Chapter5_SocialInteraction

Cards (36)

  • Social interaction
    The social mechanisms used in conversations
  • Questions raised by social tech
    • Are Face-2-Face conversations being superseded by social media interactions?
    • How many friends do you have on Facebook, LinkedIn, WhatsApp, and so on versus real life?
    • How much do they overlap?
    • How are the ways that we live and interact with one another changing?
    • Are the established rules and etiquette still applicable to online and offline?
  • Remote conversations
    • Much research on how to support conversations when people are 'at a distance' from each other
    • Many applications have been developed
    • For example, email, videoconferencing, instant messaging, and chatrooms
    • Do they mimic or move beyond existing ways of conversing?
  • VideoWindow system (Bellcore, 1989)

    • Shared space that allowed people 50 miles apart to carry on a conversation as if in the same room drinking coffee together
  • Videoconferencing and telepresence rooms

    • Many to choose from to connect multiple people (for instance, Zoom)
    • Customized telepresence rooms for groups
  • Telepresence robots
    • Enable people to attend events who could not do so, such as by controlling their robot remotely
    • In places such as schools, conferences, and museums
    • Early example: Beam+
    • Often dressed up to appear like the person to others at the event
    • Positive experience of being there
    • Susan Lechelt at ACM CHI
  • Telepresence
    Refers to one party being present with another party, who is present in a physical space, such as a meeting room
  • Social presence
    Refers to the feeling of being there with a real person when in virtual reality
  • Facebook/Meta vision of socializing in a 3D world using VR
    • People presence through Avatars
    • Users experience each other through donning VR headsets
  • Telepresence
    • How much realism and immersion are necessary to make it compelling?
    • Telepresence rooms try to make remote people appear to be realistic.
    • Use multiple high-definition cameras with eye-tracking features and directional microphones
  • Co-presence
    • Co-located groups who want to collaborate
    • Many technologies have been designed to:
    • Enable groups to work, learn and socialize more effectively together
    • For example, tabletops, whiteboards, and public displays
  • Coordination mechanisms

    • Verbal and non-verbal communication
    • Schedules, rules, and conventions
    • Shared external representations
  • Face-2-Face coordinating mechanisms

    • Talking to each others is central
    • Non-verbal also used to emphasize and as a substitute
    • For instance, nods, shakes, winks, glances, gestures, and hand-raising
    • Formal meetings
    • Explicit structures such as agendas, memos, and minutes are employed to coordinate the activity
  • Awareness mechanisms
    • Involves knowing who is around, what is happening, and who is talking with whom (Dourish and Bly, 1992)
  • Sharable interfaces

    • Designed to capitalize on existing forms of coordination and awareness mechanisms
  • The Reflect Table
    • LEDs lit up to reflect how much each member of the group spoke
    • Used microphones in front of each individual to do this
    • Study showed those who spoke the most changed their behavior the most
    • Those who spoke the least did not change their behavior
    • Why do you think this is?
  • Retweeting goes viral
    • Connected millions of people for a fun cause
    • Many people found it amusing to join in and watch the numbers grow
  • Social interaction is central to our everyday lives
  • Social mechanisms, like turn-taking, enable us to collaborate and coordinate our activities
  • Keeping aware of what others are doing and letting others know what you are doing are important aspects of collaborative working and socializing
  • Many technology systems have been built to support telepresence, social presence, and co-presence
  • Social media has brought about significant changes in how people keep in touch and manage their social lives
  • Adverse effects of increased reliance on digital communication devices and social media
    • Reduced Quality of Conversation
    • Diminished Empathy
    • Fragmented Attention
    • FOMO
    • Privacy Concerns
  • Greetings and turn-taking in different communication modes
    • On the phone
    • Online chatting or IM
  • Greetings and turn-taking in face-to-face interactions
    • Person answering the call initiates conversation with "hello" or company/department name
    • Mutual greeting and farewell
  • Greetings and turn-taking in online chatting or IM

    • No opening/ending greetings, just start with topic
    • Stop when got an answer, as in middle of conversation
  • New conventions in online communication
    • Text-Based Greetings
    • Emojis, Emoticons and GIFs
    • Informality
    • Abbreviated Acronyms and Goodbyes
    • Assumed Availability
    • Response Time
    • Multitasking
    • Hyperlinking and Media Sharing
    • Global Connections
  • How digital communication modes mimic and move beyond traditional communication
    • Mimic: Exchange of information, social interaction, conveyance of emotions
    • Move Beyond: Enhanced communication efficiency, accessibility, ability to connect across distances in real-time
  • Examples of moving beyond traditional communication

    • Virtual meeting from different places
    • AR/VR/XR collaborations and social interaction
    • Instant messaging features like read receipts, multimedia sharing, engaging in multiple conversations simultaneously
  • Example of early telepresence system
    • Two lounge areas connected with high bandwidth video and audio
    • 3 by 8 foot 'picture-window' to view the other room
    • Active 24 hours a day, anyone could speak to whoever was in the other room
  • Findings from study on the telepresence system
    • Interactions were indistinguishable from face-to-face, except people spoke louder and constantly talked about the video system
    • People in same room talked more with each other than with those in video-linked room
    • Usability problems like people moving out of camera/microphone range when trying to get closer to talk
    • No way to know if being seen/heard by others, causing problems
    • Only allowed public conversations, no private whispering
  • Realism and Immersion Factors

    • Visual Realism
    • Audio Quality
    • Haptic Feedback
    • Motion Tracking
    • Interactivity
    • Latency Reduction
  • Tech Challenges
    • Graphics and Display Technology
    • Audio Processing
    • Haptic Devices
    • Motion Tracking and AI
    • Network Infrastructure
    • Peripheral awareness
    • Keeping an eye on things happening in the periphery of vision
    • Overhearing and overseeing—allows tracking of what others are doing without explicit cues
    • Situational awareness
    • Being aware of what is happening around you in order to understand how information and your actions will affect ongoing and future events
    • For example, air traffic control or an operating theatre
    • Several studies investigating whether sharable interfaces help people to work together better, have found:
    • More equitable participation
    • More natural to work around
    • More comfortable sitting around a table than standing in front of a display