
These challenges have been noted (see for example [2]) but they have not been solved properly for the enterprise size teams where the teams do not themselves face the users but do so through an interface designer. The lesson we take from this is to emphasize even more communication between parties, to over-communicate instead of assume and to use all methods available in getting everyone on the same page. Strictly adhering to scrum is not enough.
We needed the software development team to understand how the system will be used.
ACKNOWLEDGEMENTS
We are in great debt to our users that have been following the process from the beginning, for them teaching us the ropes and giving us helpful information, for not giving up and accepting the system when it was presented. Big thanks as well to the gifted web designer, Arnar Olafsson. And last but not least to our talented developers that are working on creating the system.
We needed the software development team to understand the big picture.
In a large enterprise the software development is removed from the core business. The developers are thus not domain specialists, which make it difficult for them to see things from the point of view of the users. This is one of the main reasons we wanted to use user-centered design methods to elicit the requirements from the users, the domain experts. The idea was to use the user interface designer to mediate the information between users and developers but it proved difficult to carry the message through.
REFERENCES
1. Brown, J. and Isaac, D. (2005). The World Café: Shaping Our Futures Through Conversations That Matter. Berrett-Koehler: San Francisco, CA. 2. Patton, J. (2008). Twelve emerging best practices for adding UX work to Agile development. Retrieved from http://agileproductdesign.com/blog/emerging_best_agile _ux_practice.html on July 16 2010.
Perhaps this could have been mediated by having the team members attend the design meetings. However, usercentered design in the enterprise environment means that you need to get people to discuss their work, what they find difficult and even where they are cutting corners and the more people you invite to such meetings the less likely you are to get important information. Thus it would not have proved effective to invite team members and instead the user interface designer mediated the information between the developers and users.
3. Ragnarsdottir, M. D. (2008). Untangling the mess – A redesign of a technical environment for a telecommunication company call centre. Part I: Understanding user needs. Proceedings of the Nordic Ergonomic Society conference 2008.
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Grand Challenges for Future HCI Research: Cultures of Participation, Interfaces Supporting Learning, and Expansive Learning PANELISTS
Yrjö Engeström and Annalisa Sannino Center for Research on Activity, Development, and Learning University of Helsinki, Finland P.O. Box 47, FIN-00014 yrjo.engestrom@helsinki.fi
Gerhard Fischer Center for LifeLong Learning and Design (L3D) University of Colorado Campus Box 430 Boulder, CO 80309-0430 USA gerhard@colorado.edu
Anders I. Mørch InterMedia University of Oslo P.O. Box 1161 Blindern N-0318 Oslo, Norway anders.morch@intermedia.uio.no
DISCUSSANT
Olav W. Bertelsen Aarhus University IT-parken Åbogade 34 DK-8200 Aarhus N Denmark olavb@cs.au.dk
BRIEF DESCRIPTION
OBJECTIVES OF THE PANEL
This panel will analyze the research activities (including objectives, theoretical foundations, developments, synergy, and differences) of three research centers:
The panel will explore the relevance and impact of the three themes Cultures of Participation, Interfaces Supporting Learning, and Expansive Learning towards articulating and defining grand challenges for HCI research to expand boundaries. A grand challenge defines a commitment by a scientific community (in this case: the HCI community) to work together towards a common goal — valuable and achievable within a predicted timescale. The shared objective of our three centers is to evolve HCI research and practice and expand its boundaries towards (1) increased openness, participation, and inclusion of diverse communities, disciplines, and people and (2) creating and supporting theory-guided socio-technical environments to make learning a first class activity.
•
Center for Research on Activity, Development, and Learning (CRADLE), University of Helsinki, with a research focus on “expansive learning”;
•
Center for LifeLong Learning and Design (L3D). University of Colorado, with a research focus on “cultures of participation”;
•
InterMedia, Center for Communication, Design and Learning, University of Oslo, with a research focus on “interfaces supporting learning”.
The three researchers centers (1) share some common basic beliefs and objectives (e.g. with regards to participation, learning, and design), but (2) but they also have their own identity and focus (e.g. with regards to work, technology, and technology-enhanced learning).
