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Chapter4ID-FJK

Course: CSC 484, Fall 2009
School: Cal Poly
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Design UserCentered and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo FJK 2005 Copyright Notice These slides are a revised version of the originals provided with the book "Interaction Design" by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, 2002. I added some material, made some minor modifications, and created a custom show to select a...

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Design UserCentered and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo FJK 2005 Copyright Notice These slides are a revised version of the originals provided with the book "Interaction Design" by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, 2002. I added some material, made some minor modifications, and created a custom show to select a subset. Slides added or modified by me are marked with my initials (FJK), unless I forgot it ... FJK 2005 484W05 Quarter The slides I use in class are in the Custom Show "484W05". It is a subset of the whole collection in this file. Since the time for lectures in week 3 is very short, I'm using only a very small subset from this chapter. Chapter 4 Designing for Collaboration and Communication Chapter Overview Social mechanisms for communication and collaboration conversation coordination awareness Ethnographical aspects Conceptual frameworks FJK 2005 Motivation Many activities involve communication or collaboration with other people. System design can discourage or support these activities. Computer support can enhance communication and collaboration. Better communication and collaboration can be very rewarding for people, collectively or individually for organizations. FJK 2005 Objectives Become familiar with social mechanisms for communication and collaboration. Analyze tasks and processes with respect to collaboration and communication. Be aware of potential ethnographic aspects. Integrate appropriate communication and collaboration mechanisms into systems to improve interaction design. FJK 2005 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 Structured exchange of information among a small group of people frequently two persons usually turntaking coherent flow of information usually synchronous Natural languagebased not exclusively, however Conversational Rules additional auditory information explicit visual cues "body language" (implicit visual cues) mostly social conventions to make conversations go smoothly FJK 2005 Activity: Conversing with Machines identify a suitable interaction between a user and a system, and analyze it from a conversational perspective communication medium language sound, writing, buttons, ... natural vs. artificial, restricted vs. unrestricted social ("acceptable behavior") legal technical rules and conventions FJK 2005 Activity: Computer Support for Conversations identify a conversation between humans, and examine potential areas where computers can be used to improve aspects of the conversation communication medium language sound, writing, diagrams, ... natural vs. artificial, restricted vs. unrestricted mismatch in terminology social ("acceptable behavior") legal (contracts, agreements) technical (processes) FJK 2005 rules and conventions 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: Soso. How's life treating you? Conversational rules turntaking to coordinate conversation A: Shall we meet at 8? B: Um, can we meet a bit later? A: Shall we meet at 8? B: Wow, look at him? A: Yes what a funny hairdo! B: Um, can we meet a bit later? Back channeling to signal to continue and following Uhuh, umm, ahh More conversational rules farewell rituals Bye then, see you, yer bye, see you later.... e.g. looking at watch, fidgeting with coat and bags explicitly saying "Oh dear, must go, look at the time, I'm late..." implicit and explicit cues Breakdowns in conversation When someone says something that is misunderstood Speaker will repeat with emphasis: Also use tokens: A: "this one?" B: "no, I meant that one!" 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 computermediated communication Conversations are supported in realtime through voice and/or typing Examples video include 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 nonverbal communication Chatrooms can provide a forum for shy people to talk more 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 Problems: 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 facetoface 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 `picturewindow' between two sites with video and audio People did interact via the window but strange things happened (Kraut, 1990) 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 People in different places are superimposed on the same screen to make them appear as if in same space (woman in white sweater is in a different room to the other three) 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 m...

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