April 27, 2006
Thursday - Disabilities - 11:30 - 516D
Paper Feeling what you hear: tactile feedback for navigation of audio graphs
Steven Wall, Stephen Brewster
Paper Remote Usability Evaluations With Disabled People [Best of CHI Nominee]
Helen Petrie, Fraser Hamilton, Neil King, Pete Pavan
Paper Feeling what you hear: tactile feedback for navigation of audio graphs
Presents guidelines and a prototype evaluation using tactile feedback to support point-and-click interaction for data access by sight impaired users. Can assist in developing accessible mulitmodal interfaces.
Steven Wall, Stephen Brewster
Key Findings:
- Allow users to quickly orient themselves in workspace
- Mouse input not recommended
- Short cut keys shoudl be avoided
- Audio cues can help prevent tactile clutter
First Prototype
- Graphics tablet (provides spatial frame of reference) with mouse
- Users receive speech feedback
- 5 participants (think-aloud)
Showed an impressive video of participants using the application.
Tactile feedback may help improve navigation of datasets for people with low vision. A tablet gives an absolute positioning system.
Questions
1. [U. Western Ontario] Do you have any idea of someone can follow a line or edge in an open space with this prototype?
Yes, I believe so. We have done some research with discriminating a line and they can do it within 10 degrees. Lines are difficult because it is a sparce representation.
2. There is a lot of work of translating visual representation to something visually impaired can "see." Is there any other methods of "visualization"?
Yes, we presented at CHI in Fort Lauderdale that had haptic input. It is a bit more work for haptic cues (stiffness, etc.) that people would have to poke to get information.
3. Were all of your subjects born blind?
It just so happens the four people were born blind.
[Have you looked at late on-set blindness such as from diabetes?]
No, we have not had anyone from that group. But we would like to.
Paper Remote Usability Evaluations With Disabled People [Best of CHI Nominee]
Two case studies describing the use of remote evaluation techniques with disabled participants. Can assist in understanding the advantages and disadvantages of using remote techniques with disabled users.
Helen Petrie, Fraser Hamilton, Neil King, Pete Pavan
Testing systems with disable users is important!
It is sad that there is a law that we have to make websites accessible to disabled, but not usable!
People usually do not want to evaluate technology with disabled because that is scary.
How do we find disabled people willing to participate in the study?
There are unforseen costs
- lab must be accessible to disabled (e.g., wheelchair ramps)
- software for disabled sometimes crashes when non-specialized handicapped software is installed
Is remote evaluation the solution?
Case Studies
Did a case study for the Disabilities Rights Group - Looked at websites.
Also looked at TeDUB - Technical Diagrams for Blind People. It required the use of a joystick. The participants loved using the joystick.
They rated 6 different functions (in the paper).
Participants came to the lab and then did the study in the home. Paid 50 pounds (Canada $100) when all completed - very high return rate of 98%.
Tasks successfully completed in the lab: 76.4% and remote: 75.3%
The Quantitative Data is valid if it is remote or local. Unless there is something odd that the participant won't be able to understand.
Questions
1. [Colorado] Could you account for some of the richness in data because remotely were reocrded and some were written?
We wanted to give them a chance to talk - that is not the same because it is not concurrent with doing the task. That is a good point and it would be an interesting improvement.
2. [Georgia Tech] How about having the developers go home to the individuals and do an in-situ evaluation? Have you thought about it?
We just did an evaluation that way. That is not a way to save time or money or your evaluators sanity. Because of the nature of the valuation, we were asked to do it and we did it. It is not quite solving the problem at the beginning.
3. [U. of Sascatchewan] Observation - You were trying to find blind people interested in looking at circuit diagrams, but couldn't find them. I don't know many sighted individuals who would want to see them - whether the disability is there or not.
Question - Given that you have done this - it would be really interesting to know - given the same protocol to see how people who do not consider themselves as having a disability. You may find even more so that understanding AT at home and the role of the disability itself may pop up a little bit more. Have you considered it?
Yes absolutely. WHen I wrote this paper for CHI, I wrote a draft and threw it away. I couldn't decide on how to approach this as a paper of remote vs. local evaluation...or write it as a paper on how to solve a problem with remote evaluation of people with disabilities. I'm not sure if whether they are disabled really matters. What is important is that there were no differences whether remote or local evaluation in the data received. Maybe there will be another paper next year.
4. [Alan Newell] It is very important that people see the white of the users eyes.
As someone who is a psychologist, I was very nervous about letting developers in with the evaluators. You do have to bear that in mind and I have had developers who intimidate the user. The benefits outweigh the disadvantages.
Paper Desperately Seeking Simplicity: How Families with Young Adults with Cognitive Disabilities Adopt Assistive Technologies [Best of CHI Nominee]
Case studies describing how families with individuals with cognitive disabilities adopt and incorporate assistive technologies. Illuminates the complexity of the adoption process and presents clear recommendations for assistive technology designers.
Melissa Dawe
The rate of abandonmet of assistive technologies (e.g., cane, hearing aid) is high - 35%! (where is this cited?)
Studies of abandoment usually group together all disabilities and thus misleading perceptions appear.
Research takes a binary adoption vs. abandonment approach.
Semi-structured interviews with teachers and parents of people with cognitive disabilities (interviews usually included and was present with the child with the disability. Interviews were 45-90 minutes onsite).
20 participant groups (5 teachers, 4 moms, 8 families (mom, dad, etc.), and 2 others. Boulder, Denver; Middle Income, Public School System.
5 down syndrome, 4 autism, 12 other/unidentified.
Majoritiy were between 15 and 21.
THey use technology to do various activities - communication, writing, prompting/scheduling.
Uses Grounded Theory
Themes in Analysis
1. Adoption as a multi-stage, multi-person process
2. Key features for successful assistive technologies
3. Hopes and dreams for assistive technologies (you have to think about what your user population dreams about - be inspired by their optimistic ideas)
Ian Rogers - Awareness, Persuasion, Decision-Making, Incorporation of the adoption process.
What is missing?
- Various share holders - specialists, teachers - not considered
- Parents expected to incorporate the device into the student's life
Specialists (recommend) -> Teachers Trial (study) -> Families (Incorporate)
Parents typically viewed the school as the expert. This caused some problems in terms of who is responsible for what.
Most stakeholders have different goals.
Devices are expensive because they are on custom hardware. It is getting better because we have better touch screen technology.
Questions
Posted by sv4 at 10:35 AM | Comments (0)
Panel: The State of Tangible Interfaces
Thursday, 04/27/2006 11:30-13:00
http://www.chi2006.org/sessiondetail.php?sessionid=4213
Oren Zuckerman from MIT Media Lab and Lars Erik Holmquist from Viktoria Institute are the moderators.
Brygg Ullmer from Louisiana State University, Hiroshi Ishii from MIT Media Lab, George Fitzmaurice from Alias, Yvonne Rogers from Indiana University, Wendy Mackay from I.N.R.I.A., and Tom Rodden from University of Nottingham are the panel members.
Pioneers and active researchers in tangible user interfaces (TUIs) will give an up-to-date picture of TUI-related projects, research findings, and industry adoption case studies. The panel will discuss the merits and drawbacks of TUIs, review the open issues in the field, and hopefully help interested researchers to better direct their future research efforts.
--------------------------------------------------------------------------------
Oren Zuckerman (panel organizer) is a researcher and PhD candidate at MIT’s Media
Lab, working with Mitch Resnick. Oren ‘s research focuses on the design, implementation, and study of tangible interfaces for learning and play. Currently,
Oren is developing digital learning blocks that make abstract concepts visible and manipulable.
Brygg Ullmer (panel moderator) is an assistant professor at LSU, jointly in computer science and the Center for Computation and Technology (CCT). He completed his Ph.D. in the Tangible Media Group of MIT’s Media Laboratory in 2002, where his research focused on “tangible user interfaces.” His research interests include tangible interfaces, visualization, programming languages for networked and embedded systems, RFID, grid computing, and rapid physical and electronic prototyping.
Lars Erik Holmquist (panel moderator) is leader of the Future Applications Lab at the
Viktoria Institute in Göteborg, Sweden. Before this, he founded and led the PLAY research group from 1997- 2001. He received his master’s degree in Computer Science in 1996, and his Ph.D. in Informatics in 2000, both at the Göteborg University. His research interests include human-computer interaction, information visualization and ubiquitous computing.
Hiroshi Ishii founded and directs the Tangible Media Group at the MIT Media Lab pursuing a new vision of Human Computer Interaction (HCI): “Tangible Bits.” His team seeks to change the “painted bits” of GUIs to “tangible bits” by living physical form to digital information.
George W. Fitzmaurice is a senior Research Scientist at Alias and an Adjunct Assistant Professor at the University of Toronto in the Computer Science department. His main
research interests focus on novel input devices, 3D and two-handed interaction techniques, graspable/tangible user interfaces, computer-augmented environments, and interactions for mobile devices.
Yvonne Rogers is a cognitive scientist focusing on augmenting and extending everyday, learning and work activities with interactive technologies that move “beyond the
desktop”. This involves designing enhanced user experiences through appropriating and assembling a diversity of technologies including mobile, wireless, handheld and pervasive computing.
Wendy Mackay is a Research Director, responsible for the in|situ| research group at INRIA Futurs, in France. Initially trained as an Experimental Psychologist, she moved to Digital where she created a multimedia research group which produced the first commercial interactive video system (IVIS), a pre-Hypercard multimedia authoring language and over 30 multimedia projects. She then received her Ph.D. from the Massachusettes Institute of Technology and has subsequently managed research groups at MIT and Xerox PARC’s EuroPARC, as well as serving as a visiting professor at the Université Paris-Sud, France and Aarhus University, Denmark.
Tom Rodden is Professor of Interactive Systems in the Mixed Reality Laboratory (MRL) at the University of Nottingham. His research interests focus on the development of computer technologies to support new forms of user interaction. He research work has
involved close collaboration with a diverse set of disciplines over a number of years.
