Research

Accepted paper about the CatchBob! project

Another accepted paper for the Common Models and Patterns for Pervasive Computing (CMPPC) workshop at Pervasive 2007. I co-authored this with Fabien Girardin (Barcelona) and Mike Blackstock (Vancouver). It's called "Issues from Deploying and Maintaining a Pervasive Game on Multiple Sites" and basically describes how the deployment of the CatchBob! pervasive game has been carried out in two different settings (in Lausanne and Vancouver).

Abstract: In this paper we present the lessons learned from the deployment of a collaborative pervasive game on two different sites. We emphasize on the practical aspects of getting a pervasive systems deployed without any extra special infrastructure. Based on our experience, we describe the issues providers and administrators must take into consideration to deploy and maintain pervasive environments. In this perspective, we highlight that ubiquitous technologies must be consciously attended, as they are unevenly distributed, unevenly available.

The roles of theory in interaction design


"Acting with Technology: Activity Theory and Interaction Design (Acting with Technology)" (Victor Kaptelinin, Bonnie A. Nardi)

Reading Kaptelinin and Nardi's book, I was interested in the chapter entitled "Do we need theory in interaction design?" because it describes why developing and using theory is needed.

The authors essentially summarizes the evolution of theories in the field of human-computer interaction (HCI), starting form the "cognitive years" to what they call "postcognitive" paradigm that appeared consecutively to Lucy Suchman's book Plans and Situated Actions. HCI indeed started as a coupling of cognitive psychology and computer sciences models that envisioned human cognition as an information-processing system. With Suchman's work (and the use of the ethnomethodology paradigm), the investigation of new lines of research as been favored with the inclusion of social/organizational factors, CSCW and the importance of context/artifacts in cognition. However, the problem of the ethnomethodological approach was that it succeeded in bringing detailed/rich/precise depictions of practices and interactions but it lead to no generalizable accounts (the essence of a Theory).

As a matter of fact, a theory is helpful for 4 reasons:

1. Theory forms community through shared concepts 2. Theory also helps us make strategic choices about how to proceed 3. To move forward, to know where to invest our energies (...) otherwise we will always be going to the square one of detailed renderings of particular cases. As interesting as the cases might be, we have now way of assessing whether they are typical, whether they are important exceptions to which we should pay particular attention, or if they are corner cases we do not have time for at the moment 4. Theoretical frameworks will facilitate productive cooperation between social scientists and software designers. Not only can such approaches help formulate generalizations related to the social aspects of the use of technology and make them more accessible to designers, they can support reflection on how to bring social scientists and software designers close together.

The criteria needed for such a theory are that it should: (a) be rich enough to capture the most important aspects of the actual use of technology (which is not met by classic cognitive psychology since it does not account for some important phenomenon), and (b) be descriptive and generalizable enough to be a practical tool for interaction design. A possible way to meet these criteria is to take theories that model phenomenon as complex systems. At this point, I would have been interested in having more development about the second criteria ("be descriptive and generalizable enough to be a practical tool for interaction design") because it's often the case that designers complain about this. And still, I have to admit that I have a hard time figuring out how a theory (or even a guideline) can meet this criteria.

Then the authors proposed that Activity Theory is the perfect candidate for that matter, and the rest of the book is describing to what extent this holds true. A final chapter however discusses other "postcognitive theories": Distributed Cognition, Actor-Network Theory and Phenomenology.

Why do I blog this? because those questions are crux issues in my research work. Coming from a cognitive science background, it took me a while to understand how inadequate cognitive psychology or experimental psychology were to address human-computer interaction problems. That lead me to take other paths (such as more bottom-up approach like ethnography) but I tried to not forget what cognitive sciences could bring to the table.

And maybe the problem here is the one of the granularity of theories. There are sub-domains in cognitive sciences that can be of interest for HCI. For example, psycholinguistics offer interesting insights about how people interact with each other, how each others' intents are mutually inferred (I quote this example because that's what I addressed in my PhD research). Thus, of course the information processing model is somewhat passé but cognitive sciences is a HUGE field that have sub-aread of interest.

