At What Cost Pervasive? A social computing view of mobile computing systems By: D.C.Dryer, C. Eisbach, and W.S. Ark IBM Systems Journal, online Presentation.

Slides:



Advertisements
Similar presentations
Designing and Evaluating Mobile Interaction: Challenges and Trends Authors: Marco de Sa and Luis Carrico.
Advertisements

State Staff Development and Training Team January 2012.
User Interfaces 4 BTECH: IT WIKI PAGE:
NML/436/L1-1 Nazareth Northwestern Mutual Life Participants in IS Development l A team of people comprising: l Project Manager l Systems Analysts l Specialists.
Robin L. Donaldson May 5, 2010 Prospectus Defense Florida State University College of Communication and Information.
Motivation is the direction and intensity of effort.
Communicating and Competence. Communication Competence  Integrating the model: Awareness=Intelligence=Competence.
Online Mass Customization and the Customer Experience Arnold Kamis, Bentley College Marios Koufaris, Baruch College Tziporah Stern, Baruch College NJIT.
Measuring the quality of academic library electronic services and resources Jillian R Griffiths Research Associate CERLIM – Centre for Research in Library.
© Tefko Saracevic, Rutgers University1 digital libraries and human information behavior Tefko Saracevic, Ph.D. School of Communication, Information and.
Work, Meaning, and Multiple Identities
Cultural Competencies: The Big Picture Melynda Huskey Office of the Vice President for Equity and Diversity.
Creating a User-Centered Culture of Assessment Stella Bentley and Bill Myers University of Kansas EDUCAUSE Southwest Regional Conference 2005.
Chapter 4 Leadership Slides developed by Ronald W. Toseland
Prepared by Charlie Cook The University of West Alabama © 2012 South-Western, a part of Cengage Learning All rights reserved. Behavior of Individuals Chapter.
© Tefko Saracevic, Rutgers University1 digital libraries and human information behavior Tefko Saracevic, Ph.D. School of Communication, Information and.
1 Leadership OS 386 Nov 12, 2002 Fisher. 2 Agenda Discuss leadership vs. management Review leadership perspectives.
Perceiving the Self and Others.  Understand how your personal perspective influences communication  How we use schemas when communicating  How we use.
Perceiving the Self and Others
Noynay, Kelvin G. BSED-ENGLISH Educational Technology 1.
Moving forward with Scalable Game Design. The landscape of computer science courses…  Try your vegetables (sneak it in to an existing course)  Required.
Cognitive level of Analysis
15-1 Virtual Teams Chapter Use of Communication Technologies Creation of virtual teams  Mediated by time, distance, technology  Continuum Two.
Margaret J. Cox King’s College London
The Model of Trust Factors in Paying through the Internet (Dissertation) Franc Bračun, PhD Merkur Day 2004 Friday, 22nd October.
The context of the interface Ian Ruthven University of Strathclyde.
Program Evaluation and Logic Models
4/12/2007dhartman, CS A Survey of Socially Interactive Robots Terrance Fong, Illah Nourbakhsh, Kerstin Dautenhahn Presentation by Dan Hartmann.
Chuk Cheuk Ka Lau Ming Sze Ng Ka Fan Tsoi Chak Fei Wan Chun Kit Wong Tsun Lam Gruen T.W., Osmonbekov, T.,
1 Anabel Quan-Haase Barry Wellman Feature Interaction Workshop: Panel on New Features Ottawa, June Designing vs. Using Features of Communication.
Attitude You learn to behave in a particular way to a particular object in a particular situation. A learned predisposition to behave in a consistently.
Copyright © 2002 Thomson Learning, Inc. Chapter 5: Language: Barrier and Bridge PowerPoint Presentation to accompany Looking Out, Looking In, Tenth Edition.