THE IMPACT OF THE THREE THEMES TO “EXPAND BOUNDARIES” FOR FUTURE HCI RESEARCH Cultures of Participation
The panel will take advantage of the discussions and findings of the recent International Workshop “Collective Creativity and Learning” which took place at the University of Helsinki in December 2009(http://www.helsinki.fi/cradle/news_archive/ws_collec tive_creativity_and_learning.htm).
The rise in social computing (based on social production and mass collaboration) has facilitated a shift from consumer cultures (specialized in producing finished goods to be consumed passively) to cultures of participation [6] (in which all people are provided with the means to participate actively in personally meaningful problems) [2]. These developments represent unique and fundamental opportunities and challenges for expanding boundaries of HCI research.
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Cultures of participation are facilitated by the participatory Web (“Web 2.0”) contributing to the aims of engaging diverse audiences, enhancing creativity, sharing information, and fostering the collaboration among users
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acting as active contributors and designers. They are supported by meta-design [7] focused on “design for designers” and that represents an emerging conceptual framework aimed at defining and creating social and technical infrastructures in which new forms of collaborative design can take place. Meta-design extends the traditional notion of system design beyond the original development of a system by supporting users as codesigners. It is grounded in the basic assumption that future uses and problems cannot be completely anticipated at design time, when a system is developed. Users, at use time, will discover mismatches between their needs and the support that an existing system can provide for them. These mismatches will lead to breakdowns that serve as potential sources of new insights, new knowledge, and new understanding. Meta-design complements and transcends participatory design that design time never ends.
classrooms and workplaces to design principles for interfaces supporting learning. The multidisciplinary research center InterMedia has operationalized Vygotsky’s idea by innovative research designs and interactive systems and studied mediation and scaffolding in various collaborative learning environments. Our projects include: (http://www.intermedia.uio.no/ display/Im2/Projects): • Integrated work and learning environment for service work in gasoline stations; • Interaction of amateur (customer) and professional communities in software product development; • Interaction of amateur (viewer) and communities in cultural heritage sites;
professional
• Scaffolds for collaborative learning and progressive inquiry in science education; • Student essay critiquing system for English as second language;
Meta-design supports cultures of participation by making changes possible and technically feasible, by providing professional social, and personal benefits, and by creating low barriers for sharing changes.
• Web-based communication portals and hand held devices for health care workers.
Cultures of participation democratize design and innovation [11] by shifting power and control towards the users, supporting them to act as both designers and consumers (“prosumers”) of the system and allowing the system to be shaped through real-time use.
Based on our system building efforts and empirical studies, we have identified sub-processes and stages between interaction and individual learning. A claim we make is that there are techniques to bridge the “socio-cognitive gap” by traversing these stages. Two such techniques are externalized design and mutual development.
The seeding, evolutionary growth, and reseeding (SER) model [8] is an emerging descriptive and prescriptive model supporting cultures of participation. In the past, large and complex socio-technical environments were built as complete artifacts through the large efforts of a small number of people. Instead of attempting to build complete systems, the SER model advocates building seeds that can evolve over time through the small contributions of a large number of people and which includes reseeding phases from time to time to organize and structure evolving information spaces.
