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What's Acceptable?
Understanding opinions, attitudes, and
 behaviors of situated technology use


  INF 232                 3/12/2012
Welcome

       William Lawrence
     Benjamin (Kal) McDowd
       Xin (Jason) Wang

     Feedback is Welcome!
Has this ever happened to you?
Have you ever seen this?
Outline
● Project evolution
● Framing our study
  ○ specific scenarios & examples
  ○ research questions
● Study methodology
  ○ rationale - how did we make design decisions
● Mechanics
  ○ what we did & how we did it
Outline
● Data / thought analysis
● Interview highlights

● Thoughts on Siri
● Thoughts on Kinect

● Future work
● Lessons learned
Project Beginnings
● Original idea: "something" with Kinect
  ○ Maybe interface related, or social interactions


● Devices beyond the Kinect: iPhone 4S (Siri)

● How people choose between one of several
  interaction modes
  ○ Do I talk to my phone? Use the touchscreen?
  ○ Do I wave at my Xbox? Shout at it? Use a controller?
Possible Topics of Interest
● Collaborative vs. Competitive games (social
   component)

● Voice communication in collaborative games

● Activity-driven games & activity coordination

● Engaging & encouraging long-term involvement

● What is unique about the Kinect? (hands-free, no-
  controller... what are the implications of this?)
Project Evolution
● Use of technology:
  ○ Driven by utility
  ○ Related to activity going on in the space
  ○ May be bounded by physical space

● Contradictions
  ○ Based on role
  ○ Based on activity
  ○ Based on perceptions
Framing our Study
1. Physical vs social space
   ● Is there any difference how people
     perceive them?
   ● How do they define?
2. Choice of devices
   ● Screen size, keyboard/touch screen,
     gestures, dictation, etc
   ● goals
   ● embodiment
Framing our Study
3. Appropriateness
   ● What is appropriateness
   ● What's not

4. Perception of other people using technology
   ● What is appropriate
   ● Any difference of rules for self and
     others?
Methodology - Rationale
Semi-structured interview technique

●   Highly contextualized area(s) of interest
●   Not sure what we will find out
●   Limited initial understanding
●   Multiple hypotheses
●   Elicit creative, open-ended responses
Selection Criteria
● Very open-ended

● Didn't want to limit prematurely

● People with high exposure to the settings /
  environments of interest
Places / Settings of Interest

 1.   Classroom - lecture environment
 2.   Airport
 3.   Coffee shop
 4.   Church / religious building
 5.   Movie theater
 6.   Library
Place Dimensions
● Small vs. large

● Public vs. private

● Focus of attention

● Cooperation level

● Visibility
Demographic / Background Data
● Could become relevant, based on what we
  find
● Could help refine future groups of interest
● Specific device usage / familiarity

● Will talk to users about w/e they have
  experience with
● Ideal candidates familiar with a majority of
  settings / devices
Example Questions / Scenarios
● "Bluetooth headset guy" at the coffee shop




             Wired magazine, August 2009
Example Questions / Scenarios
● iPads in Church




                    rightreactions.blogspot.com
Study Mechanics
● 2 "pilot test interviews"

● Refinements to interview questions &
  approach

● 4 additional interviews
Data Collection
● Demographic data
  ○ Age
  ○ Gender
  ○ Occupation
● Background questionnaire
  ○ Devices
  ○ Places
● Audio recordings of interviews
● Hand-written notes by interviewers
Background Questionnaire sample questions
Interview Highlights
● Barista: Pete's Coffee (SF Financial District)
   ○ Business people tip well
   ○ BlueTooth less annoying for business
     ■ "BlueTooth people still pay attention to other
        things, its like they have evolved"
● Cell phones at the concert (instead of
  cameras)
   ○ The lone iPad
   ○ Light and Sound Pollution: Movie theater vs Concert
● Technology and God
   ○ The book, like the e-reader or the iPad, is
     technology
Interview Highlights
● Office worker: Toshiba

● Privacy Concerns

● "Tunnel vision"

● Technology can create "social strain"
● Devices are too portable - you can't get away from
   them!
Interview Highlights
● Banker: U.S. Bank
● Doesn't have a smartphone - but soon!
   ○ iPhone: "it's replaced most of the electronics that you
     need"
● Doesn't like the phone - but with video calls, you can't "blame
  the technology"
● Generational differences
● On Kinect:
   ○ pretty expensive for just one game you want to play
   ○ "I don't want to 'Just Dance'"