--------------------------------------------------------------------------------
Motivation
Q: Can you tell us what you mean by pushing boundaries and inspiring people?
-Technology, need, and vision drive design. Visual thinking (seeing, drawing, imaging) defines a new vision, design artifacts which embody that vision.
-Important question is how do I keep this very safe, tangible media and augment it with technology.
Impact
-There is a spectrum with physical and digital at the ends and I think the majority is at the end where you start with something physical and add the digital.
-There is a certain amount of time expected, while some things do go faster.
-Looking at the history of tangibles such as the button box and slot machines as well as graphical interfaces, it took 30 years before the conceptual and technology critical mass came together into synergy.
-The real challenge is to understand the technology as well as the practices.
Q: What sort of underlying modes of interaction are being explored?
-Situated interaction means that human beings in the real world do things with their hands, etc, and we should not separate them from what they are interacting with. It’s not how can I use tangible stuff to solve this problem but more looking at what works for them and doesn’t work for them and how to integrate tangibles.
-When you are in the field, you don’t have all your computers and devices so you need to scale down.
-Technology is becoming smaller and cheaper such as electronic paper, etc, so it depends on what you are trying to accomplish.
Challenges
Q: What do we need to do to get things out in the real world?
-It’s far more important to identify technologies that are already out there. There’s a conceptual challenge of getting pieces to work together as well as the technology challenge to get it to work.
Q: What is needed to support designers and domain experts as well as technology experts?
-We’re at the stage where every PhD student gets a degree by developing a toolkit. The question is how do you make toolkits relevant.
Posted by sv10 at 10:13 AM | Comments (0)
Wednesday - Does Think Aloud Work? How Do We Know? - 14:30 - Room 517AB
This panel consisted of experts in the field of usability testing. All panelists seemed to agree that think aloud is one of the most important methods used in usability testing. Concerns were raised about how think aloud is conducted and potential areas for future study regarding think aloud protocol.
A primary concern about think aloud is that it is not always done correctly, said Ted Boren of The Church of Jesus Christ of Latterday Saints. Ted also went on to question whether reminding participants to think aloud is a good idea. Ted said that participants often get flustered when they are constantly being reminded. Ted suggested to have participants do something basic first, like edit text in Microsoft Word.
There were a lot of areas for future study in think aloud raised throughout the presentation. Joe Dumas of Bentley College suggested a study looking at people aged over 65 and their ability to think aloud and perform a task at the same time. Ted suggested research regarding the RITE method. Elisabeth Cuddihy of the University of Washington suggested more research looking into the problems of think aloud protocol and what think aloud is not telling us. Joe also suggested a study mixing in professionals in the test participant pool to see if more problems are uncovered than using all novice test participants. More guidelines for the think aloud practice are also needed, so that guidelines can be established.
The consensus of this panel is that think aloud is very important, and a lot more research deserves to be done in this area.
Posted by sv6 at 08:17 AM | Comments (0)
Wednesday - Why Do Tagging Systems Work? - 11:30 - Room 517AB
This panel provided an overview of tagging and also raised the issues and concerns that go along with it. The panel was primarily comprised of people affiliated with Yahoo!, including the founder of del.icio.us, Joshua Schachter.
For this panel, Yahoo! created a tagging game. Audience members were invited to go to a website, and type in different tags for every part of the presentation (e.g. when talking about Flickr, people would type "Flickr" in the form on the website and receive points based on how many other people used the tag). A tag cloud was presented on the stage left and stage right screens. Unfortunately, one could easily be distracted from the content of the presentation with this game, and also the Wi-Fi managed to disappear halfway into the presentation.
The panel began talking about what tagging systems are, and why people tag. Video interviews were conducted for the panel interviewing several everyday people on the street about tagging. With the exception of one person, everyone interviewed did not really understand the core principles of tagging.
Some concerns raised in this panel were that everyday people outside the tech community will probably never tag. Also, people have a problem with overtagging; some people do not know when to stop when tagging something. Sometimes people also have a hard time finding a tagged object if the tag is too vague.
Two primarily conclusions were drawn as to why people tag: people tag to share and to recall information. Most of the websites that people go to and search for are websites that they have already visited before.
All panelists were unsure of the future of tagging, but said they were excited to see where it goes in the future.
Posted by sv6 at 07:58 AM | Comments (0)
April 26, 2006
Papers: Novel Methods
Thursday, 04/27/2006 11:30-13:00
http://www.chi2006.org/sessiondetail.php?sessionid=4109
Overview
Paper Event-Contingent Experience Sampling To Evaluate Ubicomp Technology In The Real World [Best of CHI Nominee]
Presents an event-contingent experience sampling technique to gather situated opinions on technology with reference to real-life situations. The technique can improve the design of mobile and ubiquitous computing applications.
Giovanni Iachello | Khai Truong | Gregory Abowd | Gillian Hayes | Molly Stevens
Note Design and Experimental Analysis of Continuous Location Tracking Techniques for Wizard of Oz Testing
Describes and evaluates two new gesture-based techniques for continuously tracking a moving object by hand, for use in Wizard of Oz studies of location-aware systems. Study shows an improvement in terms of task load.
Yang Li | Evan Welbourne | James Landay
Note Emotion Measurement during Interactive Experiences: Boys at Video Game Play
Describes the use of facial EMG as a measure of positive and negative emotion during interactive computer games. These methods appear useful for associating the player’s emotion with game events, and could be applied to HCI in general.
Richard Hazlett
Paper A Continuous and Objective Evaluation of Emotional Experience with Interactive Play Environments
We present a method for modeling emotion, based on physiology, for ludic experience. Our modeled emotions are quantitative and objective; have a high evaluative bandwidth; and correspond to reported emotion.
Regan Mandryk | M. Stella Atkins | Kori Inkpen
----------------------------------------------------------------------
Event-Contingent Experience Sampling to Evaluate Ubicomp Technology in The Real World
Giovanni Iachello | Khai Truong | Gregory Abowd | Gillian Hayes | Molly Stevens
Personal Audio Loop is a device embedded in cell phone that records audio and allows you to go back and listen to your conversations. It has a simple browsing access with only two buttons; the device also requires no storage.
Benefit versus lack of privacy
-To what degree and in what situation would secondary stakeholders object?
-What application parameters can be adapted to accommodate concerns? (range, retention, etc)
People in a diary study and deployment found PAL useful. They found the ideal retention time to be 15-60 min. The reasons to use PAL are to remember previous details, replaying conversation for partners, etc.
They are trying to understand the problem of privacy concerning the user’s partners. It is very hard to make references because often the adoption time is longer than the time to really use the product. They had a hard time determining the correct questions to ask in a fair manner and in a social context.
They came out with a survey asking people about daily activities in their every day life. At the end of people’s conversations they were asked to fill out a short questionnaire. The survey asks about informed consent, deletion of data, and retention time.
Informed consent
-Participants want to be informed about PAL.
-They want to consent to the use of PAL.
-Few would have asked to delete the data.
Retention
-Storage retention time is not a concern.
-Participants would allow users to record the conversation for as long as they want.
-Misuse is the biggest concern.
Privacy implications
-Informed consent in ubicomp must be implicit or exceptional.
-Learning, long-term adoption must be part of development models.
-“Sensitive information” does not equal “confidential conversation”.
-Retention time was not a determinant.
Paratypes
-Experience prototyping
-Experience sampling
* This introduces unfamiliar technology in real situations and probes individual’s opinions.
Advantages
-Fit for unfamiliar technology
-Can probe nondescript social settings
-Low cost but higher than surveys
Disadvantages
-May introduce bias based on situation or participant selection.
-Having an informed consent form the participants had to sign and read interrupted the flow of the study.
-The size of the survey was small.
Q & A
Mark Davis from UC Berkerly
Q: How would you better account for community or group norms versus individual norms?
-We could add questions in survey about relationships between people involved in the conversation. The problem there is that that would make the survey longer and harder to do on the fly.
Q: Do you see any cross-cultural results such as privacy legislation in countries?
-There was a low level in the question about deletion. That was probably a result of people not requiring it because the conversation was not private enough or they did not want to challenge the person they were having the conversation with. I would say that in terms of privacy, Americans are more private than people from say Europe where people are used to living closer together.
----------------------------------------------------------------------
Design and Experimental Analysis of Continuous Location Tracking Techniques for Wizard of Oz Testing
Yang Li | Evan Welbourne | James Landay
A wizard follows and keeps track of a user in a location based study. Two new location techniques, directional crossing and steering are looked at in this study.
Challenges and tasks
-Frequent updates require lots of attention.
-Trigger unimplemented application behaviors to test usability.
-Observe users and environments.
Technique #1: Directional Crossing
Technique #2: Steering-semi automatic tracking with inexpensive sensors
Technique #3: Drag and Drop
Technique #4: Pick and Drop
Story roles were involved in the experiment and the wizard was the participant and followed the user. In a 340 m walk 40 checkpoints were distributed along the path. The steering technique was aided with a multimodal sensor board. There were 12 participants with each experiment taking 70 minutes including an introduction, questionnaire, etc.
The steering technique was not much better than directional crossing. The directional crossing was the easiest to use with high ratings on all 6 dimensions and best global performance.
----------------------------------------------------------------------
Emotion Measurement during Interactive Experiences: Boys at Video Game Play
Richard Hazlett
This study looks at boys playing video games and interactive experiences. In particular he looks at the enjoyment of technology beyond the usability. The challenge is how one evaluates emotion without interfering with the experience.
Emotional experience is measured in three ways: self report, behavior, and physiologic. This study focuses on behavior and physiologic and in particular the participant’s facial expressions. Just observing facial expressions is not enough to get subtle and fleeting emotions. Through EMG (electromyography) with focus on the frown (corrugator), smile (zygomaticus) muscles more subtle emotions are caught.
The game is analyzed through positive (passing cars, winning a game) and negative events (being passed, crashing, wiping out). Study objective was to test whether the corrugator was higher for negative events and the zygomaticus was higher for positive events which was indeed true.
This study shows that both positive and negative emotional valence can be measured during interactive experiences. Facial EMG alone cannot identify the discrete emotions.