Museums and Galleries Education Programme 2 Final Report Centre for Education and Industry University of Warwick.
Communication, Conflict and Negotiation
1 User-Centric The Human Factor in Design Susanne M. Furman, PhD Usability Engineer Web Communication and New Media Division U.S. Department of Health.
THE INFLUENCE OF DESIGN OF A WEB-BASED EDUCATIONAL TOOL ON SATISFACTION AND LEARNING PERFORMANCE Manuel J. Sánchez-Franco Ángel F. Villarejo-Ramos Begoña.
Vocabularies for Description of Accessibility Issues in MMUI Željko Obrenović, Raphaël Troncy, Lynda Hardman Semantic Media Interfaces, CWI, Amsterdam.
UI Style and Usability, User Experience Niteen Borge.
PPA 502 – Program Evaluation Lecture 2c – Process Evaluation.
1 Technical & Business Writing (ENG-715) Muhammad Bilal Bashir UIIT, Rawalpindi.
Users’ Quality Ratings of Handheld devices: Supervisor: Dr. Gary Burnett Student: Hsin-Wei Chen Investigating the Most Important Sense among Vision, Hearing.
© 2005 Prentice-Hall, Inc. 9-1 Chapter 9 Organizational Commitment, Organizational Justice, and Work- Family Interface.
User and Task Analysis © Ed Green Penn State University Penn State University All Rights Reserved All Rights Reserved 12/5/2015User and Task Analysis 1.
Working with Conceptual Frameworks “We aren’t just making this all up.”
Improving the Social Nature of OnLine Learning Tap into what students are already doing Tap into what students are already doing Educause SWRC07 Copyright.
Attitudes of qualified vs student mental health nurses towards an individual diagnosed with schizophrenia Rory Kavanagh.
Future & Emerging Technology for Multimedia Wilky Chan ( ) University of Ulster BSc Interactive Multimedia Design Final Research Report.
Power, Politics, and Influence Chapter 7 Lawrence Erlbaum Associates, Publisher, Copyright
Chapter Four How Advertising Works. Prentice Hall, © If someone says, “I know half my advertising is wasted, but I don’t know which half,” is.
Ergonomics/Human Integrated Systems (Project 02)
“ What challenges currently face the church in the area of effective Communication – Solutions to Consider?” The view from the USCCB and national perspective.
Click to edit Master subtitle style 3/7/10 LEADING.
Design and Agency. Designers, Users, and Users as Designers Traditional models of software design often keep users separate from design – Requires designer.
Intercultural Communication
Chapter 8 Putting It All Together DEVELOPING A TEACHING PHILOSOPHY © 2015 Etta R. Hollins.
Mass Communication Theoretical Approaches. The Dominant Paradigm The Dominant Paradigm combines a view of powerful media in a mass society Characterized.
Interaction Frameworks COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 3 Chapter (Heim)
THE PERCEPTION OF ONLINE MEDIA’S RELEVANCE IN THE CONTEXT OF ELECTIONS Marco Dohle & Gerhard Vowe 1 GOR 11, Düsseldorf Marco Dohle & Gerhard Vowe.
Design Evaluation Overview Introduction Model for Interface Design Evaluation Types of Evaluation –Conceptual Design –Usability –Learning Outcome.
Perceiving the Self and Others
Understanding Mobile Handheld Device Use and Adoption 董佳雯 张馨元 陈博.
NCP meeting Jan 27-28, 2003, Brussels Colette Maloney Interfaces, Knowledge and Content technologies, Applications & Information Market DG INFSO Multimodal.
The roles of user motivation to perform a task and decision support system(DSS) effectiveness and efficiency in DSS use Presenter: Che-Yu Lin Advisor:
Foundations of Individual Behavior
Interaction qualities
Case 1.
Chapter 7 Attitudes and Attitude Change
Pervasive Computing Happening?
Director of Industry Relations
2.Personality And Attitude
Presentation transcript:

