CSC 484 Lecture Notes Week 5
Social and Affective Aspects of Interaction Design
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Relevant reading.
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Textbook Chapters 4 and 5.
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Next two research readings:
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"Using Model Checking to Help Discover Mode Confusions and Other
Automation Surprises",
by John Rushby, SRI International; the journal of Reliability Engineering and
System Safety, vol. 75, no. 2, pp. 167--177, February 2002. (Slides of a talk
on the paper are available at
http://www.csl.sri.com/~rushby/slides/hessd99.ps.gz
, in gziped PostScript format.)
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"Looking at, Looking up, or Keeping up with People?: Motives and Use of
Facebook",
by Adam Joinson, the University of Bath School of Management; Proceedings of
the SIGCHI conference on Human factors in computing systems, 2008, ACM.
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About the research readings.
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The papers are not a pair, as were the previous two readings.
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The Rushby paper is most immediately relevant to Chapter 3.
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The Joinson paper is most relevant to Chapters 4 and 5.
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They investigate distinctly different aspects of interaction design.
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About the Rushby paper:
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It defines a very formal mental model, based on Rushby's extensive experience
in formal methods.
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The model focuses on a very specific problem -- that of airline pilot
performance.
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The modeling effort achieves some tangible results, in terms of changes
identified to make a cockpit iterface less subject to misinterpretation by
pilots.
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About the Joinson paper:
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It presents a very general social study, of Facebook users.
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The paper studies a very general issue -- that of web user "gratification".
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The study achieves some qualitative results.
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In both cases (Rushby and Joinson), the relevance to CSC 484 is primarily the
research methodologies, not the specific subject matter.
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We will not study either subject area in great depth.
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In your 484 projects, you may build some form of semi-formal model, if it will
be useful in your design efforts.
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Regarding the Joinson paper, you will in fact do some basic demographic
analysis, but generally not in the form of large-scale user questionnaires, a
la Joinson.
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Introduction to Chapter 4 (Sec 4.1).
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The chapter focuses on collaboration and communication among human users of
interactive products.
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It addresses the social factors relevant to these areas of human interaction.
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The chapter also discusses newly emerging social phenomena, that have come
about due to the introduction of new technologies, such as cell phones, the
internet, and ubiquitous computing environments.
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Social Mechanisms (Section 4.2).
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Understanding these mechanisms can help us design better interactive systems.
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The core mechanisms discussed in this chapter are
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conversational -- the flow of talking;
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coordination -- people working together;
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awareness -- who's doing what, where.
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Conversational mechanisms (Sections 4.2.1 and 4.2.2).
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The focus here is on human-to-human communication, not human-to-machine or
machine-to-human.
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There are many intricate social rules that come into play when people converse.
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Also, new rules have emerged with new technology, e.g., texting and instant
messaging etiquette.
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Designers of systems that support conversation must understand these rules.
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Occasionally designers invent new rules, either intentionally, or in many cases
unintentionally, when people put communication technologies to uses that the
designers did not foresee.
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Coordination mechanisms (Sections 4.2.3 and 4.2.4).
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The book discusses these primary forms:
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Verbal and non-verbal communication.
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Schedules, rules, and conventions that facilitate human coordination.
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Shared external support, both electronic and non-electronic.
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Again, designers of systems that support collaboration must understand the
mechanisms.
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Entire conferences and journals are devoted to computer-supported
collaboration work (CSCW):
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The ACM CSCW conference, held every-other year since
1986.
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The Springer CSCW journal, published since 1992.
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The IEEE CSCWD conference, held yearly since 1996.
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The "D" in CSCWD stands for "Design".
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I.e., the conference is devoted to tools and techniques to support
collaborative design specifically, e.g., among a team of architects.
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There have been some notable technological successes in the last couple
decades, in particular
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electronic whiteboards and "cocktail napkins" (SIGCHI, 1996);
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multi-author shared document systems (CSCW, 1990).
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Both of these technologies have recently been productized by Google.
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Awareness (Sections 4.2.5 and 4.2.6)
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There are immensely complex cognitive and social mechanisms involved with human
awareness.
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Assistive technologies need to provide support for human-to-human awareness,
i.e., how multiple human users are made aware of one another in a collaborative
computer-based environment.
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E.g., electronic whiteboard systems provide ways for users to share the common
space effectively.
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Other electronic collaboration systems use and adapt non-electronic forms of
human communication, e.g., group calendars, shared documents, and rules for
"turn taking" during highly interactive communication.