Q & A
Q: Did you collect any self report?
-For this study I did not. For past studies I used the EMG data as verbal probes to find out what’s going on for them at these particular emotional moments.
Q: People tend to use facial expressions more when they are with other people. Were the testers with other people?
-For these particular boys, I was the only one present and controls are needed. It would be interesting to look at multiplayer games.
Q: Were you communicating with them during the game?
-We played a couple of circuits without measurements and gave instructions then played without talking.
Q: Did you have problems with them smiling when they really screwed up?
-That did happen. You have to put that in context.
----------------------------------------------------------------------
A Continuous and Objective Evaluation of Emotional Experience with Interactive Play Environments
Regan Mandryk | M. Stella Atkins | Kori Inkpen
This study is motivated by emerging technologies as new opportunities for interactive play. Currently subjective techniques are used but they are bad at understanding user behaviors. Objective techniques such as video recording require a great amount of time. Most of these techniques suffer from limited evaluative bandwidth especially because the process of play is as relevant as the actual outcome of the game.
Goal of research is to develop an evaluation methodology for entertainment environments. Through physiology data they looked at the direct indication of user experience. Some measures are Galvanic Skin Response, EMG, and measuring heart rate. They are more interested in the emotional playing experience. They found that physiological measures exhibit systematic, measurable changes. Also normalized physiological measures correspond to subjective reports and physiological data is high-resolution.
This experiments looks at 24 adult male gamers playing NHL 2003. GSR, HR, EMGforehead (frown), EMGcheek (smile) were tested. Through a two step process they looked at physiology->Arousal Valence->Emotion.
Results show that there are no significant differences between the two different tests (subjective and modeled). Modeled and reported emotions show same trends for fun, excitement, and boredom. Frustration is close for both. Challenge is backward trends-people were more challenged when playing with computer. So when people are more challenged they would try to relax more and also consider that challenge is not an emotion such as arousal or boredom.
Future work is to model other emotional states, relate modeled emotions to objective data source, and integrate sensors into controllers.
Implications are that dynamically adapt games are needed to keep players in flow.
www.edgelab.ca/research
www.reganmandryk.com
Posted by sv10 at 02:01 PM | Comments (0)
Everyday Uses of Mobiles
[14:30 - 16:00 at 516ab]
Paper Everyday Practices with Mobile Video Telephony
The paper presents a study of everyday use of mobile video telephony. Real use episodes highlight key motivations underlying video calling and the social and practical barriers that hinder it.
Kenton O'Hara, Alison Black, Matthew Lipson
Note Sashay: Designing for Wonderment
Presents a cultural perspective on locative media, and descriptions of two projects that intervene in the urban landscape. Provides a strong rethinking of methods and goals for designing systems in urban context.
Eric Paulos, Chris Beckmann
Note urbanhermes: social signaling with electronic fashion
Describes a prototype "communicative accessory",' a brief user study and the underlying conceptual framework for social signaling. Draws insights for the design of "fashion signaling" systems.
Christine Liu, Judith Donath
Paper Because I Carry My Cell Phone Anyway: Effective Everyday Task Management
Develops a novel location-based reminder system. Demonstrates its utility for everyday task management and identifies a rich model for effective location-based information delivery.
Pamela Ludford, Dan Frankowski, Ken Reily, Loren Terveen
Video phones are the latest kid on the block: faster, more capable technology combined with high speed data channels, and convergences in content and carrier corporations means that Star Trek-like video communications aren't that far fetched. But this doesn't mean that video telephony technology as it currently exists is usable.
The discussion of ambiguity in mobile device interface design returns to CHI this year, this time in a study of video call in the UK, presented by Kenton O'Hara of HP. Kenton et al's diary study on how and why video technology has met with mixed success revealed that video technology - while valuable by providing new and interesting modalities of conveying information - still suffers from considerable problems with managing presentation of self and maintaining public/private boundaries during usage of mobile video calling devices.
Perhaps it is a problem of discovering that video telephony doesn't need to be the same as audio telephony and can have divergent - and surprising - uses. In any case, this segues into Eric Paulos & Chris Beckmann's talk on designing for wonderment: Sashay is part of Intel ' Urban Atmospheres ' project, where the focus is not on improving productivity, but on exploring our collective urban experience. Sashay is a mobile phone application that tracks one's paths through physical space in terms of the cell towers one is consecutively connected to. This is a fundamentally different way of experiencing location - instead of knowing the physical location from the cell tower, one reaches the cell tower from the physical space, and the geography is not of the land but of the carrier signal.
Which brings us to Christine Liu and Judith Donath's description of urban hermes - a signal of a completely different kind. Urban Hermes - or shoulder bags with image displays - act as a fashion signal, displaying, communicating, degrading and acknowledging the possession and transmission of images of interest within a community of bag users, which may be acquired electronically from a variety of sources. Whether this will be the next version of flickr remains to be seen, but at the moment it is certainly a very interesting way of exploring how our electronic identities may be embodied in and expressed through material artifacts.
Like having our tasks follow us around, and pounce unexpectedly on us when we drive around the city, just at the right place and time for us to do them. Naggie , anyone? Pamela Ludford et al presented a study on the geolocated task reminders, and heuristics for determining service/message delivery. Issues explored include a comparison with the affordances of pen and paper, delivery modalities, and the somewhat unpredictable relationships between public "everyday" spaces and personal tasks.
Paper Everyday Practices with Mobile Video Telephony
The paper presents a study of everyday use of mobile video telephony. Real use episodes highlight key motivations underlying video calling and the social and practical barriers that hinder it.
Kenton O'Hara, Alison Black, Matthew Lipson
- Video telephony technology has met with mixed success
- Why revisit the debate
- Mobile form factor changed the nature of audio telephony
- Control over when and where, using dead time, bringing phone into new social contexts and situations, potential to intrude on and engender privacy
- Similar questions can be asked about mobile video telephony
- Study
- Participants: recruited in subgroups
- Asked to keep a diary
- Results
- Approx 1 call made per person every two weeks, and approx 1 call per person every 3 weeks
- What are people using it for, and why so few calls?
- Reasons for video calling
- Functional talk
- Show and talk
- Keeping in touch/small talk
- High effort in making a video call, meant only for special relationships and occasions
- Not everyday use
- Couples working away, children
- Little value added by video for other family and friends
- Managing public/private boundaries
- Between self and co-present others
- Loudness/speakerphone
- Ability of someone else to see the video
- Between caller and recipient
- Difficulty managing presentation of self
- Reveals too much information
- Preserving ambiguity
- Of co-present others
- Aural intrusiveness
- Intrusiveness of camera
- Ambient noise and lighting are problems
- Problems dual tasking
- Questions
- Motorola: did the participants have an headset?
- Yes, participants were given headset, but it was another thing to carry, and when the phone call arrived they didn't necessarily have it on them
- There is a psychological term called "functional fixedness" - functionality is fixed in habits of usage. So if people are thinking of this as a telephone call, they might not adopt it at all. If they start thinking of it as something else, they may be using it differently.
- Yes, show and talk is an important example of this, and perhaps it will become more widespread. But video calls are synchronous and you can't manage them as easily as email, and there are issues with quality
- We would love to use video calls to work with our international customers, do you have any thoughts on that?
- You might conceivably use video calls for this sort of work, but at present the technology remains low fidelity, and somewhat unreliable.
- Did any of the devices you use have any stands/connectors to monitors?
- Not really; one of the phones was
- Point you made about people & children was interesting. Do you know if any of those videos were sent to other people like grandparents or something like that?
- These were not recorded, so they weren't shared , but we did have an example of grandparents calling the children etc
Note Sashay: Designing for Wonderment
Presents a cultural perspective on locative media, and descriptions of two projects that intervene in the urban landscape. Provides a strong rethinking of methods and goals for designing systems in urban context.
Eric Paulos, Chris Beckmann
- Designing for wonderment?
- What is wonderment? Synonym for wonder that sounds more exciting
- Component of urban atmospheres
- Ideas that aren't solely situated around productivity
- Illustrative examples of wonderment
- Ordinary
- Designing technologies
- Intervention as research strategy
- Matchbooks in Portland, Oregon
- On the matchbooks were the words "I hate portland" and 'I love portland", and they had to respond using a printed code with a story
- Each caller received what the previous messager said
- Website with geolocation of various kinds of messages
- Cornucopia of responses
- Sashay: topology of cell tower transition over time
- Question: what do you think of the relationship of novelty and wonderment? If novelty wears down, will wonderment decrease?
- Looking at everyday objects with different lenses, not sure about the relationship between wonderment and novelty
Note urbanhermes: social signaling with electronic fashion
Describes a prototype "communicative accessory",' a brief user study and the underlying conceptual framework for social signaling. Draws insights for the design of "fashion signaling" systems.
Christine Liu, Judith Donath
- Theoretical framework for evaluating memes
- System of messenger bags, embodiment of framework
- Enable a dynamic display
- Image display on a bag, images expire daily
- Images transferable, copyable with degradation
- Framework
- Signaling theory: fashion signals are signals of being able to keep with information. Content changes, but meaning stays same over time
- Occurs in cycles - copying from higher to lower status people?
- Drive for innovation?
- Reliable because there's a cost
- Electronic based fashion
- Cost is lower, and therefore cycles are dynamic
- Physical fashion accessories do not express speed of change of accessing information
- Goal: design material objects that embody electronic media
- Design discussion
- Freshness & temporality
- Distribution, imperfect duplication
- Connection/social networks
- Questions
- Have you thought about the implication that a faded image reflects on your lack of being able to keep up with information
- Yes, we considered other kinds of filtering/damaging, and how other people may be able to compare the kinds of
- It seems that the kinds of pictures and memes that people share amongst themselves may be very rich and variegated. Have you thought about the kinds of image sharing and patterns emerge, what people use these signals for?
- Yes, I'm learning
Paper Because I Carry My Cell Phone Anyway: Effective Everyday Task Management
Develops a novel location-based reminder system. Demonstrates its utility for everyday task management and identifies a rich model for effective location-based information delivery.