At What Cost Pervasive? A social computing view of mobile computing systems By: D.C.Dryer, C. Eisbach, and W.S. Ark IBM Systems Journal, online Presentation by: Francine Gemperle

Pervasive Computing An abundance of networked mobile and embedded computing devices used by both individuals and groups in various locations for various tasks. Access the right information, right time, right way

Social Interface theory To demonstrate how humans respond socially to machines -> and propose to use these responses to create human computer interactions that are natural enjoyable and efficient. (useful usable and desirable)

Social Computing Social Computing is the interplay between persons, social behaviors, and interactions with computing technologies. Human sociality - groups I am in Vs. groups I’m not in - Us Vs. Them

How is Social Interface Theory executed? Anthropomorphic software agents (both dynamic and static) Speech interfaces Industrial design Mediated social interactions : ) ASCII expression of emotion

Direct and Indirect social effects of pervasive computers Computers designed to be used solo “antisocial” stereotype of computer users Allow fewer person to person interactions Conflict : computer as status symbol Vs. Socially undesirable to be seen with a computer

Personal mobile computers do not support BOTH productivity and social interactions. Palm Pilot Tamaguchi

Two studies in this research Focus on Human/Human interaction in the context of collaborative work with the computer used as a tool rather than a mediary. 1. Understanding the schema Or shared stereotypes of a culture of experienced computer users 2. Overwhelm or Overturn the prejudices of that schema

Theoretical Model

Specific social computing factors System Design Human Behavior Social Attribution Interaction Outcome Accessibility Appeal Agreeableness Device satisfaction Familiarity Disruption Extroversion Productivity Input sharing Perceiver distraction Identification Social attraction Output sharing Power Relevance User distraction

Study 1 5 questionnaires designed to assess schemata concerning social impact of technology general expectations about social life and technology system design perceptions expectations of human behavior social attributions to targets expectations of the interaction outcome

Study 1 Targets

Results Evidence that individuals may access different schemata depending on the system design encountered. Among system design variables and interaction outcome, no relationships are statistically significant. The system design variables appear not to be directly related to social attraction.

Results 1.The accessibility of a device, is related to the power that is expected between the participant and the target. 2.Output sharing and extroversion are related. Extroversion is associated with expectations of an enjoyable interaction. 3.Appeal is associated with social attraction. If a device will make the target look awkward, interaction will be less enjoyable 4.All the system design variables and most of the human behavior variables are associated with identification. In general, the participants tended not to associate the system design elements directly with the interaction outcome elements. Instead, the system design elements appear to be mentally interassociated with the human behavior and social attribution elements, and these latter elements are in turn associated with the expected interaction outcome.

Study 2 How does technology and stereotypes affect actual social interactions? Partners in problem solving activity -assessed before during and after for 1 perceived agreeableness and extroversion 2 disruption of output sharing 3 perceived power 4 device satisfaction 5 perceived productivity 6 social attraction

Results Evidence that system design factors can influence the outcome of social interactions - making the user seem more or less agreeable and the interaction more or less productive.

Social Computing Checklist for devices designed to be used in the presence of others 1. Accessibility. Do non users believe that they could use the device easily, Do they understand easily how it works? 2. Familiarity. Is the form of the device one that is familiar and appropriate for its context of use? 3. Input Sharing. Does the device allow nonusers to input information easily and naturally? 4. Output Sharing. Does the device allow nonusers to perceive easily and understand output?

Social Computing Checklist continued 5. Relevance. Does the device appear to nonusers to be useful to the user and to the nonuser? 6. Appeal. Is the device something that the user is comfortable being seen using, and do non users find the device and use of the device, attractive? 7. Disruption. Does the device disrupt individuals natural social behaviors, such as referring to shared information while interacting? 8. Perceiver Distraction. Does using the device create noise or otherwise create a distraction for nonusers?

Social Computing Checklist continued 9. Power. To what extent does use of the device put one person more “in charge” than another person, and to what extent does using the device communicate a difference in status? 10. User Distraction. Does the device place a high cognitive load on the user during use, or otherwise create a distraction? 11. Identification. Does the device appear to include or exclude the user from certain communities, and do nonusers see themselves as a person who would use the device?

Social Computing Checklist continued 12. Pervasiveness. Is the device mobile or otherwise convenient to use in social settings? 13. Communication. Does the device make communication among persons easy, especially the sharing of important social information, such as appointments and contact information? 14. Social Application. Does the device support rich social interactions such as through interest matching, meeting facilitation or social networking?