Externalized design [10] is a technique for transforming a conceptual artifact (idea, concept) from an unfamiliar domain (where one is a novice) into a concrete instantiation (a design) in a familiar domain (where one is expert). It is defined in terms of three stages: selection, appropriation and translation. It can be exemplified with theory-based design of user interfaces and collaborative learning in a group. In the latter case externalized designs are the personally meaningful artifacts individual students create on the basis of the group’s joint outcome. Mutual development is a model of collaborative design between two basic levels of development: general (formal, planned) and specific (informal, situated). The model was originally proposed to explain the findings of an empirical study in customer initiated software product development [1]. End-user developers and professional developers interacted for the purpose of developing a commercial software product. They were found to be mutually dependent on each other’s activities [10]. We currently explore the potential of applying this model for other contexts, one being interaction between the two Vygotskian planes, in order to allow for iterative and incremental transformation between developmental events. In the same way as externalized design is broken into stages [9], mutual development is broken into sub-processes. The grand challenge for HCI derived from this approach is how to build interactive systems that support learning seen from
Interfaces Supporting Learning
Vygotsky [12] proposed the idea that learning is a “sociocognitive” process that occurs on two planes: first the social and then on the individual. Transformation between the two planes is incremental and initiated in productive dialogs with others and more capable peers, or by interacting with interesting socio-cultural artefacts. According to Vygotsky (p. 57) "the transformation of an interpersonal process into an intrapersonal one is a the result of a long series of developmental events. The process being transformed continues to exist and to change as a external form of activity for a long time before definitively turning inward." Artifacts play a central role during this transformation, mediating and scaffolding developmental events. This sociocultural perspective on learning has implications beyond educational research and practice. Design implications range from pedagogical interventions in
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the perspective of transforming mediated interaction into a learning experience.
may appear (a) as emerging latent primary contradictions within each and any of the nodes of the activity system, (b) as openly manifest secondary contradictions between two or more nodes (e.g., between a new object and an old tool), (c) as tertiary contradictions between a newly established mode of activity and remnants of the previous mode of activity, or (d) as external quaternary contradictions between the newly reorganized activity and its neighboring activity systems. Conflicts, dilemmas, disturbances and local innovations may be analyzed as manifestations of the contradictions. There is a substantial difference between conflict experiences and developmentally significant contradictions. The first are situated at the level of shorttime action, the second are situated at the level of activity and inter-activity, and have a much longer life cycle. They are located at two different levels of analysis. The roots of conflicts can be explored by shifting from the action level of conflict to the activity level of contradiction.
Expansive Learning
The theory of expansive learning, originally formulated in [3] has been used in a wide variety of studies and interventions [4]. The objective of the theory is to create foundations how to help practitioners to generate and support learning that grasps pressing issues the humankind is facing. The theory of expansive learning puts the primacy on communities as learners, on transformation and creation of culture, on horizontal movement and hybridization, and on the formation of theoretical concepts. Traditional modes of learning deal with tasks in which the contents to be learned are well known ahead of time by those who design, manage and implement various programs of learning. When whole collective activity systems, such as work processes and organizations, need to redefine themselves, traditional modes of learning are not enough. Nobody knows exactly what needs to be learned. The design of the new activity and the acquisition of the knowledge and skills it requires are increasingly intertwined. In expansive learning activity, they merge.
The theory currently expands its analyses both up and down, outward and inward [5]. Moving up and outward, it tackles learning in fields or networks of interconnected activity systems with their partially shared and often contested objects. Moving down and inward, it tackles issues of subjectivity, experiencing, personal sense, emotion, embodiment, identity, and moral commitment.
The theory of expansive learning focuses on learning processes in which the very subject of learning is transformed from isolated individuals to collectives and networks. Initially individuals begin to question the existing order and logic of their activity. As more actors join in, a collaborative analysis and modeling of the zone of proximal development are initiated and carried out. Eventually the learning effort of implementing a new model of the activity encompasses all members and elements of the collective activity system. As activity systems are increasingly interconnected and interdependent, many recent studies of expansive learning take as their unit of analysis a constellation of two or more activity systems that have a partially shared object. Such interconnected activity systems may form a producer-client relationship, a partnership, a network, or some other pattern of multiactivity collaboration.
Controversial Approaches
Issues
by
Contrasting
the
Three
Specific controversial issues (that will be debated in the panel by contrasting the approaches) are: • What is meant by development, and at what levels does it occur, and what is it aimed at? How is design related to development? • End-user development is mentioned by Fischer and Mørch, but not by Engeström and Sannino. How does it fit into the picture of activity theory? • Fischer does not address learning when he talks about cultures of participation. How are cultures of participation related to learning? • Is individual learning an issue in the approaches of Engeström/Sannino and Fischer? How would it fit into their approach?