Pamela Ludford, Dan Frankowski, Ken Reily, Loren Terveen
- People spend 2.5 hours in everyday places and have imperfect practices
- Key points
- Everyday place task management
- 4 week field study
- Human centred location based information delivery
- More than just distance
- Current task management practices
- Standard type: "Record and refer"
- Levels of reminding
- Go to place
- Task details
- Paper lists: affordances
- Good: inexpensive, universally available, fast, easy to use, lightweight: easy portability
- Bad: easy to lose, easy to run out of space, reordering - recopying, 1 copy - limiting, out of sight = out of mind
- Placemail
- Create message: web interface/audio or text on cell phone
- Select delivery time/place
- Receive message
- Most of the message were created using web & audio
- Most were in public places
- Good chunk were lists;
- Intel paper that talked about how people never used lists; why with ours? Because of web interface matching pen/paper affordances
- Delivering to mobiles
- Deliver when near: but what does near mean?
- Heuristics
- ETA: varied success; no perfect distance to deliver
- Others:
- Patterns of human motion
- Reminders early, details late
- Stationary vs mobile users
- Geographic layout: use street maps, cognizant of transportation method, closer in denser areas
- Effective delivery matters: proper timing meant tasks got done more often
- Why use GPS?
- We thought about it, but this was most reliable
- How about different modalities?
- Yes, very useful for indicating different kinds of reminders
- How about different modalities for conveying content?
- Ditto. Right now the audio is stored on the phone, but in future versions we are hoping to support text to speech and translating the same information into multiple modalities
- The context is important. What do you think about these issues?
- They are definitely open issues, and we are aware of them
- The act of creating reminders is reminder enough
- People said that: that creating the placemail message was enough. It was not the case always, though.
- How about making it hard?
- I'm not sure about that, but that is certainly an interesting thought
- Did you see any unexpected use?
- Some I found interesting, but nothing really unexpected. Perhaps in a longer study we might discover something.
Posted by sv3 at 01:23 PM | Comments (0)
Papers: Ubiquitous Computing
Wednesday, 04/26/2006 11:30-13:00
http://www.chi2006.org/sessiondetail.php?sessionid=3209
Overview
Paper Beyond Record and Play - Backpacks: Tangible Modulators for Kinetic Behavior
Backpacks are physical components that modulate parameters of motion recordings in modular robotic creations, extending the conceptual limits of record-and-play by making tangible some of the benefits of symbolic abstraction.
Hayes Raffle | Amanda Parkes | Hiroshi Ishii | Joshua Lifton
Paper Embedded Phenomena: Using Position-Sensitive Ambient Media to Support Classroom Science Learning [CHI Best Paper]
Describes method and case studies extending ambient media to represent simulated science phenomena in classrooms. Can assist designers in development of classroom learning environments and activities supporting science inquiry.
Tom Moher
Note TAP: Touch-And-Play
Describes a system for controlling interaction between intelligent devices using intra-body signaling. Provides designers with a practical and intuitive means of creating ad hoc device networks.
Duck Gun Park | Jin Kyung Kim | Jin Bong Sung | Jung Hwan Hwang | Chang Hee Hyung | Sung Weon Kang
----------------------------------------------------------------
Paper Beyond Record and Play - Backpacks: Tangible Modulators for Kinetic Behavior
There are four kinds of backpacks where through changing the frequencies, amplitude, etc changes the motion range and strength. These are modular and you can put many backpacks together. When you push the mode you get an accumulated affect. The backpacks are an attempt to make something tangible for children. Throughout this process they have been showing this to children and asking them what they wanted. The children wanted sensors, so they replaced the knob with a light sensor. Also throughout this design process, investigations were conducted through physical feedback.
A demonstration is shown about teaching children properties about waves and phase shift through differences in walking timing. Another idea was to incorporate a mechanical knob to add to the stability and gain feedback, the children were then able to talk about the feedback effect.
In a home environment, 8 children, age 6-10 participated. They also had 2 class sessions with children who had no background in kinetics. Half the class evaluated the backpacks and half the class built backpacks. The children seemed to relate easier to terms such as faster/slower. The light sensor was the most difficult to figure out. The children who programmed the backpacks were adept at the iterative cycle. The children tried adjusting the structure, the motion recording, and then the backpack to change the way the creature walked. For the younger children, they also understood the concept of random backpacks.
In general backpacks were an understandable interface with greater understanding of concepts from the older eighth graders. This is a way to show what children can gain from abstract ideas. While backpacks are not abstract models themselves, they show symbolic kinetic models. Previously these characteristics were only available through symbolic programming. Through backpacks there is another method, a tangible method, to get children interested in hard ideas. Tangible interfaces can make hard ideas more accessible and understandable which simply allow children an opening.
In the future they are working on tangible interfaces for editing.
Q & A
Audience member from CMU
Q: I would like to see an evaluation of what kind of impact this has on other types of learning to find out what people are really learning, what age group it really is appropriate for, etc.
Audience member from Northeastern University
Q: How did the younger children interact with the backpacks?
For the younger children, the backpacks were a bit abstract, and they were more interested in the simple structure. They used the backpacks more when prompted or shown. They did not spontaneously put on backpacks.
----------------------------------------------------------------
Paper Embedded Phenomena: Using Position-Sensitive Ambient Media to Support Classroom Science Learning [CHI Best Paper]
This paper is not talking about portable devices that can be held in hands but focuses on computation embedded and on science inquiry. As an example he looks at an ant farm and natural processes which are natural and not as reliable versus digital systems which have digital phenomena that children can visit again.
This paper focuses on embedded phenomena and stimulated phenomena which are ‘mapped’ onto the physical space of the classroom. This happens through strategically situate browsers around the classroom. These portals give pieces of information and in order to gain the big picture you need to look at all portals. They run for days and weeks continuously, and they are there so children can observe, record, and find patterns in phenomena. These browser do not take the place of teachers or instructional design and are meant to be used in collaboration with teachers; they are just phenomena.
This is good for learning because it is
-Situated
-Embodied
-Social
-Episodic
-Opportunistic
-More science
Characteristics of embedded phenomena:
-Participatory simulation-Learners themselves are part of participants
-Virtual environment-Work with large displays, VR systems
-Physicality and materials-Using whole room and children are running around
-Ambient media-Displays is always on, attention can come and go
-Mixed reality-Influenced by stories
3 different embedded phenomena:
1-roombugs
The classroom is a small farming community and the goal is to attract good bugs and repel bad bugs. The tablets are sand traps, and the children have the ability to determine bug position and what repellents to use, etc.
2-helioroom
The classroom is the solar system and the goal is to determine the identity of planets after learning about the solar system in the classroom setting. By using a lot of Velcro, tablets are stuck around the classroom. The children would see planets in the same size but using clues such as planets crossing in front of each other, etc so they could figure out which planets are situated where.
3-roomquake
Students are asked to believe that their classroom is an area of intense seismic activity. Roomquakes can happen anytime and are signaled through a deep subwoofer. The children read the seismographs, and they determine the epicenters, mark the epicenters, and determine the magnitude and find the fault line in the classroom. The children would use a long string and sweep out arcs from each of the epicenters. The point where the circles intersected is where the ball was hung at the end.
Outcomes
-Understanding of distribution of earthquakes
-Attitude towards science and investigation-help develop notion that they are empowered investigators
-Not for every teacher, child, and topic
-Requires teacher who is willing to have this happen
Q & A
Audience member from Harvard
Q: How much of a relationship do you have with architects who design classrooms?
-For most of schools that I worked with classroom redesign is not in the horizon, but I thinks that area has great potential for research and design.
Audience member from University of Michigan
Q: Are there a lot of collaborative activities, which can or might not work very well?-The teacher in the background was always reminding the children to change roles and to try different roles and distribute work. The longer duration of the project didn’t really increase the rate of participation of children who were not engaged but it increased the different variety of work for the engaged students.
----------------------------------------------------------------
Note TAP: Touch-And-Play
Single question-Will intra-body signaling be useful in future of ubiquitous computing?
Intra-body signaling is communication between one hand to another hand. It’s a 10 year old technology, but not well known. For example, the most advance study so far transfers 10 mbps by using your body.
One question people often ask is why use intra-body signaling when you have wireless communication? Intra-body signaling was listed as one of the losers in Spectrum 2006 ‘Losers and Winners’ article. However wireless communication is not perfect. For example when you look at Bluetooth photo printing, this can be a very tough job which users have to learn. There is also the problem of presetting Bluetooth and not being able to print when you have 2 printers near you.
If ubiquitous computing future arrives, the number of devices waiting to serve in a given space increases. The user has to learn a lot more to use them; currently the user has to learn 18 ways for printing using a camera.
Why is so much user manipulation and learning required?
The context in this situation depends on the id of the user, selection of devices, selection of service, data of interest-where all this type of information is manually inputted.
Context awareness computing talks about how computer can know what user wants. The answer is through touch. First impression is that this would be uncomfortable; people are lazy to touch. However, touch is also very intuitive and can provide context.
Key idea-User can print photo by just touching the camera to printer through TAP (Touch and Play). Ubiquitous world with TAP will only require select and touch. The selecting process does not require the cognitive viewpoint of the user.
Conceptual model
Bluetooth transfers data from one device to another; TAP does this through touching. The functional decomposition is half as long for TAP than Bluetooth. Constant touching is not required for TAP; TAP initiates the transfer and wi-fi takes over.
Now they are trying to evaluate users with camera, mp3, etc devices and refine the context matrix. More research into different combinations of device’s importance, intuitiveness, and usefulness is needed.
Audience member from MIT Media Lab
Q: How can this work with Muti-functional devices with no chaos?
-Multifunction convergence devices are usually designed to only have 1 function at a time. If a cell phone is using the mp3 player function, that will be referenced. Also the consumer wants simple interfaces ex) iPod.
Q: To realize this new technology what does the user need to go through?