Jan Chipchase at EPFL

I had the pleasure to set a seminar at Media and Design Lab (EPFL) today with Jan Chipchase. Jan gave a talk was about user experience methods, exemplified by rural charging services in Uganda, informal repair cultures and design for illiterate users.

what market will it be in 20 years(for nokia)? it could be media, search.. one way of framing what I do: human-centered design, creating things that people wants and needs thinking about the range of contexts in which people will use cell phones cell phone = last thing teenagers interact with before going to bed need to be in those contexts to understand those needs multicultural studies all over the world

pb = people are suspicious of large corporations so collect/treat data in a ethical way

going in a place for a couple of weeks, researching a particular theme, time pressure, and leave and getting information back to the company, which is the most difficult thing (even more than the field research per se)

use the data to inspire and inform the development team having hooks to bring people in the research: for example weird stories/anecdotes, it's successful when people starts smiling about that. need to engage people in research material, compete with other analysts' write-ups figure out what the future looks like invent new stuff, patents (technologically oriented)... give designers insights about people's life

in-depth field research: lives with peopel a few days, following them... every interaction with people/places seen as an opportunity tohave a research theme for example: buy a bike and ride, meet people 90% of interactions are successul, people are happy to comunicate and share lots of shadowing: following people (asking them before) little bit of danger: hurricane (katrina), naughty dogs street surveys "do you mind if I take some pictures?" street pictures of

problem for places where we can't go: use of diary but it does not work, people reinterprete what they're asked to do, so figured out other methods like everything i touch diary: take a picture of everything you touch in one day; even though we're not interested in everything they touch, things sneak in

mystery shopper: pretend to be a shopper; smash a nokia phone and ask a shop to repair it and document the way it is repaired.

Rural charging services, Uganda: dig up examples like banking practices over phones (sente) turn anyone with a cell phone in an ATM machine

is nokia can be supportive? is there a business here?

need to be humble when designing

Informal repair cultures the ecosystem: looking at what happen on the streets when people fix stuff researchers buy those rip.offs, amazing quality in India: pretty much any mobile phone shops has a booth in the back where phones can be repaired (Nokia does not want to control it) what is needed to repair a phone: a screwdriver, a toothbrush and knowledge can be torn apart on the streets with these tools vibrant second hand markets, sell parts, rip-off component supplies (keypads....)

what services do this ecosystem offer? mostly change the keypads circuit fixing re-soldering memories, boards language change software installation content movies unlocking (it goes without saying)

you can find repair manual of nokia phones (but it's not published by nokia), it's somewhat reverse observed/engineered for every new parts of a phone, it's documented online, how you can hack you can even get warranties for repaired stuff (on second hand batteries!)

buy stuff and send them to nokia engineers

india has a tradition about repair culture courses

what's novel? scale, cost, the cell phone: ubiquity of objects of repair (compare to other electronic) imported, grey market, stolen devices: things that need repairing... grey market services, fake accessories, risk of having stocks condiscated priority and speed of what is repaired (tv or laptop?)

implications for consumers: informal repair cuture is largely convenient, cheap and fast reduces total cost of ownership for existing consumers makes phones ownership more affordable increasing the life-time of products consequently lowering the environmental impact (!?)

does Nokia can support this? MOtorola made the unscrewing of the phone back more easily could nokia redesign the product so that these guys can repair it more easily? discussion about whether this is good/bad for nokia; it's at least good for consumers!

phone as a way to travel in space and time

Spatiality and sensor technologies

The Spatial Character of Sensor Technology is an academic paper by Stuart Reeves, Steve Benford, Andy Crabtree, Jonathan Green, Claire O’Malley and Tony Pridmore that interestingly propose a framework for analysing the intricate relationships between sensors and spatiality. As the authors point out, it discusses an important fact: the way seams between sensor-based devices such as Wifi or GPS create this spatial character and hence users' reactions.

Some excerpts I found pertinent concerned the examples given by the authors (these are raw excerpts, not very well understandable if you don't know the systems)