The object plays the focal role in activity. The object is an invitation to interpretation, personal sense making and societal transformation. One needs to distinguish between the generalized object of the historically evolving activity system and the specific object as it appears to a particular subject, at a given moment, in a given action. The generalized object is connected to societal meaning, the specific object is connected to personal sense. For example, in medical work, the generalized object may be health and illness as societal challenges, whereas the specific object may be a particular condition or complaint of a particular patient.
• It is unclear how mutual development and externalized design as proposed by Mørch is related to user interface design, i.e. interfaces supporting learning • What is the relationship of Cultural Historical Activity Theory to HCI, where is the point of convergence between the two? • The three approaches put their lens on different levels of abstraction of extending boundaries in HCI: (a) expansive learning is about development of activity systems in which HCI is one component in the activity system (the mediating artifact and/or object of activity);
Contradictions are the necessary but not sufficient engine of expansive learning in an activity system. In different phases of the expansive learning process, contradictions
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(b) cultures of participation (supported by meta-design) provides a framework for the development of sociotechnical environments that remain in a stage of “perpetual beta”; and (c) interfaces supporting learning are focused on interactive systems for the purpose of learning by design.
Social Production Transforms Markets and Freedom, Yale University Press, New Haven. 3. Engeström, Y. (1987) Learning by Expanding: An Activity-Theoretical Approach to Developmental Research, Orienta-Konsultit, Helsinki. 4. Engeström, Y. (2001) "Expansive Learning at Work: Toward an Activity Theoretical Reconceptualization," Journal of Education and Work, 14(1), pp. 133-156. 5. Engeström, Y. & Sannino, A. (2010) "Studies of Expansive Learning: Foundations, Findings and Future Challenges," Educational Research Review 5(1), pp. 124. 6. Fischer, G. (2010) "End-User Development and MetaDesign: Foundations for Cultures of Participation," Journal of Organizational and End User Computing 22(1), pp. 52-82. 7. Fischer, G. & Giaccardi, E. (2006) "Meta-Design: A Framework for the Future of End User Development" In H. Lieberman, F. Paternò, & V. Wulf (Eds.), End User Development, Kluwer Academic Publishers, Dordrecht, The Netherlands, pp. 427-457. 8. Fischer, G. & Ostwald, J. (2002) "Seeding, Evolutionary Growth, and Reseeding: Enriching Participatory Design with Informed Participation," Proceedings of the Participatory Design Conference (PDC’02), Malmö University, Sweden, pp. 135-143. 9. Mørch, A.I. (2009) “Applied Pragmatism and Interaction Design.” In B. Whitworth & A. de Moor (Eds.), Handbook of Research on Socio-Technical Design and Social Networking, IGI Global Books, Hershey, PA, pp. 352-366. 10. Mørch, A.I., Nygård, K.A. & Ludvigsen, S.R. (2009) “Adaptation and Generalization in Software Product Development.” In H. Daniels, A. Edwards, Y. Engeström, T. Gallagher & S. R. Ludvigsen (Eds.), Activity Theory in Practice: Promoting Learning Across Boundaries, Routledge, London UK, pp. 184205. 11. von Hippel, E. (2005) Democratizing Innovation, MIT Press, Cambridge, MA. 12. Vygotsky, L. S., (Author) & Cole, M., (Editor) (1978) Mind in Society: The Development of Higher Psychological Processes, Harvard University Press, Cambridge, MA.
Grand Challenges for HCI
“I don’t know who discovered water, but it probably wasn’t a fish” — Marshall McLuhan Grand challenges define a commitment by a scientific community to work together towards a common goal that addresses some fundamental problems and that is valuable and achievable within a predicted timescale. Grand challenges can serve as driving forces to extend boundaries of disciplines in which the inspirations are often derived from the outside (e.g., based on interdisciplinary collaborations). The grand challenge for HCI derived from the three approaches is a focus on increased openness, participation, and inclusion of diverse communities, disciplines, and people to be achieved by creating and supporting theoryguided socio-technical environments to make learning a first class activity. This objective is addressed by exploiting the synergistic effects of the three approaches at the conceptual level: • cultures of participation represent a framework to support the design of socio-technical environments in which users can act as co-designers in personally meaningful problems; • interfaces supporting learning provide techniques for the design of user interfaces, and a model of collaborative design; • expansive learning is a theory of learning to analyze development of activity systems. References
1.