Well, one can prevent unintentional touch through
-Confirmation process
-Disable tap when device is sleep
-Specifically designated tap button or area
Audience member from Motorola
Q: What is the size of the hardware, power consumption, sensor, etc?
The transmitter is a microcontroller and the system is relatively simple.
Posted by sv10 at 11:01 AM | Comments (0)
Tuesday - Security - 16:30 - Room 516C
This paper session on security was primarily concentrated on phishing, and also the social issues surrounding encrypted e-mail. First, a paper was presented by Rachna Dhamija of Harvard that explained a phishing study addressing why users are being deceived. Shirley Gaw then presented a study from Princeton that looked at why encrypted e-mail is not being used, despite its benefits. Finally, Rob Miller presented a user study from MIT that analyzed popular security toolbars.
Rachna Dhamija first displayed a couple of websites and asked the audience to determine whether the site was real or a phishing site. The audience was able to guess that the first site (eBay) was real, however a lot of the audience was fooled by the second screenshot of a PayPal spoof site.
The "Why Phishing Works" study evaluated over 200 phishing attacks and resulted in a list of reasons why users are fooled. Users are primarily fooled for two reasons: lack of computer knowledge and visual deception. The study introduced some new reasons why users are fooled including lack of knowledge of security and lack of knowledge of web fraud. Visual deception is utilized by phishing sites via images and windows.
Shirley Gaw then led the discussion on encrypted e-mail. First, she presented the idea that usability is prohibiting adoption of encrypted e-mail. While prior studies support this idea, this study went a step further and looked at the social meaning attached to encryption. According to the study, even people who know how to use encrypted e-mail do not always do so. People do not see a need to encrypt everyday messages, and feel that they need to justify using it.
Finally, Rob Miller presented a study by Min Wu of MIT that looked at security toolbars including Netcraft, Trustbar, Spoofguard, the eBay toolbar, and Spoofstick. The study categorized these toolbars into several categories: neutral information toolbars (e.g. IP address, website address), system decision toolbars (i.e. “this site is bad”), and SSL verification toolbars. The study found that all types of browser toolbars do not work effectively. The study has led to the development of the Web Wallet, which will be a browser-integrated solution to maintain and carefully disseminate user information.
An audience member from Mozilla was present and thanked the presenters for their work. He assured that Mozilla is concerned with these issues and will use the data.
Posted by sv6 at 10:16 AM | Comments (0)
Making a Difference: Integrating Socially Relevant Projects into HCI Teaching
11:30 - 13:00, 517c
There once was panel at CHI
That asked the deep question of WHY
Do some have yearning
To do service learning?
The benefits are hard to deny.
When students help the community
It leads to peace and unity
Students do more
Than just get a score
It’s a real education opportunity
Nass, Jones, then Bishop, and Friedman
Marsden, Lazar, and Shneiderman
After coffee and tea
Come to 517—C
Be sure it’s a part of your plan!
After this delightful ditty from the panelists, it might be easy to dismiss social motivation in HCI teaching as flower-power motivated feel-good scholarship. That would be to underestimate the power of socially relevant project work, as the participants in this panel testified. Ben Shneiderman, Jonathan Lazar, Batya Friedman w/ Janet Davis, Ann Bishop, Gary Marsden, and Erica Robles (in place of Cliff Nass) described various approaches to how they have used socially relevant projects to both make important social contributions and to improve learning around HCI. Why would one want to adopt this model of teaching? One of the most important reasons is that socially relevant project work is situated and participatory, which makes it much closer to real world situations, with much the same sorts of conflicts, disappointments, relationships and constraints that people face when they work in the industry. This brings together their skills and models of understanding and puts it into practice - with immediate and often clearly measurable effects. This brings out the issue of value sensitivity: making it clear that artifacts have politics and that designers have perspectives, and the designs they create will reflect that.
However, this is not easily or frivolously accomplished. Batya Friedman of the University of Washington's Information School talked about their work on value sensitive design, and student trajectories through the Information School that were supported by that perspective. Students in the graduate program carry out a capstone project with student defined information problems and methods of investigation that tie together the strands of human centred and technical design, in order to make a positive difference to some set of people. Planning for this project starts up to a year before, with conceptual, technical and empirical mini-investigations. Her student, Janet Davis, presented an example of what a socially relevant project might look like in the end, in this case her dissertation work on urban indicators for public policy planners and householders. Of course, not every project needs to be of that length and complexity: Ann Bishop of the University of Illinois, and Jonathan Lazar of CIS/Towson University talked about their (very successful) experiences doing short term interventions in and around their university areas their students.
It may seem like these efforts, though excellent venues for education, do not necessarily generate new knowledge. Erica Robles discussed how studies of language and communication in technologically mediated systems provided the basis for grounding project work in socio-technical perspectives while at the same time helping further critical theory in the field. For those who argue that this kind of knowledge does not necessarily result in implications for design, Gary Marsden from the University of Cape Town, South Africa brought forth the somewhat startling report that for their work, protoyping based design processes simply did not work, and that contextual inquiry and ethnographic, participatory design was crucial to the success of these kinds of efforts. Unfortunately, the academic community at large does not seem to appreciate the merit of these projects, and most panelists agreed that it was harder to publish papers on these projects than others; the story of two CHI reviewers who rejected a recent paper on the grounds that projects about illiteracy are irrelevant because "most users can read" is extremely disheartening. Hopefully the situation will change.
Discussants:
|
Ben Shneiderman
|
Jonathan Lazar
|
|
Ann Bishop
|
Gary Marsden
|
|
Batya Friedman
|
Erica Robles
|
Notes
- Poem by panel
- Shneiderman
- Chi committee no longer has an education chair
- Ambitious tea projects to benefit someone outside the classroom
- Help the community
- Strengthen education
- Promote visibility of HCI
- Assert value in helping others
- Provide experiences in service learning
- Guidelines in doing it right
- Find projects
- Assemble teams
- Require multiple milestones
- Cope with team problems
- Do peer reviews of drafts
- Conduct class presentations
- Put up web page to preserve results
- Grade for whole team, credits page
Batya Friedman
- Informatics capstone experience
- Goals
- Student defined information problem
- Student-defined methods of investigation
- Synthesis of human-centered and technical strands
- Make a difference
- Timeline: start year before, present proposal, conduct
- Examples
- Local political information recommender
- Virtual jaamati: enabling and facilitating the exchange of ideas within places of community
- Informed consent for online communities
- Value sensitive design
- Theory and method
- Quarter long project of the student's choice
- Three mini investigation
- Conceptual, empirical, or technical
- Janet Davis (PhD student)
- Value sensitive design research lab
- Knew about HCI, but never engaged. Did study on internet, but there were no people in it
- Household indicators: value sensitive design to inform and engage citizens
- Helps citizens and policy makers see the effects of their policy decisions; explicitly supports values of democracy, accountability
- Undergrads find this sort of work accessible, and are excited and try to engage themselves
Ann Peterson Bishop
- Students work with teen tech crew members from east St. Louis to refurbish 46 donated computers
- Computers distributed to individuals
- Teens start small tech help business in storefront
- Over 40 computers set up
- Community informatics corps
- Students combine classroom activities and 80 hours practical engagement with non-profit organizations
- Create website for local refugee center
- Establish Korean community center
- Start afterschool program for Hispanic immigrants
- Social entrepreneurship
- Books to prisoners
- Community inquiry: knowledge is both understanding and action… collective, democratic
- Community informatics Day and Schuler
- Building collaboration and trust with marginalized communities
Jonathan Lazar
- Towson Univ
- Why is service learning better education?
- Students learn more about societal issues
- Student projects should not sit on the shelf gathering dust, they should be used
- Community group are in need of help with their IT needs
- MORE EFFECTIVE!
- Why better?
- Students experience with real users (new experience for undergrads)
- Students immediately get to apply theory into practice
- Studies show that students are more engaged in the material, better mastery of material
- Students can develop a portfolio of projects that may help in getting a job
- Cheating is less of a problem
- Better tool for course assessment
- Students get to experience the trade offs and limitations in the real world
Gary Marsden
- From a developing country
- Social issues not optional
- Instituted in grant evaluation
- Culture of transformation
- Reviewers said: There are no illiterate users in the world?
- What are bridge people?
- Prototyping does not work
- Contextual inquiry, critical action research, ethnography are way to go
- Has a new column on hci in the developing world in interactions
Erica Robles
- Kozmetsky global collaboratory
Matt Jones
- Who is my neighbour?
- Even watching one life cam be humbling
- HCI "noble face" of CS
- Changes in HCI: more and more about relationships, play, empathy
- Changes us
- Students are not cynics: that's an excuse for educators not to do anything about this
- Educators are already overstretched
- Support structures
- Network
- Think about sustainability
- Be inspired: alumni, memory walls, websites, interactions magazine
- Orality and literacy - wider definitions
- Ethical issues: do not exploit the user
- Sustainability
- Promote continuity (across student populations)
- Disasters can also be sustainable
- Student organizations to create long lasting engagement
- How to start this culture of sociality
- Starting early, and having long term projects
- Starting small, and using that project as a demonstration
Posted by sv3 at 09:32 AM | Comments (0)
Panel - Why do Tagging Work
The discussion will be about how tagging work, why people tag and how does it scales.
Presenter
Kevin Fox, Google
George Furnas, U of Michigan
Scott Golder, HP Labs
Joshua Schachter, Del.icio.us
Rashmi Sinha, Uzanto
Marc Davis and Mor Naaman, Yahoo! Research Lab
Yahoo! Research Lab presented Zonetag, a tagging system for photos.
A live tagging game is available to CHI attendees
Live Tagging Game
A network centric view of tag is to relate tagged entities together by using similar tag.
Another way to look at tags is to add handles, add routes to get at things.
The issue then is that people come with different ideas to refer to the same things.
Tags can be understand as additional layers of attention according to Joshua Schachter.
Tagging has become a social phenomena in addition to the information organization system it used to be.
Tags can be used to annotate things for other to find and the idea of consensus tags is developing. For example, people attending CHI will tag their things with chi2006 for others to find more easily.