Example 1: the spatial character of the network as experienced by players was exploited and repurposed as part of the game. (...) The spatial character of this game arena was thus experienced as very much part of the game’s dynamic as players ‘discovered’ network coverage. (...) Example 2: Can You See Me Now: runners sometimes relied on ‘hiding’ in the GPS ‘shadows’ created by buildings obscuring satellites in order to obfuscate their position from online players until the last moment, when runners would then spring out from the shadows and ambush unsuspecting players. In this example, again, spaces in which interaction is impossible (i.e., GPS shadows) became an exciting and special dynamic within the game, deepening the playing experience rather than being a source of breakdown for runners and players to constantly repair. Here the spatial character was created by the contingencies of GPS coverage; this was experienced for runners as a developing “body of knowledge,” informing them of, for example, ‘good’ times of day for being in particular locations and appropriate places to ‘hide.’ (...) Example 3: Savannah: the invisibility of region boundaries (and occasionally the uncertainties of GPS) caused discrepancies between participants’ views of the action, and thus their ability to coordinate attacks successfully. (...) Example 4: MIT Media Lab’s Kidsroom: The spatial character of the room created by the sensor technology was thus not revealed to participants but was rather worked into the narrative in an endogenous fashion so that the children could be guided into the correct places.

The authors then describe a "spectrum of spatial character" based on those examples:

At one extreme end interaction and interference spaces are revealed to users who are expected to fully manage breakdown as part of their interaction, whereas at the opposing end, such interaction and interference spaces are hidden from the users, and they are guided through the spatial arrangement by the system in some way. Towards the centre are systems in which spatial aspects of interaction and interference are partially revealed, however users are provided with some system support to resolve breakdown. (...) It is thus possible that different design strategies could be appropriate for different demographics of users; for children, a designer may wish to intentionally hide seams for pedagogical reasons, or perhaps in order to create certain forms of experience, such as a “magical” system where the effects produced by the interface are exposed, but the underlying structure is hidden from the user.

Why do I blog this? because this is connected to my PhD research that deals with the link between spatiality and user experience of pervasive computing. The issues described here are very interesting in terms of what should be revealed to the users, surely an important paper for Fabien.

*sigh* PhD thesis submitted *sigh*

It's called "THE INFLUENCES OF LOCATION AWARENESS ON COMPUTER-SUPPORTED COLLABORATION" and the abstract can be described as follows

Abstract: "Where are you?". This recurring question when opening a mobile conversation attests the importance of spatialisation in social interactions. More and more applications support mutual location-awareness: they enable members of a group to locate their partners both in the physical environments and virtual worlds. This thesis contributes to the research in the field of Computer Supported Cooperative Work (CSCW) by examining how location awareness tools influence collaboration and what interpretations are drawn upon them in a collaborative context. Our research question concerns the effect of location-awareness on group cognitive processes such as communication and the modeling of others’ intents (a process we referred to as “mutual modeling”).

After a critical review of the existing mutual location-awareness interfaces, a theoretical framework grounded in psycholinguistics is introduced. It describes location-awareness as a "coordination device" that allow members of a group to have a shared understanding upon which they could mutually infer their respective intentions. Three studies have been realized in the form of semi-controlled experiments in two multi-user games; one in a 3D virtual world and two others in the physical environment, based on a location-based game.

The first study demonstrated how the presence of a location-awareness interface did not necessarily imply its use. More surprisingly, in the second experiment, this type of interface had inhibiting effects on communication within groups and on the recall of partners' past positions. It also made the group more passive than those who did not have this interface. Our third study showed how location-awareness is integrated among a set of coordination devices, namely the plan players established before the game. In addition, the three studies brought forward the various roles of mutual location-awareness ranging from a resource for division of labor to the facilitation of situation understanding or the use of past positions to draw hypotheses about the partners' future behavior. We also developed visual representations of coordination to depict the effects of location-awareness tools on collaboration. These visualizations allowed us to represent these negative effects and to refine our understanding of their influence over time. Such results finally allowed us to discuss how automating location-awareness can be detrimental to group collaboration in certain situations.

As most of the research in human-computer interaction has rather focused on optimizing the accuracy of location sensing and representation, the work done in this thesis is meant to ponder this agenda by bringing forward unexpected issues regarding how collaboration can be undermined by location-awareness.

Keywords: coordination, CSCW, geolocation, group cognitive processes, location-awareness.

Now, let's prepare the defense.

Statistics and game design

There seem to be a trend in game design and game research lately about the importance of having metrics and ways to assess/describe/grasp/apprehend game usage with more powerful techniques. The discussion about Second Life figures is maybe an connected phenomenon but this topic goes further than just a journalist/researcher discussion. Conversely, there has been a some posts on Terra Nova about facts in game research (here and here (and also on the "Methodologies and Metrics" panel at the State of Play/Terra Nova Symposium). Interestingly, game designers are now more prone to think about those issues, as attested by two articles on Gamasutra that concern the use of statistics: Statistically Speaking, It's Probably a Good Game, Part 1: Probability for Game Designers nd Statistically Speaking, It's Probably a Good Game, Part 2: Statistics for Game Designers by Tyler Sigman. In these case, the interesting thing is that it's firstly about probability and then about facts or generalization: "Most games have one or more elements of probability incorporated into their base mechanics". The first article can then be seen as a primer about probabilities, distributions, patterns, variance with some take-home ideas for game design. It's very well summarized with some critical issues.