2.
Andersen, R. & Mørch, A. (2009) "Mutual Development: A Case Study in Customer-Initiated Software Product Development" In V. Pipek, M. B. Rossen, B. deRuyter, & V. Wulf (Eds.), End-User Development, Springer, Heidelberg, pp. 31-49. Benkler, Y. (2006) The Wealth of Networks: How
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Author Index
Proceedings: NordiCHI 2010, October 16–20, 2010
Author Index Abou Khaled, Omar...................................................773 Afshar, Shervin............................................................667 Ahtinen, Aino...................................................................3 Albertini, Adriano.......................................................845 Alt, Florian........................................................................13 Anderson, Terry..........................................................413 André, Elisabeth............................................................315 Ang, Rebecca P................................................................659 Anlauff, Jan.................................................................591 Arvola, Mattias......................................................23, 595 Asif, Amna.........................................................................32 Attfield, Simon...........................................................483 Bach, Cédric...................................................................373 Bagalkot, Naveen.........................................................42 Barberán, Pere............................................................797 Bardzell, Jeffrey.........................................................599 Beale, Russell................................................................619 Beck, Elke.......................................................................343 Becker, Linda...............................................................759 Betz, Matthias.................................................................452 Bevan, Nigel..................................................................829 Bhömer, Martijn ten........................................................52 Bingley, Peter...............................................................335 Blessing, Lucienne.......................................................793 Blevis, Eli......................................................................112 Block, Florian.................................................62, 603, 607 Blythe, Mark..........................................................72, 178 Boehm, Sebastian...........................................................207 Bolchini, Davide..........................................................188 Boll, Susanne...........................................................32, 675 Booth, Kellogg S...........................................................463 Boring, Sebastian..................................................561, 789 Bowers, Chris...............................................................619 Bratteteig, Tone............................................................1 Breinbjerg, Morten....................................................611 Brewster, Stephen......................................................422 Briggs, Pam...................................................................503 Brown, Barry.................................................................393 Bruun, Anders.................................................................82 Buscà, Esteve................................................................797 Butz, Andreas.................................................................561 Böhm, Sonja...................................................................789 Cahour, Béatrice..........................................................627 Cairns, Paul.............................................................72, 178 Carrigy, Tara..................................................................92 Chen, Raymond..............................................................483
Chew, Boon....................................................................102 Choi, Jaz Hee-jeong........................................................112 Chong, Ming Ki.............................................................432 Christensen, Lars......................................................118 Chua, Alton Y.K.............................................................659 Church, Karen..............................................................128 Collard, Matthijs........................................................687 Condotta, Massimiliano.............................................743 Coutaz, Joëlle...............................................................615 Coutrix, Céline............................................................138 Creed, Chris...................................................................619 Dahl, Yngve...................................................................623 De Luca, Alexander.......................................................739 De Roeck, Dries............................................................148 Delgado, Sandra..........................................................797 Demeure, Alexandre.....................................................615 Derboven, Jan.............................................................148 Détienne, Françoise.....................................................627 Diefenbach, Sarah......................................631, 747, 801 Dierdorf, Stefan...........................................................651 Dima, Mariza...................................................................635 Doke, Pankaj...................................................................727 Dubois, Emmanuel........................................................373 Duval, Erik....................................................................743 Duysburgh, Pieter......................................................781 Döweling, Sebastian....................................................158 Ebsen, Tobias.................................................................611 Eckoldt, Kai................................................................631 Edwards, Helen M.......................................................639 Engeström, Yrjö.........................................................863 Enkerud, Torgeir..........................................................831 Erhan, Halil...................................................................707 Escobar, Tomás Antón.................................................829 Esteves, Augusto..........................................................643 Ferre, Xavier.................................................................829 Fischer, Frank...............................................................789 Fischer, Gerhard...................................................168, 863 Fontaine, Emeric.........................................................615 Foster, Derek................................................................178 Foth, Marcus..................................................................777 Frøkjær, Erik...............................................................118 Følstad, Asbjørn..........................................................647 Gama, Sandra.................................................................663 Gandouly, Paul............................................................683 Garzotto, Franca........................................................188 Gashti, Mohammad Ali Babazadeh..............................571