However, tags can also be used for self-referential use (ex: job search, my car,...)
Why people tag?
Only 25% of people agree on one consensus tag for the same object. 20 or more tags are needed to get 80% consensus.
People overestimates how well they do when they tag and how they will perform when retrieving.
If people are connected in a social network (friends on Flickr,...), their tags tend to convergence and community are developing around tags.
A video showed that most people don't know what del.icio.us is.
Will tags be adopted by users outside of the tech community? The discussion came down to whether tags was the proper word to use. label or keyword may be a better fit.
Will tags become mainstream if integrated in MySpace and it is possible to tag users? There is a chance that in this context they may be understand as badges representing the social status of the user being tagged
How does it scale?
A issue that was discussed was the granularity of the tagging. A person may tag all his Tokyo photos as tokyo including ones of his hotel room, which may not seem relevant to other people looking for tokyo related photos. One solution discussed was to use photos pool and groups.
Posted by sv5 at 08:40 AM | Comments (0)
April 25, 2006
Wednesday - Healthcare - 16:30 - 516C
[PAPER] Investigating Health Management Practices of
Individuals with Diabetes
Lena Mamykina, Siemens, USA
Elizabeth D. Mynatt, Georgia Institute of Technology, USA
David R. Kaufman, Columbia University, USA
[PAPER] Tensions in Designing Capture Technologies for an
Evidence-Based Care Community
Gillian Hayes, Gregory Abowd, Georgia Institute of
Technology, USA
[CHI NOTE] Pride and Prejudice: Learning How Chronically Ill People Think about Food
Katie A. Siek, Kay H. Connelly, Yvonne Rogers
Indiana University, USA
[PAPER] Investigating Health Management Practices of
Individuals with Diabetes
Lena Mamykina, Siemens, USA
Elizabeth D. Mynatt, Georgia Institute of Technology, USA
David R. Kaufman, Columbia University, USA
The paper presents analysis of diabetes self-management
practices using qualitative interviews, an observational study
and a technology probe. We draw implications for the design
of health monitoring applications.
Researchers conducted three studies during a 6 month period: structured interviews (n=15), observation of diabetes support group , and cognitive probe study (n = 2). They found that there is a need for technology to help chronically ill. Data needs to be presented with correlations and careful visualizations to avoid confirmation bias. Ease of use and accuracy will also play a roll. They were primarily interested in activity in relation to glucose level.
Questions
1. Why type 2 - why not type 1?
We will look at that in th efuture. Type 1 tends to be younger.
2. Did you see any excessive checking?
Both participants did it regularly. There is definitely a draw for a regular life style. It is very unfortunate -
they cannot afford to have the flow. For a severe case of diabetes, there is a danger of life and death. The data is
there and it is upto them to decide when to look at it
3. [Clemson] Some aspect of current information visualization may lead to biases? What aspects may be causing bias
and how will you fix it?
One of the things that was very clear (lots of literature), they had a hypothesis coming into this. Very actively
ignoring everything that was going into this. THere was a need to develop some techniques for debiasing information
- especially for this population.
Debiasing is not an easy thing to do. Somehow breaking this confirmation that their seeking is needed.
4. [Northeastern] Early in the study, 2 subjects had different behaviors. Were their behaviors that carried thorugh
the whole study?
Their attitudes kind of reversed. Once they saw the raise in blood sugar after the cereal, they want to partiicpate longer to see if things would change.
5. [Stanford] Elaborate on some of your ideas on persuasive user interfaces...
It is in submission now, but please come later.
6.Your study is too small to think about this. But do you think there is a relation about the kinds of people you are picking and the kind of information that is shown.
I agree with you. Our sample size was heterogenous and they want to manage their health. If we reached further, there would be serious differences.
[PAPER] Tensions in Designing Capture Technologies for an
Evidence-Based Care Community
Gillian Hayes, Gregory Abowd, Georgia Institute of
Technology, USA
An analysis of privacy, surveillance, and awareness concerns
with regard to evidence-based healthcare and education. The
design of socially appropriate capture technologies for the
community of stakeholders in this domain.
How to have remote care givers access to video with protecting privacy of others.
Care or surveillance
Selective archiving favorite among care givers
Questions
1. [U. of York] Youhave a standard view of privacy - of who sees the video and what they use it for. Was it just for use by other professionals.
That is one of th ethings we were trying to probe out with our interviews. It is dependent on the particular set of caregivers. There are some schools in a trustful setting that will share this data. BUt it is a good question and we
will talk to them about this. Like deciding when to capture, it is best to decide at a local level.
[There is also an issue of informed consent. Particularly with parents and other groups. Did you come across these forms of problems?]
Yes, there is certainly a lot of issues with informed consent. Especially with parents are low educated, low income and the just want the best for their kids. There are some ethical questions. We need to stand by the care of the child in question. We have to make sure it does not get in the way of caring for this child.
2. Selective archiving - did people have different questions? Did you explain it to non professionals?
It was explained similarly to professional and non-professionals. So even professionals are not technologically saavy in this setting.
For the most part the kinds of responses we got were "that's great!" These were the two bits of concern that really echoed for selective archiving.
There were some concerns about high up professional caregiveers - are we really going to give this to our teachers, parents, etc. What if they do not grab enough data or do the wrong thing? MOst people said with particular behavior, they could pass this on to others.
3. [PARC] What is an example artifact that people in care communities used to share the video and how did the video correspond with the spiral notebook.
In the past the way they shared video was by making a VHS tape or DVD and send it home within some package or play them at a parent meeting.
One person embeds video in powerpoint and teachers were really impressed. But this is rare.
We did not have them use the videos in the schools and in the homes. We are in the middle of doing an actual study in a school.
[CHI NOTE] Pride and Prejudice: Learning How Chronically Ill People Think about Food
Katie A. Siek, Kay H. Connelly, Yvonne Rogers, Indiana
University, USA
Presents a formative study exploring how chronically ill
people organize food and read nutrition indicator icons.
Can assist researchers develop nutrition applications and
motivate participant usage for patient populations.
Healthcare Session
[PAPER] Investigating Health Management Practices of
Individuals with Diabetes
Lena Mamykina, Siemens, USA
Elizabeth D. Mynatt, Georgia Institute of Technology, USA
David R. Kaufman, Columbia University, USA
The paper presents analysis of diabetes self-management
practices using qualitative interviews, an observational study
and a technology probe. We draw implications for the design
of health monitoring applications.
[CHI NOTE] Pride and Prejudice: Learning How Chronically Ill People Think about Food
Katie A. Siek, Kay H. Connelly, Yvonne Rogers
Indiana University, USA
A low fidelity paper prototyping study that helped informed a design for a mobile application to help low literacy skilled dialysis patients monitor their fluid and sodium consumption. They found you have to make patients feel proud and excited to use the application - you do not necessarily have to "dumb down" your design.
Questions
1. Did you try pie charts because there has been some research in that area?
No we did not try pie chart. We restricted ourselves to vertical barcharts because this is how renal dietitians we
work with visualize the data.
2. Have you thought about having dialysis patients trade consumption information for them to see how everyone is
complying?
No for two reasons. First, privacy reasons. This is very sensitive data - in the wrong hands it can have very
adverse effects. For example, if an insurance company got this information and decided they would not cover a
patient anymore because he was noncompliant. Also, our population is lower income and do not have access to
resources such as internet. Thus, we would have to create an ad hoc network to transfer information.
3. Have you talked to Weight Watchers about this application? It seems they would be interested in this type of thing with the barcode application.
We have talked to some dietary companies.
4. [Georgia Tech]Did you look at how culture affected your populations' food organization?
No we did not. We found they mostly used categorization from the education they receive from their renal nutritionists. HOwever, that is a good point that we'll look into in the future.
Posted by sv4 at 07:55 PM | Comments (0)
Wednesday - Student Design Competition Final Round - 11:30a - 516AB
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Reflecting on Health: A System for Students to Monitor Diety and Exercise
Brandon Brown, Marshini Chetty, Andrea Grimes, Ellie Harmon
Georgia Institute of Technology, USA
NutraStick: Portable Diet Assistant
Barry Diarmuid Mulrooney, Mairead Ann McDermott, Nick Justin Earley
IADT Institute of Art, Design, and Technology, Ireland
Chick Clique: Persuasive Technology to Motivate Teenage Girls to Exercise
Tammy Toscos, Anne Marie Faber, Shunying An, Mona Praful Gandhi
Indiana University, USA
3rd year of competition
48 entries - 15 selected to CHI - 4 teams invited to final
Problem: Designa service for personal monitoring of diet, exercise and health for individuals.
Judges: Kori Inkpen, Wendy March, Kenton O'Hara, Jaime Sanchesz, Gilbert Cockton
Criteria:
- Brief
- Aptness
- Wow factor
- Rationale and persuasiveness
- Process
- Economics
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Problem Addressed: Design a solution to motivate busy people to exercise.
4 week qualitative research study with 6 graduate students asking them to use a blog to log their step counts.
Final Product: Low fidelity paper prototype. They asked the participants to come back and review their low fidelity paper prototype.
Findings:
- Busy people exercise informally
- People recast activities as exercise (e.g., using the stairs, etc.)
- Casual exercise is hard to track, but a pedometer helped them track how much they were walking.
- Comparison with peers are difficult
Design
- Created a web application to help participants look at their fitness activity in relation to their other friends. They can see how far across Michigan they can walk.
Future Directions - Want to work with high risk populations
- Develop live prototype
- Design iterations based on changing user needs
Questions
1. [Indiana University] Did you find that logging on to a website was a barrier as opposed to having something with them all the time.
We did not have them log in in our prototype system. Our pedometers have USB, so input would be easier. Logging in might be a barrier bute it would be willin
2. [EBay] Orientation of the bars - can you comment on why you used vertical and horizontal? Why did you use that design?
In the vertical - it is more like a weekly view. We wanted it to have it horizontal to show time.
3. [Georgia Tech] Are you just looking at step count? Are you looking at elliptical system versus running?
