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Wendy A. Kellogg, Jason B. Ellis, John C. Thomas IBM T.J. Watson Research Center

Towards Supple Enterprises Learning from N64 ’ s Super Mario 64, Wii bowling, and a corporate Second Life. Wendy A. Kellogg, Jason B. Ellis, John C. Thomas IBM T.J. Watson Research Center. Overview. Three Examples Nintendo 64’s Super Mario 64 Wii Bowling Corporate Second Lives

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Wendy A. Kellogg, Jason B. Ellis, John C. Thomas IBM T.J. Watson Research Center

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  1. Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii bowling, and a corporate Second Life Wendy A. Kellogg, Jason B. Ellis, John C. ThomasIBM T.J. Watson Research Center

  2. Overview • Three Examples • Nintendo 64’s Super Mario 64 • Wii Bowling • Corporate Second Lives • Social Translucence • Four (Proposed) Dimensions of Supple Interfaces • Physical Interaction • Expressiveness • Engagement • Social Context Ibm.com GWS&E

  3. Perspective: Social Translucence • A tale of two doors • A problem: • A door opens into a hallway; opened too quickly it can slam into those on the other side • Two sorts of solutions See Erickson, T. & Kellogg, W.A. "Social Translucence: An Approach to Designing Systems that Mesh with Social Processes." In Transactions on Computer-Human Interaction. Vol. 7, No. 1, pp 59-83. New York: ACM Press, 2000. Ibm.com GWS&E

  4. Perspective: Social Translucence • Why the glass window works... • Perceptual cues engage us in a way that text doesn’t • Awareness brings social rules into play • Accountability: I know that you know that I know • We call systems that do this "socially translucent" systems • They're ubiquitous in the f2f world… • …but rare in the digital world Ibm.com GWS&E

  5. N64’s Super Mario 64 • Game Experience • Progressively difficult ‘quests’ • Complex physical interaction with controller; two-handed ‘moves’ • Discovery • Suppleness • Physical Interaction: Very Good • Expressiveness: Weak • Engagement: Very Good • Social Context: Outside of Game Ibm.com GWS&E

  6. Wii Bowling • Game Experience • Progressively difficult ‘quests’ • Complex physical interaction with controller; two-handed ‘moves’ • Discovery • Suppleness • Physical Interaction: Excellent • Expressiveness: OK • Engagement: Very Good • Social Context: OK, but mostly outside of the game www.nytimes.com/2007/03/30/arts/30seni.html?ex=1332907200&en=071aee3567f7bb9b&ei=5088&partner=rssnyt&emc=rss Ibm.com GWS&E

  7. Corporate Second Life • Game Experience • Little structure or progressive goals, as yet • Physical interaction is clumsy • Social interaction • Suppleness • Physical Interaction: Poor • Expressiveness: Excellent • Engagement: Very Good • Social Context: Potentially excellent Ibm.com GWS&E

  8. Crossing the Ravine Game

  9. Second Life…at IBM “As a result of IBM’s Innovation Jam, Palmisano allocated $10M to help build out the 3D internet exemplified by Second Life…” ‘“The 3-D internet may at first appear to be eye candy,” says IBM’s Palmisano. But he thinks Second Life is “the next phase of the internet’s revolution.”’ “By early January, more than 3,000 IBM employees had acquired their own avatars, and about 300 were conducting company business inside Second Life.” “In the case of IBM, it’s not just a matter of touting the wonders of Second Life; it’s really using it – both as a business opportunity and as an internal tool.” Fortune Magazine February 5, 2007

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