867
Author Index
Proceedings: NordiCHI 2010, October 16–20, 2010
Gauffre, Guillaume.....................................................373 Geerts, David................................................................148 Gehring, Sven...............................................................731 Gellersen, Hans...................................62, 432, 603, 607 Gerits, Rikkert...............................................................325 Gerken, Jens.................................................................651 Giusti, Leonardo............................................................198 Glaubitt, Urs...............................................................158 Glover, Kevin...............................................................442 Glória, Humberto.........................................................655 Goh, Dion H....................................................................659 Gomes, Paulo.................................................................663 Gonçalves, Daniel..............................................655, 663 Graf, Cornelia................................................................363 Grosshauser, Tobias.................................................591 Guerreiro, Tiago........................................................655 Haahr, Mads...................................................................92 Häkkilä, Jonna.................................................................3 Hamann, Susann...........................................................671 Haring, Roland.............................................................667 Hassenzahl, Marc......................................631, 747, 839 Hausen, Doris...............................................................739 Hedberg, Henrik...........................................................236 Heidmann, Frank.........................................................743 Helin, Matti....................................................................138 Helmes, John...................................................................52 Hemmert, Fabian..........................................................671 Hendley, Robert...........................................................619 Hennecke, Fabian........................................................561 Hentschel, Christian...................................................785 Henze, Niels...................................................................675 Hermann, Thomas...............................................276, 591 Herstad, Jo...................................................................217 Heuten, Wilko.................................................................32 Heyer, Clint...................................................................723 Hitz, Martin.....................................................................711 Hoggan, Eve.................................................................128 Holleis, Paul.................................................................207 Holmlid, Stefan..............................................................23 Holone, Harald.............................................................217 Hoonhout, Jettie..........................................................521 Hornbæk, Kasper.................................................246, 647 Horton, Matthew..........................................................699 Hoven, Elise van den...............................................52, 335 HuSSmann, Heinrich....................................561, 739, 789 Husøy, Kristoffer............................................................831 Huuskonen, Pertti...........................................................3 Huxor, Avon..................................................................679
Hörtner, Horst.............................................................667 Höök, Kristina................................................226, 571, 833 Iivari, Netta....................................................................236 Ikonen, Heli..................................................................236 Irune, Ainojie Alexander...............................................442 Isokoski, Poika.............................................................683 Jacobs, An.....................................................................781 Jacucci, Giulio..............................................................138 Jakobsen, Mikkel Rønne.............................................246 Janer, Léonard...............................................................797 Janlert, Lars-Erik........................................................755 Johansson, Carolina...................................................493 Jokela, Timo.........................................................256, 719 Joost, Gesche.................................................................671 Jónsson, Ari Kristinn........................................................1 Jumisko-Pyykkö, Satu..............................................266 Jørgensen, Anders P...................................................687 Kallergi, Amalia.........................................................691 Kannabiran, Gopinaath.............................................695 Kano, Akiyo...................................................................699 Karahasanovic, Amela...........................................343 Keränen, Jaakko..........................................................403 Kimbahune, Sanjay.....................................................727 Kimura, Hiroaki............................................................703 Kitamura, Yoshifumi...................................................463 Kjeldskov, Jesper........................................................531 Klöckner, Kerstin.......................................................747 Koch, Christian..............................................................687 Kolarić, Siniša.............................................................707 Koolwaaij, Johan........................................................207 Kosmack-Vaara, Elsa...............................................833 Kramer, Urs....................................................................13 Kriesten, Bastian.........................................................276 Krogh, Peter Gall..........................................................353 Krüger, Antonio...........................................................731 Kruijff, Ernst.................................................................813 Kruschitz, Christian...................................................711 Kühnel, Christine.........................................................286 Kumpulainen, Juha....................................................719 Kunze, Kristina..............................................................266 Kuutti, Kari...................................................................715 Kuznetsov, Stacey......................................................295 Lalanne, Denis............................................................773 Laporte, Lieve..............................................................305 Larusson, Johann Ari..................................................817 Laschke, Matthias................................................631, 839 Lassen, Thomas Møller.................................................353 Law, Effie Lai-Chong..............................................521, 647