For this project, it is just step count. It does not know if you are running or walking. We talked to Dr. Richardson about, but the numerical count is an early building block.
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Questions
NutraStick: Portable Diet Assistant
Barry Diarmuid Mulrooney, Mairead Ann McDermott, Nick Justin Earley
IADT Institute of Art, Design, and Technology, Ireland
How it works:
Person scans barcodes on food items
Puts it into their computer (USB port)
Computer program allows you to choose your diet
Then you bring the nutristick program with you when you shop. When you scan an item, if it turns red, it is not good to eat. If it turns green, it is fine to eat.
Design Process:
- Concet design development, user profile questionnaire, case study (low fidelity mockup), and interviews.
Technology Used:
- Barcode scanner with mobile phone
- Barcode Database (How will you find a freely available barcode and nutrition database?)
Questions
1. [AMES] What is your users understanding of the application of how the lights correspond to someone.
You just scan it and all the information is on the barcode.
[What if person is asking why is it yes?]
You can just read the ingredients.
[I was just wondering if there would be more studies needed to look into this]
2. Yes/No (green light/red light) got me because it is very limited in terms of dietary planning. I am wondering if you looked into how a yes/no provides input to train people? It just tells people what they cannot have instead of giving them information.
We could use animations that show people more information.
[Did you explore non-packaged food items?]
Obviously there will things you cannot scan. THis would only be for items with barcodes.
3. [Carnegie Melon] People are not willing to read labels, but have allergies. Who is the responsiblity to make sure the barcodes are affilited with nutritional information.
In Europe
4. [Georgia Tech] How do you deal with a parent with two childrens with different dietary needs.
You can customize it.
You would need different nutristicks for each dietary problem.
[You designed this for the vision impaired with different beeps. How will they find the barcodes.]
If you are completely blind, you would not be able to do it.
Chick Clique: Persuasive Technology to Motivate Teenage Girls to Exercise
Tammy Toscos, Anne Marie Faber, Shunying An, Mona Praful Gandhi
Indiana University, USA
A cell phone application to let teenage girls increase their activity.
Focused on teenage girls because they become increasingly inactive as they get older and are more likely to use
unhealthy weight control methods.
Video of teens - Why don't they exercise:
- T.V.
- Don't have time
- It won't happen to me, I won't become obese
Design Process:
- Field Interviews with teenage girls
- Spoke with dietitians - better to focus activity
Idea:
- Cellphone application (pervasive)
- Leverages the power of friendships (persuasive)
- Competition
Overall view
- Teen enters step count into mobile phone
- SMS Messages sent to friends in clique
- Group can view step counts of everyone
Design Process
- Low fidelity prototype
- High fidelity PDA prototype
Study
- 2 user groups: high school girl group and middle school group
- PDA prototype used, manual step count input needed
Results
- More steps with Chick Clique than with pedometer alone
Take Home Point
- Chick Clique is a simple solution that is fun and motivating. It fits seemlessly into their lifestyle.
- Increases their internal awareness
- Future work: Longitudinal study
Questions
1. [Georgia Tech] Emphasis on increasing exercise. SHould you also consider times to not increase their exercise -
especially with their body issues.
We did think of this a lot. If you see something going off on a tanget, your friend could intervene. We will be
looking for it when we do our longitudinal study.
[Watch out for them all picking up the habit.]
2. [U. of Michigan] How do you see girls picking this up since it requires some monetary with the pedometer and cell
phones.
We designed this application to desing on many cell phones. Many already have cell phones. SO it would be a matter
of getting them an application. My pedometer was $5 at target.
[Many girls do not notice these issues. How would you motivate them to use this technology.]
MOst important thing is that we are using the social aspect. Once one uses it, we are depending on them all to pick
up and want to use it.
3. [Intel Research/U. of Washington] Are you redesigning [the
Reflecting on Health: A System for Students to Monitor Diety and Exercise
Brandon Brown, Marshini Chetty, Andrea Grimes, Ellie Harmon
Georgia Institute of Technology, USA
Application to help students not gain weight during their first 12 weeks of school.
4 Main Design Requirements
1. Flexible
2. Mobile
3. Inexpensive
4. Unobtrusive
System Concept
1. Snaps a picture of her food with her cell phone (photographic food journal)
2. Logs in with her cell phone number onto her cardio machine
3. Reflection - she can go home and see what she has eaten and the amount she worked out from a website
Diary Study
1. Diary Study for 5 days with 11 students (7 cell phone and 3 paper diary)
2. Student reflection on pictures during diary study brought up interesting studies "I cannot believe I at that on
that day"
Cognitive Walkthrough with 4 HCI graduate students
People liked seeing pictures of their food, but wanted a way to review it.
Use phone number to log into exercise machine.
There is a weekly view.
Future work
- Actual implementation of design
- Expanding the population: beyond college students
- Image recognition and machine learning
- Exploring the phone and gym application
Questions
1. [University of Glasgow] It seems very burdening of the user. Often people do not know if this is actually good
for me. This does not help them know if it is good for me. The person still has to look at the calories.
We were really focused on the people who want a general awareness of what they are eating. It will only help with a
high level of detail.
2. [CMU] Some research shows the best way to show activity through house cleaning, etc.
We only tested the food journaling component. We are not sure if they would take photos of the chore exercises.
One person
3. You draw strength from qualititative information. I was curious why you would include calorie count. It does not
seem like it is the primary goal? How can you handle exercise along side actually seeing what they are eating.
In our prototype, we show exercise with activities.
We had a spectrum of users. THey just wanted the pictures. But some people wanted an average calorie content. If
they are interested in annotating the calories, it is only those who are motivated.
4. [Michigan] Yours requires active data entry - type the cell phone number, take pictures, etc. How do you sustain
this in the long run? People usually do it for 6-8 weeks and then fall off.
People seem to like the activities of taking pictures especially when considered typing in something. Compared to
existing systems where you have to input a number of different screens. This is more lightweight.
I think also one of the things that came out during our initial interviews that this activity of journaling was
important to being aware.
Judges Comments
Comments on each of the work.
- Judge 1:
Next years students - concentrate less on the groups you know. You relaly know your audience, but it is not as
challenging.
Take a view of outside your home country or outside your group of people you are intimiately acquainted with.
Fitster - Get rid of that logo. They did not include nutrition, but really did the fitness well. The race against
Michigan was very exciting.
Needed more information about iteration.
NutriStick - You were really using a personal set of knowledge about a different group. You thought of various
groups and those with
Maybe a bit simplistic.
Chick Clique - You showed the people you talked to. THat was very powerful. You had a good variety of techniques.
Of course not technically stunning, it is simple and useful.
Fotofit - A sense of reflection is very interesting and awareness was great. I think the gym stuff is a weirdness -
it seemed out there. There is some questions about annotation. Powerful idea.
Gilbert Cochton: I'm known as a mongrol. So my perspective is very commercial - technical feasibility. I focused on
the impact - how aft they are with respect to the brief. How they developed towards a proposal and how they refined
it. Aptness - want to see delight, commercial viability, primarily I'm looking for ability for each design for
appropriation. I prefer designs that are open as opposed to the ones that are closed.
I'm very impressed with the 15 that made it.
Fitster - Took a narrow development of the brief. I'm looking at a balance of being adventerous and not too
adventruous. I like the Michigan game - could be a Harry Potter fictional world or anything with download sites with
maps. Brief good at tracking what people were doing. Development process - upfront very strong. The design work was
good - but they did not take the design as far as they could. THey are 80% of the way there.
Nutristick - Imaginative handling of the brief. The yes/no thing - if the food isn't wrong it is right - and that is
difficult. More consideration needed to the whole life cycle. But the presentation was good and got better than the
brief. I have concerns of technical feasibility - whether the final architecture will fit together. They are 3/4 of
the way there. I like that they engaged with the technical and legal professionals. They have a narrow, but strong
design that could go somewhere.
Chick Clique - The video shows the impact is already there. This is the evidence we are looking for. These are
hygene factors. They shoudl be there. IT is already delivering. It is an open design that can be appropriated. It
allows for people to care and like each other. It is a broad interface with people that I found strong. The
development process is thorough. This one is almost there. My reservations is on the economica costs, but from my
perspective is the final business model that I have some concerns.
Fotofit - We saw evidence of impact - but not usability. But this is where we are seeing designs work with impact.
It was strong with designs in appropriations. Again they looked at some aspects of technical feasibility. What they
have done is good, but they have not taken it as far as two of the other teams. It is fairly close, but becasue of
the technologies they are using, it is almost there.
What is encouraging, they are not held up on features.
Judge 3: Presentations made me change my mind in ordering.
Fitster: They did interesting user research with the blogs. Interesting to see how this fed into the visualization.
The social connections visually done was interesting.
NutriStick: It was very narrow, but it was a relevant problem. Less convinced with the use of this. But allergies
could use this. Design was intuitive. Very elegant. You can see the USB infrastructure being usable. But the use of
databases is questionable.
ChickClique: Usercentered design process is very high quality. Did good interviews and found interesting things. It
was difficult for teenage girls.I liked the use of SMS and mobile phones - good for adoption - does not require new
types of Intrastructure. Paper prototyping - evaluation of the end. They did a whole range of interesting things,
especially with the qualitative data.
FotoFit: Good use of user centered design techniques. Interesting user research. I like the lightweight capture.
Cory:
Fitster - Interesting, feasible, lot of really user centered design work. You did such user centered design work - I
didn't see it in the design.
NutriStick - I would probably buy this product. In terms of cool factor - I really liked it.User centered design
process ad hoc and could have been better thought out. There will be some design issues.
Chick Clique - You really know your population well. You focused on a population and know them well. Your design,
although simple, satisfies the needs of those girls. I think you raised a lot of interesting ideas. WHen I think
about it, I don't remember what your final design. I love the name.
FotoFit - When I first saw your project, I was not enthused about taking photos of my food. But you convinced me.
But it is a lot deeper than what I perceived. I like the ability to tag certain items.
Judge 5: I am in computer science.
Fitster - The interface is clearly specified without overburdening.