Bluetooth:           Headphones:             Coffee Shop
                                             Crew:
Interview Highlights
1. How participants differentiate places
● "Libraries are supposed to be more quiet,
   while coffee shop can be noisy"
● "Coffee shop is casual, so series business
   are not appropriate, library is for studying, it
   would be awkward to play games, airport
   has no focus at all, so you can do whatever"
● "In the airport, the first thing is to find a 'safe'
   place, as I always have expensive
   belongings with me in the airport"
Interview Highlights
2. Self and others
● "I won't let myself play games in the library,
   but I don't care if others are playing"
● "I won't make any video calls at the coffee
   shop, others can do, but I found myself
   always distracted by them"
● "It's cool to read Bible on Kindle, I saw such
   cases and it's totally fine, I have Kindle, but I
   won't do this"
Interview Highlights
3. Perceived privacy
● "In the library, I like the place where you
   know others are there, but you can't see
   them"
● "Don't really care if it's a corner in the airport,
   people come and people go, it doesn't make
   a difference"
● "In a place where I am not familiar with, I will
   use less complicated apps"
Thoughts on Siri
Thoughts on Siri
Thoughts on Siri
● Only used when not accompanied

● Experience is severely limited by
  functionality

● Helpful when can't look at the screen, or with
  sight impair
Thoughts on Kinect
 ● Why we wanted to study the Kinect
   ○ Offers new interaction styles with devices
   ○ Brings the virtual environment into the spacial
 ● Why it didn't really work
   ○ The Kinect is not widespread
   ○ It is used primarily in the home
 ● What this meant for our study
   ○ Interest in broader range of interaction
   ○ Spatial relation being key in Kinect
   ○ Kinect questions became hypothetical
Kinect Caveat
● One interviewee did have interesting ideas
  about future applications of Kinect
  technology
  ○ Artificial creation of concise keyword structured
    language
  ○ Reduction of sense of touch
     ■ Reduced physical closeness with others
     ■ Desensitization to tactile stimulus
     ■ Disallow keyed movements in 'watched' areas
  ○ Possible benefit of increased ability for disabled
Initial Analysis
● Brainstorming
  ○ Initial analysis based on our own understanding
  ○ Comparison of interview notes and ideas
● Interviews
  ○ Rough notes
  ○ Important ideas
Future Work
● Analyze Data
  ○ Collect all similarities and attempt to rationalize them
    in a meaningful way
  ○ Brainstorm to evolve ideas further
  ○ Reconsider audiences to target in the future
● Record Data
  ○ Create logs of our interesting findings to facilitate
    future work
Lessons learned
● Designing the study is HARD!

● So many good & interesting ideas

● Difficult to narrow down what is one "unit" of
  focused, measurable work

● It's tricky to help people summarize their
  opinions while not biasing them
Lessons learned
● Transcribing audio / video recordings is time-
  consuming

● Knowing what to code for is challenging

● Consolidating ideas uncovered & deciding
  what to do next is hard
Thank You

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What's Appropriate - Research in HCI