868
Author Index
Proceedings: NordiCHI 2010, October 16–20, 2010
Lawson, Shaun..............................................................178 Lee, Chei Sian..................................................................659 Lee, John..........................................................................635 Lefebvre, Grégoire......................................................809 Lefebvre, Liv...............................................................627 Lehtonen, Taina..........................................................719 Leichtenstern, Karin...............................................315 Leitner, Michael...........................................................825 Leonardi, Chiara.........................................................845 Liinasuo, Marja............................................................805 Lindinger, Christopher................................................667 Little, Linda..................................................................503 Liukkonen, Tapani......................................................719 Ljungblad, Sara..........................................................723 Lobo, Sylvan..................................................................727 Lundberg, Jonas............................................................23 Lunding, Rasmus B......................................................611 Luyten, Kris..................................................................148 Löchtefeld, Markus...................................................731 Löwe, Matthias...............................................................671 Ma, Lingyi.......................................................................138 MacKenzie, Ian Scott...................................................511 Madrid, Jaisiel..............................................................769 Madrid, Nacho..............................................................769 Magnusson, Charlotte................................................735 Mahmud, Abdullah Al..................................................325 Mandran, Nadine........................................................615 Martens, Jean-Bernard................................................325 Marti, Patrizia................................................................851 Martin, Benoît..............................................................683 Maurer, Max-Emanuel.................................................739 McDonald, Sharon..............................................581, 639 Meerbeek, Bernt..........................................................335 Mehnert, Kurt..............................................................839 Mencarini, Eleonora...................................................198 Merrill, David.................................................................2 Mertes, Christian..........................................................276 Molina, Miguel.............................................................735 Mortensen, Ditte Hvas...............................................353 Mortensen, Morten Boye...........................................353 Möller, Sebastian.........................................................286 Mörch, Anders I............................................................863 Nagel, Till.....................................................................743 Nakajima, Tatsuo.........................................................703 Naliuka, Katsiaryna.......................................................92 Narula, Prayag.............................................................138 Nass, Claudia..................................................................747 Nawaz, Zahid...................................................................13
Nazzi, Elena.....................................................................42 Nijholt, Anton...............................................................541 Nimwegen, Christof van..............................................305 Nuernberger, Andreas..............................................785 Nørgaard, Mie...........................................................751 Oakley, Ian...................................................................643 Obrist, Marianna...................................................343, 521 Ogawa, Hideaki.............................................................667 O’Hara, Kenton...............................................................52 Oliver, Nuria.................................................................128 Pace, Tyler......................................................................599 Parisi, Lorenza...............................................................138 Paterson, Natasa............................................................92 Paulos, Eric...................................................................295 Pedell, Sonja.................................................................531 Pederson, Thomas.......................................................755 Peissner, Matthias........................................................473 Petersen, Marianne Graves.................................353, 695 Phillipps, Steve............................................................679 Pianesi, Fabio................................................................845 Poppinga, Benjamin.....................................................675 Purchase, Helen C......................................................422 Pötzsch, Stefanie..........................................................363 Ragnarsdottir, Margret Dora.................................857 Ramirez, Leonardo.......................................................452 Rassmus-Gröhn, Kirsten..........................................735 Raynal, Mathieu...........................................................373 Read, Janet C..................................................................699 Reeves, Stuart........................................................383, 393 Regan, Tim....................................................................759 Rehm, Matthias...............................................................315 Reiterer, Harald...........................................................651 Reponen, Erika.............................................................403 Richard, Gabriela.........................................................138 Richards, Mike............................................................765 Riecke, Bernhard E........................................................707 Riis, Morten S..................................................................611 Rijnen, Wil.....................................................................335 Rode, Jennifer.................................................................102 Roto, Virpi......................................................................521 Roveda, Stefano............................................................138 Ryder, Brendan..............................................................413 Sainz, Fausto..................................................................769 Salimun, Carolyn.........................................................422 Sannino, Annalisa.........................................................863 Sautner, Alexandra......................................................651 Schmalstieg, Dieter...................................................813 Schmid, Patric................................................................651
