1 / 50

Agenda

Agenda. Morris LeBlanc: CMC Project update CSCW Ubicomp. Part 3 Presentation next week. 15 minutes each (including questions) Load slides onto swiki Motivation Requirements learning from users Design learning from prototyping Evaluation Conclusions Q&A.

lsalgado
Télécharger la présentation

Agenda

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Agenda • Morris LeBlanc: CMC • Project update • CSCW • Ubicomp

  2. Part 3 Presentation next week • 15 minutes each (including questions) • Load slides onto swiki • Motivation • Requirements • learning from users • Design • learning from prototyping • Evaluation • Conclusions • Q&A

  3. Computer-Supported Cooperative Work (CSCW) Thinking about groups, collaboration, and communication

  4. CSCW • Computer Supported Cooperative Work • HCI connotations CSCW • individual use • psychology

  5. CSCW • Study how people work together as a group and how technology affects this • Support the social processes of work, whether co-located or distributed • Support the social processes of a group of people communicating or collaborating in any situation

  6. Examples • Awareness of people in your family, community, workplace... • Mobile communication • Online discussions, blogs • Sharing photos, stories, experiences • Recommender systems • Playing games

  7. Groupware • Software specifically designed • to support group working or playing • with cooperative requirements in mind • NOT just tools for communication • Groupware can be classified by • when and where the participants are working • the function it performs for cooperative work • Specific and difficult problems with groupware implementation

  8. sametime differenttime sameplace differentplace The Time/Space Matrix • Classify groupware by: • when the participants are working, at the same time or not • where the participants are working, at the same place or not • Common names for axes: time: synchronous/asynchronous place: co-located/remote

  9. Face-to-face Post-it note E-meeting room Argument. tool Phone call Letter Video window,wall Email Time/Space Matrix Examples Time Synchronous Asynchronous Co-located Place Remote

  10. A More-fleshed Out Taxonomy A typical space/time matrix(after Baecker, Grudin, Buxton, & Greenberg, 1995, p.742)

  11. Styles of Systems • Computer-mediated communication • Meeting and decision support systems • Shared applications and tools

  12. Computer-mediated Communication (CMC) Aids • Examples • Email, Chats, virtual worlds • Desktop videoconferencing -- Examples: • CUSee-Me • MS NetMeeting • SGI InPerson

  13. Food for thought… • Why aren’t videophones more popular? • How and when do you use Instant Messaging? How does this differ from email? • What communication technology do you still want?

  14. Meeting and Decision Support Systems • Examples • Corporate decision-support conference room • Provides ways of rationalizing decisions, voting, presenting cases, etc. • Concurrency control is important • Shared computer classroom/cluster • Group discussion/design aid tools

  15. Shared Applications and Tools • Shared editors, design tools, etc. • Want to avoid “locking” and allow multiple people to concurrently work on document • Requires some form of contention resolution • How do you show what others are doing? • Food for thought: • What applications do you use concurrently with someone else? Why? Do they work? • What applications would you want to use concurrently with someone else? Why?

  16. Social Issues • People bring in different perspectives and views to a collaboration environment • Goal of CSCW systems is often to establish some common ground and to facilitate understanding and interaction

  17. Turn Taking • There are many subtle social conventions about turn taking in an interaction • Personal space, closeness • Eye contact • Gestures • Body language • Conversation cues • How is turn taking handled in IM?

  18. Geography, Position • In group dynamics, the physical layout of individuals matters a lot • “Power positions” • How can you tell power in a videoconference?

  19. Awareness • What is happening? • Who is there? e.g. IM buddy list • What has happened… and why? • How do you use awareness in IM? • What other systems have awareness?

  20. Groupware implementation • Often more complicated • feedback and network delays • architectures for groupware • feedthrough and network traffic • robustness and scaling

  21. Groupware Challenges (Grudin) • Who does work vs. who gets benefit • The system may require extra effort for people not really receiving benefit • Critical mass • Need enough people before system is successful • Groupware and Social Dynamics: Eight Challenges for Developers • By Jonathan Grudin (now at Microsoft) • http://www.ics.uci.edu/~grudin/Papers/CACM94/cacm94.html

  22. More Grudin challenges • Social, political, and motivational factors • Outside factors can affect system success • No “standard procedures” • Many procedures and exceptions when it comes to groups interacting • Groupware and Social Dynamics: Eight Challenges for Developers • By Jonathan Grudin (now at Microsoft) • http://www.ics.uci.edu/~grudin/Papers/CACM94/cacm94.html

  23. More Grudin challenges • Infrequent features • How often do we actually use groupware anyway? • Solution: add groupware features to existing individual software • Need to manage deployment and acceptance • Groupware and Social Dynamics: Eight Challenges for Developers • By Jonathan Grudin (now at Microsoft) • http://www.ics.uci.edu/~grudin/Papers/CACM94/cacm94.html