  • 1. What's Acceptable? Understanding opinions, attitudes, and behaviors of situated technology use INF 232 3/12/2012
  • 2. Welcome William Lawrence Benjamin (Kal) McDowd Xin (Jason) Wang Feedback is Welcome!
  • 3. Has this ever happened to you?
  • 4. Have you ever seen this?
  • 5. Outline ● Project evolution ● Framing our study ○ specific scenarios & examples ○ research questions ● Study methodology ○ rationale - how did we make design decisions ● Mechanics ○ what we did & how we did it
  • 6. Outline ● Data / thought analysis ● Interview highlights ● Thoughts on Siri ● Thoughts on Kinect ● Future work ● Lessons learned
  • 7. Project Beginnings ● Original idea: "something" with Kinect ○ Maybe interface related, or social interactions ● Devices beyond the Kinect: iPhone 4S (Siri) ● How people choose between one of several interaction modes ○ Do I talk to my phone? Use the touchscreen? ○ Do I wave at my Xbox? Shout at it? Use a controller?
  • 8. Possible Topics of Interest ● Collaborative vs. Competitive games (social component) ● Voice communication in collaborative games ● Activity-driven games & activity coordination ● Engaging & encouraging long-term involvement ● What is unique about the Kinect? (hands-free, no- controller... what are the implications of this?)
  • 9. Project Evolution ● Use of technology: ○ Driven by utility ○ Related to activity going on in the space ○ May be bounded by physical space ● Contradictions ○ Based on role ○ Based on activity ○ Based on perceptions
  • 10. Framing our Study 1. Physical vs social space ● Is there any difference how people perceive them? ● How do they define? 2. Choice of devices ● Screen size, keyboard/touch screen, gestures, dictation, etc ● goals ● embodiment
  • 11. Framing our Study 3. Appropriateness ● What is appropriateness ● What's not 4. Perception of other people using technology ● What is appropriate ● Any difference of rules for self and others?
  • 12. Methodology - Rationale Semi-structured interview technique ● Highly contextualized area(s) of interest ● Not sure what we will find out ● Limited initial understanding ● Multiple hypotheses ● Elicit creative, open-ended responses
  • 13. Selection Criteria ● Very open-ended ● Didn't want to limit prematurely ● People with high exposure to the settings / environments of interest
  • 14. Places / Settings of Interest 1. Classroom - lecture environment 2. Airport 3. Coffee shop 4. Church / religious building 5. Movie theater 6. Library
  • 15. Place Dimensions ● Small vs. large ● Public vs. private ● Focus of attention ● Cooperation level ● Visibility
  • 16. Demographic / Background Data ● Could become relevant, based on what we find ● Could help refine future groups of interest ● Specific device usage / familiarity ● Will talk to users about w/e they have experience with ● Ideal candidates familiar with a majority of settings / devices
  • 17. Example Questions / Scenarios ● "Bluetooth headset guy" at the coffee shop Wired magazine, August 2009
  • 18. Example Questions / Scenarios ● iPads in Church rightreactions.blogspot.com
  • 19. Study Mechanics ● 2 "pilot test interviews" ● Refinements to interview questions & approach ● 4 additional interviews
  • 20. Data Collection ● Demographic data ○ Age ○ Gender ○ Occupation ● Background questionnaire ○ Devices ○ Places ● Audio recordings of interviews ● Hand-written notes by interviewers
  • 22. Interview Highlights ● Barista: Pete's Coffee (SF Financial District) ○ Business people tip well ○ BlueTooth less annoying for business ■ "BlueTooth people still pay attention to other things, its like they have evolved" ● Cell phones at the concert (instead of cameras) ○ The lone iPad ○ Light and Sound Pollution: Movie theater vs Concert ● Technology and God ○ The book, like the e-reader or the iPad, is technology
  • 23. Interview Highlights ● Office worker: Toshiba ● Privacy Concerns ● "Tunnel vision" ● Technology can create "social strain" ● Devices are too portable - you can't get away from them!
  • 24. Interview Highlights ● Banker: U.S. Bank ● Doesn't have a smartphone - but soon! ○ iPhone: "it's replaced most of the electronics that you need" ● Doesn't like the phone - but with video calls, you can't "blame the technology" ● Generational differences ● On Kinect: ○ pretty expensive for just one game you want to play ○ "I don't want to 'Just Dance'" Bluetooth: Headphones: Coffee Shop Crew:
  • 25. Interview Highlights 1. How participants differentiate places ● "Libraries are supposed to be more quiet, while coffee shop can be noisy" ● "Coffee shop is casual, so series business are not appropriate, library is for studying, it would be awkward to play games, airport has no focus at all, so you can do whatever" ● "In the airport, the first thing is to find a 'safe' place, as I always have expensive belongings with me in the airport"
  • 26. Interview Highlights 2. Self and others ● "I won't let myself play games in the library, but I don't care if others are playing" ● "I won't make any video calls at the coffee shop, others can do, but I found myself always distracted by them" ● "It's cool to read Bible on Kindle, I saw such cases and it's totally fine, I have Kindle, but I won't do this"
  • 27. Interview Highlights 3. Perceived privacy ● "In the library, I like the place where you know others are there, but you can't see them" ● "Don't really care if it's a corner in the airport, people come and people go, it doesn't make a difference" ● "In a place where I am not familiar with, I will use less complicated apps"
  • 30. Thoughts on Siri ● Only used when not accompanied ● Experience is severely limited by functionality ● Helpful when can't look at the screen, or with sight impair
  • 31. Thoughts on Kinect ● Why we wanted to study the Kinect ○ Offers new interaction styles with devices ○ Brings the virtual environment into the spacial ● Why it didn't really work ○ The Kinect is not widespread ○ It is used primarily in the home ● What this meant for our study ○ Interest in broader range of interaction ○ Spatial relation being key in Kinect ○ Kinect questions became hypothetical
  • 32. Kinect Caveat ● One interviewee did have interesting ideas about future applications of Kinect technology ○ Artificial creation of concise keyword structured language ○ Reduction of sense of touch ■ Reduced physical closeness with others ■ Desensitization to tactile stimulus ■ Disallow keyed movements in 'watched' areas ○ Possible benefit of increased ability for disabled
  • 33. Initial Analysis ● Brainstorming ○ Initial analysis based on our own understanding ○ Comparison of interview notes and ideas ● Interviews ○ Rough notes ○ Important ideas
  • 34. Future Work ● Analyze Data ○ Collect all similarities and attempt to rationalize them in a meaningful way ○ Brainstorm to evolve ideas further ○ Reconsider audiences to target in the future ● Record Data ○ Create logs of our interesting findings to facilitate future work
  • 35. Lessons learned ● Designing the study is HARD! ● So many good & interesting ideas ● Difficult to narrow down what is one "unit" of focused, measurable work ● It's tricky to help people summarize their opinions while not biasing them
  • 36. Lessons learned ● Transcribing audio / video recordings is time- consuming ● Knowing what to code for is challenging ● Consolidating ideas uncovered & deciding what to do next is hard