Social aspects of HCI: designing for collaboration and communication

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Presentation transcript:

Social aspects of HCI: designing for collaboration and communication

Overview Conversation with others Awareness of others How to support people to be able to: talk and socialise work together play and learn together

Conversation with others Various mechanisms and ‘rules’ we follow to hold a conversation mutual greetings A: Hi there B: Hi! C: Hi A: All right? C: Good, How’s it going? A: Fine, how are you? C: OK B: So-so. How’s life treating you?

Conversational rules turn-taking to coordinate conversation A: Shall we meet at 8? B: Um, can we meet a bit later? B: Wow, look at him? A: Yes what a funny hairdo! Back channeling to signal to continue and following Uh-uh, umm, ahh

More conversational rules farewell rituals Bye then, see you, yer bye, see you later…. implicit and explicit cues e.g. looking at watch, fidgeting with coat and bags explicitly saying “Oh dear, must go, look at the time, I’m late…”

Breakdowns in conversation When someone says something that is misunderstood Speaker will repeat with emphasis: A: “this one?” B: “no, I meant that one!” Also use tokens: Eh? Quoi? Huh? What?

What happens in technology-mediated conversations? Do same conversational rules apply? Are there more breakdowns? How do people repair them? Phone? Email? Instant messaging SMS texting?

Design implications How to support conversations when people are ‘at a distance’ from each other Many applications have been developed Email, videoconferencing, videophones, computer conferencing, instant messaging, chatrooms, collaborative virtual environments, media spaces How effective are they? Do they mimic or extend existing ways of conversing?

Synchronous computer-mediated communication Conversations are supported in real-time through voice and/or typing Examples include video conferencing and chatrooms Benefits Can keep more informed of what is going on Video conferencing allows everyone to see each other providing some support for non-verbal communication Chatrooms can provide a forum for shy people to talk more Problems: Video lacks bandwidth so judders and lots of shadows Difficult to establish eye contact with images of others People can behave badly when behind the mask of an avatar

Will video be a success using G3 mobile phones? • Will the judder, sudden jerks and shadows disappear? • Will it be possible to establish eye contact and read lips on such a small image? • Will people find it socially acceptable to talk to an image of someone in the palm of their hands?

Asynchronous communication Communication takes place remotely at different times Email, newsgroups, computer conferencing Benefits include: Read any place any time Flexible as to how to deal with it Powerful, can send to many people Can make saying things easier Problems include: FLAMING!!! Spamming Message overload False expectations as to when people will reply

New communication technologies Move beyond trying to support face-to-face communication Provide novel ways of interacting and talking Examples include: SMS texting via mobile phones Online chatting in chatrooms Collaborative virtual environments Media spaces

Collaborative virtual environments The rooftop garden in BowieWorld, a Collaborative Virtual environment (CVE), supported by Worlds.com. Users take part by “dressing up” as an avatar. There are 100s of avatars to choose from, including penguins and real persons. Once an avatar has entered a world they can explore it and chat to other avatars. Source: www.worlds.com/bowie

VideoWindow system (Bellcore, 1989) a shared space that allowed people 50 miles apart to carry on a conversation as if in same room drinking coffee together 3 x 8 ft ‘picture-window’ between two sites with video and audio People did interact via the window but strange things happened (Kraut, 1990) Two lounge areas, that were 50 miles apart, were connected with high bandwidth video channels and full duplex four channel audio. Connecting them was a 3 by 8 foot wide ‘picture-window’, onto which video images were projected. The large size was meant to allow those viewing it to see a room of people roughly the same size as them. The system was designed to be active 24 hours a day, whereby anyone entering one room could speak to whoever happened to be in the other room. A study by Kraut et al (1990) of how effective the system was, showed that in general, many of the interactions that took place between the co-located conversants were indeed indistinguishable from similar face-to-face interactions – with the exception that they spoke a bit louder and constantly talked about the video system. However, they also found that people who were in the same room tended to talk more with each other than with those in the video-linked room. Various usability problems were identified as contributing to this reluctance to talk with video-images of other people. One of these was the tendency for people to move closer to the picture-window to strike up a conversation with someone (which is what one would normally do in a face-to-face setting), but which had the opposite effect of what the person intended, as it moved their head out of the picture (since they were no longer under the camera) and also out of microphone range, meaning they could not be seen or heard. Thus rather than getting nearer to the other person they wanted to talk to, their behavior had the counter-intuitive effect of removing them from the ‘picture’. Moreover, there was no way of each participant knowing whether they were being seen and heard by the others in the other room. This inability to monitor how the other person is or not ‘receiving’ you caused numerous problems. Another problem that became apparent was that the system only allowed public conversations, meaning that they could be heard by everyone in the rooms. Such public broadcasting contrasts with how people normally engage in informal face-to-face conversations, where they will often whisper and conspire with each other when a topic becomes more private or secret. Such private conversations were clearly not able to be supported by the VideoWindow system.

Findings of how VideoWindow System was used Talked constantly about the system Spoke more to other people in the same room rather than in other room When tried to get closer to someone in other place had opposite effect - went out of range of camera and microphone No way of monitoring this

Hypermirror (Morikawa and Maesako, 1998) allows people to feel as if they are in the same virtual place even though in physically different spaces (woman in white sweater is in a different room to the other three) People in different places are superimposed on the same screen to make them appear as if in same space

Creating personal space in Hypermirror 2) Two in this room are invading the ‘virtual’ personal space of the other person by appearing to be physically on top of them 3) Two in the room move apart to allow person in other space more ‘virtual’ personal space

Everyone happy

Awareness of others Involves knowing who is around, what is happening, and who is talking with whom Peripheral awareness keeping an eye on things happening in the periphery of vision Overhearing and overseeing - allows tracking of what others are doing without explicit cues

Designing technologies to support greater awareness Provide awareness of others who are in different locations Media spaces - “extend the world of desks, chairs, walls and ceilings” (Harrison et al, 1997) Examples: Clearboard, Portholes and Cruiser

Clearboard (Ishii et al, 1993) ClearBoard - transparent board that shows other person’s facial expression on your board as you draw

Portholes (Xerox PARC) Regularly updated digitized images of people in their offices appeared on everyone’s desktop machines throughout day and night Portholes, developed at Xerox PARC research labs (Dourish and Bly, 1992).The system presented regularly updated digitized video images of people in their offices from a number of different locations (in the US and UK). These were shown in a matrix display on people’s workstations. Clicking on one of the images had the effect of bringing up a dialog box, providing further information about that individual (e.g. name, phone number) together with a set of lightweight action buttons (e.g. email the person, listen to a pre-recorded audio snippet). The system provided changing images of people throughout the day and night in their offices, letting others see ‘at a glance’ whether they were in their offices, what they were working on and knowing who was around (see figure 10). Informal evaluation of the set-up suggested that having access to such information led to a shared sense of community.

Notification systems Users notify others as opposed to being constantly monitored (cf Portholes) Provide information about shared objects and progress of collaborative tasks Examples: Tickertape, Babble

Tickertape (Segall and Arnold, 1997) Tickertape is a scrolling one-line window, going from left to right Group name, sender’s name and text message

Babble (IBM, Erickson et al, 1999) Circle with marbles represents people taking part in conversation in a chatroom. Those in the middle are doing the most chatting. Those towards the outside are less active in the conversation.

Key points Social mechanisms, like turn-taking, conventions, etc., enable us to collaborate and coordinate our activities Keeping aware of what others are doing and letting others know what you are doing are important aspects of collaborative working and socialising Many collaborative technologies (groupware or CSCW) systems have been built to support collaboration, especially communication and awareness