  24. Evaluation • Evaluating the usability and utility of CSCW tools is quite challenging • Need more participants • Logistically difficult • Apples - oranges • Often use field studies and ethnographic evaluations to assist • Groupware and Social Dynamics: Eight Challenges for Developers • By Jonathan Grudin (now at Microsoft) • http://www.ics.uci.edu/~grudin/Papers/CACM94/cacm94.html

  25. Recommendations • Add group features to existing apps • Benefit all group members • Start with niches were application is highly needed • Consider evaluation and adoption early • Expect and plan for development and evaluation to take longer

  26. Example: TeamSpace • Distributed meeting recording and access system • Web interface – groups had workspace, required username to log in • Capture interface – distributed, real time system • Access interface – individual review

  27. TeamSpace issues • Implementation was tough! • Responsiveness important, but then how to handle message delivery and conflicts? • What to do when network goes down? • Debugging was very difficult • Whole group had to agree to be recorded • One person needed to record, then all could review • Infrequently used – easy to forget it was there • Required log in – hard to just try out the system • Good evaluation required adoption, which required all of the above…

  28. Ubiquitous Computing Computers everywhere

  29. Ubiquitous Computing (Ubicomp) • Move beyond desktop machine • Computing is embedded everywhere in the environment • A new paradigm?? • “off the desktop”, “out of the box”, pervasive, invisible, wearable, calm, anytime/anywhere/any place, …

  30. Ubicomp Notions • Computing capabilities, any time, any place • “Invisible” resources • Machines sense users’ presence and act accordingly

  31. Some videos • http://www.youtube.com/watch?v=eXuXBROyV-g&feature=related • http://www.youtube.com/watch?v=muibPAUvOXk&feature=related

  32. Marc Weiser: The father of ubicomp • Chief Technologist Xerox PARC • Began Ubiquitous Computing Project in 1988 • 1991 Scientific American article got the ball rolling http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html

  33. Ubicomp is ... • Related to: • mobile computing • wearable computing • augmented reality • In contrast with: • virtual reality

  34. HCI Themes in Ubicomp Some of the themes: • Natural interaction • Context-aware computing • Automated capture and access • Everyday computing

  35. How does interaction change? • More “natural” and situated dialogue • Speech & audio • Gesture • Pen • Tangible UIs • Distributed & ambient displays • Plus… sensed context • …and actuating physical objects

  36. Distributed Displays • The Everywhere Display Project at IBM Dynamic Shader Lamps – virtual painting on real objects http://www.cs.unc.edu/~raskar/Shaderlamps/

  37. Ambient Displays • The Information Percolator • http://www-2.cs.cmu.edu/~hudson/bubbles/ • Ambient Orb • http://www.ambientdevices.com/

  38. Peripheral Displays Kimura Digital Family Portrait

  39. One take on scales • Based on ownership and location • body • desk • room • building From the GMD Darmstadt web site on I-Land

  40. What is Context? • Any information that can be used to characterize the situation of an entity • Who, what, where, when • Why is it important? • information, usually implicit, that applications do not have access to • It’s input that you don’t get in a GUI

  41. Example: Location services • Outdoor • Global Positioning Satellites (GPS) • wireless/cellular networks • Indoor • active badges, electronic tags • vision • motion detectors, keyboard activity

  42. How to Use Context • To present relevant information to someone • Mobile tour guide • To perform an action automatically • Print to nearest printer • To show an action that user can choose • Want to phone the number in this email?

  43. Context-aware scenarios • Walk into room, lights, audio, etc. adjust to the presence of people • Communication between people (intercoms, phones, etc. ring to room with person) • Security, emergency calls based on people in the home • Monitor health, alert when needed

  44. Automated capture and access • Use of computers to preserve records of the live experience for future use (Abowd & Mynatt 2000) • Points of consideration: • capture needs to be natural • user access is important • details of an experience are recorded as streams of information

  45. Capture & access applications • Compelling applications • Design records • Evidence based care • Everyday communication • Family memories • Annotations • Fusion, indexing, summarization

  46. Example: Personal Audio Loop

  47. Designing for Everyday Activities • No clear beginning or end • Closure vs. flexibility and simplicity • Interruption is expected • Design for resumption • Concurrent activities • Monitoring for opportunity • Time is important discriminator • Interpret events • Associative models needed • Reacquire information from multiple pts of view

  48. Technical Challenges • Connectivity – almost constant • How to gracefully handle changes? • Sensing • How to gather useful info? (i.e. location?) • Integration and analysis of data • How to recognize activity and recover when incorrect? • How to function at acceptable speeds? • Scale – both in information and size of displays

  49. Challenge of Evaluation • Bleeding edge technology • Novelty • Unanticipated uses • Quantitative metrics • Variety of social implications/issues

  50. Social issues • Privacy – who has access to data? • How do we make users aware of what technology is present? • Differing perspectives and opinions • Jane likes that the environment is aware she is present, but John doesn’t…

More Related