869
Panel
Proceedings: NordiCHI 2010, October 16–20, 2010
Tscheligi, Manfred..............................................343, 825 Tsukitani, Takayuki.....................................................463 Tünnermann, René....................................................276 Tuset, Pere.....................................................................797 Ullrich, Daniel.............................................................801 Utriainen, Timo..........................................................266 Uyttendaele, Alex J.................................................305 Väänänen-Vainio-Mattila, Kaisa.......................521 Valkonen, Paula..........................................................805 Veer, Gerrit van der........................................................541 Verbeek, Fons J............................................................691 Vermeeren, Arnold P.O.S...........................................521 Verstraete, Mathijs...................................................148 Vetere, Frank................................................................531 Vidal, Sylvie..................................................................809 Vilà, Nuria......................................................................797 Vries, Gert-Jan de..........................................................571 Vutborg, René.............................................................531 Vyas, Dhaval...................................................................541 Wagner, Matthias.........................................................207 Waldner, Manuela.......................................................813 Weiss, Benjamin.............................................................286 Westerink, Joyce........................................................571 Westermann, Tilo......................................................286 White, Brandon..............................................................817 Wightman, Doug.........................................................551 Wiltse, Heather..............................................................821 Wimmer, Benjamin........................................................825 Wimmer, Raphael..........................................................561 Wohlauf, Anne............................................................671 Wolkerstorfer, Peter..............................................363 Wong, B.L. William.......................................................483 Woodbury, Robert.......................................................707 Wright, Mark................................................................635 Wurhofer, Daniela......................................................343 Wöckl, Bernhard...........................................................825 Yang, Tao........................................................................188 Young, S. Michelle........................................................639 Zancanaro, Massimo.........................................198, 845 Zangouei, Farnaz.........................................................571 Zeipelt, Josefine.............................................................671 Zhao, Tingting................................................................581
Schmidt, Albrecht...........................................................13 Schmidt, Dominik.........................................................432 Schmitt, Bénédicte.......................................................373 Schnädelbach, Holger.............................................442 Schneider-Barnes, Jan............................................148 Schulz, Florian.............................................................561 Schwaller, Matthias...................................................773 Schwartz, Tobias.........................................................452 Schöning, Johannes.....................................................731 Seeburger, Jan............................................................777 Sellen, Abigail..............................................................102 Sherwood, Scott..................................................383, 393 Shirazi, Alireza Sahami..................................................13 Shoemaker, Garth.......................................................463 Silvăşan, Iuliana Claudia.............................................833 Simmons, David R........................................................422 Slegers, Karin..............................................................781 Smith, Neil.....................................................................765 Sokoler, Tomas..............................................................42 Sorce, Fabio..................................................................188 Spagnolli, Anna..........................................................138 Sproll, Sandra..............................................................473 Ståhl, Anna...................................................................833 Stegmann, Karsten......................................................789 Stelmaszewska, Hanna...........................................483 Stephanov, Thomas....................................................683 Stevens, Gunnar...........................................................452 Stober, Sebastian..........................................................785 Stolarsky, David........................................................667 Stolterman, Erik.......................................................821 Streng, Sara..................................................................789 Strohmeier, Dominik.................................................266 Sturm, Christina............................................................473 StöSSel, Christian.........................................................793 Surie, Dipak...................................................................755 Szymczak, Delphine....................................................735 Terrell, Jennifer..........................................................599 Tholander, Jakob.......................................................493 Thomas, Lisa.................................................................503 Tijs, Tim..........................................................................571 Tinwala, Hussain.........................................................511 Tjondronegoro, Dian..............................................777
870
NordiCHI 2010
16-20 October, 2010, Reykjavik, Iceland