Chick Clique - Nice solution. Social factors could have an issue
FotoFit - Sound solution. Special machines for exercise could be prohibitive.
RESULTS - Gift certificate prizes for 1st, 2nd, and 3rd.
1st - Chick Clique - Indiana University
2nd - FotoFit - Georgia Tech
3rd - Fitster - University of Michigan
4th - NutraStick - IADT Institute of Art, Design, and Technology, Ireland
| Group | Judge 1 | Judge 2 | Judge 3 | Judge 4 | Judge 5 | Total |
| Fitster | 80 | 84 | 80 | 85 | 84 | 413 |
NutraStick | 93 | 82 | 78 | 87 | 72 | 412 |
Chick Clique | 93 | 89 | 82 | 91 | 96 | 451 |
FotoFit | 89 | 90 | 79 | 90 | 88 | 436 |
Posted by sv4 at 07:42 PM | Comments (0)
Wednesday - Student Design Competition Final Round - 11:30a - 516AB
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Reflecting on Health: A System for Students to Monitor Diety and Exercise
Brandon Brown, Marshini Chetty, Andrea Grimes, Ellie Harmon
Georgia Institute of Technology, USA
NutraStick: Portable Diet Assistant
Barry Diarmuid Mulrooney, Mairead Ann McDermott, Nick Justin Earley
IADT Institute of Art, Design, and Technology, Ireland
Chick Clique: Persuasive Technology to Motivate Teenage Girls to Exercise
Tammy Toscos, Anne Marie Faber, Shunying An, Mona Praful Gandhi
Indiana University, USA
3rd year of competition
48 entries - 15 selected to CHI - 4 teams invited to final
Problem: Designa service for personal monitoring of diet, exercise and health for individuals.
Judges: Kori Inkpen, Wendy March, Kenton O'Hara, Jaime Sanchesz, Gilbert Cockton
Criteria:
- Brief
- Aptness
- Wow factor
- Rationale and persuasiveness
- Process
- Economics
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Problem Addressed: Design a solution to motivate busy people to exercise.
4 week qualitative research study with 6 graduate students asking them to use a blog to log their step counts.
Final Product: Low fidelity paper prototype. They asked the participants to come back and review their low fidelity paper prototype.
Findings:
- Busy people exercise informally
- People recast activities as exercise (e.g., using the stairs, etc.)
- Casual exercise is hard to track, but a pedometer helped them track how much they were walking.
- Comparison with peers are difficult
Design
- Created a web application to help participants look at their fitness activity in relation to their other friends. They can see how far across Michigan they can walk.
Future Directions - Want to work with high risk populations
- Develop live prototype
- Design iterations based on changing user needs
Questions
1. [Indiana University] Did you find that logging on to a website was a barrier as opposed to having something with them all the time.
We did not have them log in in our prototype system. Our pedometers have USB, so input would be easier. Logging in might be a barrier bute it would be willin
2. [EBay] Orientation of the bars - can you comment on why you used vertical and horizontal? Why did you use that design?
In the vertical - it is more like a weekly view. We wanted it to have it horizontal to show time.
3. [Georgia Tech] Are you just looking at step count? Are you looking at elliptical system versus running?
For this project, it is just step count. It does not know if you are running or walking. We talked to Dr. Richardson about, but the numerical count is an early building block.
Fitster: Social Fitness Information Visualization
Noor Ali-Hasan, Diana Gavales, Andrew Peterson, Matthew Raw
University of Michigan, USA
Questions
NutraStick: Portable Diet Assistant
Barry Diarmuid Mulrooney, Mairead Ann McDermott, Nick Justin Earley
IADT Institute of Art, Design, and Technology, Ireland
How it works:
Person scans barcodes on food items
Puts it into their computer (USB port)
Computer program allows you to choose your diet
Then you bring the nutristick program with you when you shop. When you scan an item, if it turns red, it is not good to eat. If it turns green, it is fine to eat.
Design Process:
- Concet design development, user profile questionnaire, case study (low fidelity mockup), and interviews.
Technology Used:
- Barcode scanner with mobile phone
- Barcode Database (How will you find a freely available barcode and nutrition database?)
Questions
1. [AMES] What is your users understanding of the application of how the lights correspond to someone.
You just scan it and all the information is on the barcode.
[What if person is asking why is it yes?]
You can just read the ingredients.
[I was just wondering if there would be more studies needed to look into this]
2. Yes/No (green light/red light) got me because it is very limited in terms of dietary planning. I am wondering if you looked into how a yes/no provides input to train people? It just tells people what they cannot have instead of giving them information.
We could use animations that show people more information.
[Did you explore non-packaged food items?]
Obviously there will things you cannot scan. THis would only be for items with barcodes.
3. [Carnegie Melon] People are not willing to read labels, but have allergies. Who is the responsiblity to make sure the barcodes are affilited with nutritional information.
In Europe
4. [Georgia Tech] How do you deal with a parent with two childrens with different dietary needs.
You can customize it.
You would need different nutristicks for each dietary problem.
[You designed this for the vision impaired with different beeps. How will they find the barcodes.]
If you are completely blind, you would not be able to do it.
Chick Clique: Persuasive Technology to Motivate Teenage Girls to Exercise
Tammy Toscos, Anne Marie Faber, Shunying An, Mona Praful Gandhi
Indiana University, USA
A cell phone application to let teenage girls increase their activity.
Focused on teenage girls because they become increasingly inactive as they get older and are more likely to use
unhealthy weight control methods.
Video of teens - Why don't they exercise:
- T.V.
- Don't have time
- It won't happen to me, I won't become obese
Design Process:
- Field Interviews with teenage girls
- Spoke with dietitians - better to focus activity
Idea:
- Cellphone application (pervasive)
- Leverages the power of friendships (persuasive)
- Competition
Overall view
- Teen enters step count into mobile phone
- SMS Messages sent to friends in clique
- Group can view step counts of everyone
Design Process
- Low fidelity prototype
- High fidelity PDA prototype
Study
- 2 user groups: high school girl group and middle school group
- PDA prototype used, manual step count input needed
Results
- More steps with Chick Clique than with pedometer alone
Take Home Point
- Chick Clique is a simple solution that is fun and motivating. It fits seemlessly into their lifestyle.
- Increases their internal awareness
- Future work: Longitudinal study
Questions
1. [Georgia Tech] Emphasis on increasing exercise. SHould you also consider times to not increase their exercise -
especially with their body issues.
We did think of this a lot. If you see something going off on a tanget, your friend could intervene. We will be
looking for it when we do our longitudinal study.
[Watch out for them all picking up the habit.]
2. [U. of Michigan] How do you see girls picking this up since it requires some monetary with the pedometer and cell
phones.
We designed this application to desing on many cell phones. Many already have cell phones. SO it would be a matter
of getting them an application. My pedometer was $5 at target.
[Many girls do not notice these issues. How would you motivate them to use this technology.]
MOst important thing is that we are using the social aspect. Once one uses it, we are depending on them all to pick
up and want to use it.
3. [Intel Research/U. of Washington] Are you redesigning [the
Reflecting on Health: A System for Students to Monitor Diety and Exercise
Brandon Brown, Marshini Chetty, Andrea Grimes, Ellie Harmon
Georgia Institute of Technology, USA
Application to help students not gain weight during their first 12 weeks of school.
4 Main Design Requirements
1. Flexible
2. Mobile
3. Inexpensive
4. Unobtrusive
System Concept
1. Snaps a picture of her food with her cell phone (photographic food journal)
2. Logs in with her cell phone number onto her cardio machine
3. Reflection - she can go home and see what she has eaten and the amount she worked out from a website
Diary Study
1. Diary Study for 5 days with 11 students (7 cell phone and 3 paper diary)
2. Student reflection on pictures during diary study brought up interesting studies "I cannot believe I at that on
that day"
Cognitive Walkthrough with 4 HCI graduate students
People liked seeing pictures of their food, but wanted a way to review it.
Use phone number to log into exercise machine.
There is a weekly view.
Future work
- Actual implementation of design
- Expanding the population: beyond college students
- Image recognition and machine learning
- Exploring the phone and gym application
Questions
1. [University of Glasgow] It seems very burdening of the user. Often people do not know if this is actually good
for me. This does not help them know if it is good for me. The person still has to look at the calories.
We were really focused on the people who want a general awareness of what they are eating. It will only help with a
high level of detail.
2. [CMU] Some research shows the best way to show activity through house cleaning, etc.
We only tested the food journaling component. We are not sure if they would take photos of the chore exercises.
One person
3. You draw strength from qualititative information. I was curious why you would include calorie count. It does not
seem like it is the primary goal? How can you handle exercise along side actually seeing what they are eating.
In our prototype, we show exercise with activities.
We had a spectrum of users. THey just wanted the pictures. But some people wanted an average calorie content. If
they are interested in annotating the calories, it is only those who are motivated.
4. [Michigan] Yours requires active data entry - type the cell phone number, take pictures, etc. How do you sustain
this in the long run? People usually do it for 6-8 weeks and then fall off.
People seem to like the activities of taking pictures especially when considered typing in something. Compared to
existing systems where you have to input a number of different screens. This is more lightweight.
I think also one of the things that came out during our initial interviews that this activity of journaling was
important to being aware.
Judges Comments
Comments on each of the work.
- Judge 1:
Next years students - concentrate less on the groups you know. You relaly know your audience, but it is not as
challenging.
Take a view of outside your home country or outside your group of people you are intimiately acquainted with.
Fitster - Get rid of that logo. They did not include nutrition, but really did the fitness well. The race against
Michigan was very exciting.
Needed more information about iteration.
NutriStick - You were really using a personal set of knowledge about a different group. You thought of various
groups and those with
Maybe a bit simplistic.
Chick Clique - You showed the people you talked to. THat was very powerful. You had a good variety of techniques.
Of course not technically stunning, it is simple and useful.
Fotofit - A sense of reflection is very interesting and awareness was great. I think the gym stuff is a weirdness -
it seemed out there. There is some question