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There is also recent research on computer-to-human awareness.
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These new technologies investigate ways to have computer-based systems be aware
of human users.
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E.g., MIT media lab "smart rooms", that detect the presence and motion of
people within the room.
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Techno-mediated social phenomena (Section 4.3).
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Based on the scant page-and-a-half of coverage, the book seems a bit
overwhelmed here.
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It mentions the various new forms of human communication that have emerged with
new technologies.
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For example, cell phones (with cameras), PDAs, and the myriad websites that
provide world-wide communication and information sharing.
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The research reading for Week 6 studies one specific area of emerging
communication and collaboration -- Facebook.
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Introduction to Chapter 5 (Section 5.1).
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The chapter discusses expressive interfaces, i.e., ones that promote
positive emotions :)
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The chapter also discusses frustrating interfaces, i.e., ones that
promote negative emotions :(
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They talk about persuasive technologies, used to draw people's attention to
certain kinds of information.
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The controversial subject anthropomorphism is discussed, i.e., whether
computer-based systems should try to exhibit human-like characteristics.
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Interface agents, virtual pets, and interactive toys are presented as recently
emerging technologies.
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Finally, the chapter discusses theoretical models of human emotion and
pleasure.
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What are affective aspects? (Section 5.2).
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These are things that generate an emotional response in people.
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The focus in Chapter 5 is on computer-provoked human emotion.
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Artificial intelligence researchers have done work on computer-expressed
emotion, but this research is not addressed in the book.
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Expressive interfaces (Section 5.3).
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Positive emotions can be promoted by common interactive forms such as icons and
animations.
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Ostensibly, these are reassuring and positively affective.
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However, there is always a "however" -- one person's cute icon or animation is
another person's highly annoying distraction.
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And there's an (over) abundance of research on the subject, e.g.,
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"Emoticons convey emotions without cognition of faces: An fMRI study"
-- strap an MRI coil around users' heads to see what goes on inside their
brains as they look at emoticons (SIGCHI 2006).
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"Extraction and classification of facemarks" -- methods for
automatically extracting emoticons, in tools like text-to-audio translators
(2005 conference on Intelligent User Interfaces).
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"HIM: A Framework for haptic IM" -- how to convert visual emoticons
into finger buzz (SIGCHI 2004).
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Frustrating interfaces (Section 5.4).
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The book provides the following suggestions for how to avoid designing
frustrating UIs:
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obey the principle of least astonishment, i.e., simple tasks can be
done simply and quickly, harder tasks are possible but can take longer.
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follow decent guidelines, e.g., Nielson's heuristics that you used in
assignment 1.
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study flops -- e.g., Microsoft Bob and Clippy, that were well-intended
but not much embraced by users.
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The book's favorite frustrations are these:
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"Under construction" gimmicks in websites.
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Bad error messages.
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Too much waiting.
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Ill-designed software upgrades.
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Clutter.
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Dealing with frustration (Section 5.4.1).
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The book's major suggestion for dealing with user frustration is to provide
contextualized help.
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It also discusses the notion of apologetic computers ("I'm sorry Dave, I'm
afraid I can't do that.").
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Persuasive technologies (Section 5.5).
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The book offers a few examples, including Amazon's 1-click purchasing.
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In general, persuasion is very hard.
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Consider Bob Sutton's Stanford class, and the topic of the recent conference on
"Creating Infectious Action".
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Anthropomorphic interfaces (Section 5.6).
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These are much debated.
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The pros: UIs with human traits can be enjoyable and
motivational.
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The cons: people like Ben Schneiderman say that such
interfaces are at best misleading, at worst downright deceptive.
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Interface agents, virtual, interactive toys (Section 5.7).
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There have been many attempts to embody animate characteristics within
interactive computer systems.
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The MIT media lab has done some interesting work in this area.
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Shameless commerce abounds in online virtual pet shops, e.g.,
adoptme.com.
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There is still much research and development to do.
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Models of affective aspects (Section 5.8).
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Donald Norman has recently developed an emotional design model.
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There are three levels of emotional response-- visceral,
behavior, reflective.
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Understanding things in terms of this model may promote better design.
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Patrick Jordan has proposed a pleasure model.
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He categorizes pleasure into four types -- physio, socio,
psycho, cognitive.
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This model may help to frame designers' thinking.
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McCarthy and Wright have developed an experiential framework.
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It has four "threads" -- sensual, emotional,
compositional, spatio-temporal.
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It may help designers think holistically about interaction design.
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