Especially, it's very interesting to see concrete examples such as:

For example, in the game I just finished, we recorded data from play sessions and then set challenge levels in the game based upon the mean and standard deviation values from those recorded data. We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations. Had we collected much more data, it would’ve actually been accurate!

Why do I blog this? what would be next move: ethnographic methods for game designers? that would be pertinent, to ponder the emphasis on quant stuff. As in research, I am sure the use of mixed methods could be valuable in game design.

Virtual world on mobile phones

Finnish company Sulake (well known for their Habbo Hotel platform) recently released Mini Friday, a Habbo-like virtual world that runs on mobile phones. What is interesting is that it's rather a research platform, an attempt that gears towards the following direction:

Mini Friday is a small research project on virtual worlds on mobile phones. We are trying to find out if real-time virtual worlds make sense on mobile devices.

Mini Friday is a very simple virtual world - one small bar for now.

Why do I blog this? a nice app to test, I am more and more thinking about preparing a research project about Habbo. This platform raises very interesting questions regarding to space and place issues that I am interested in. One of the critical aspects here is the way the real space (in which you move, with your mobile phone in your pocket) is intertwined with a virtual environment.

An interview with Adam Greenfield

Regine and I interviewed Adam Greenfield on WMMNA. The interview was about Mr. Greenfield's book "Everyware: The Dawning Age of Ubiquitous Computing", how it has been received, why such a name, what were the implications and how designers should have a voice in the discourse about everyware/ubiquitous computing...Some questions were more specifically addressing issues that I tackle in this blog, about space/place and their relationships with technology design. If you want to read the whole interview, I encourage you to go to WMMNA.

It's been one year that I regularly exchange with Adam through IM and meetings at like Nepublics or CINUM. So these bits might reflects some of the discussion we have (we did not address his love for the Citroen DS). Besides, if you're interested in knowing more about the personnage and listening to his thoughts, he'd be at LIFT07 in a panel about ubiquitous computing.

RD: You have travelled extensively and therefore can compare the way ubiquitous computing is being deployed in several parts of the world (US, Korea, Japan and Europe). Are we all welcoming the arrival of everyware or did you notice some resistance here and there?

AG: My perception has been that East Asian decision elites, particularly, are far more receptive to the value propositions implied by everyware than their counterparts in the West; Korea, Singapore and Japan, for example, all have ubiquitous initiatives at the national level.

Sometimes - and again, I need to emphasize that this is purely my own take - this extends to a general propensity in the society to accept the claims of technology advocates at face value, where North Americans and Western Europeans in the broad aggregate tend to be more cynical. But sometimes it does turn out that the average Korean, say, is far wiser, more nuanced in her understanding, and more critical of the ostensible benisons of ubiquitous informatics than Samsung and LG would like her to be.

In the long run, of course, the factors that govern whether or not a particular society embraces everyware are much more complicated than a simple binary pro- or anti- stance. We can see how everyware invokes and engages attitudes toward some really rich and only rarely made-explicit values - privacy, personal space and bodily distance, time, social status - and these are going to differ from region to region and from subculture to subculture even within a given society. So to my mind, it's not so much a question of resistance, as to whether or not the designers of a particular ubiquitous system have invested the time and effort in understanding their target audience at a level of resolution sufficient to secure acceptance.

NN: It's been a while that the book has been released. After those few months, when you look back and think about the reactions and the debate it had fostered, what are the main issues that emerged? Where there unexpected discussions? If you had to add new parts in that book, what would it be about?

AG: Oh, god. I'd probably write a completely different book now. It's not so much a question of new material, although there's inevitably a wealth of more up-to-date information that we could profitably discuss, as what I'd want to leave out. The thesis on mash-ups, for example, which is the surviving third of a much longer argument about the decentralization of technological development, and doesn't make all that much sense in its shorter version.

At that, I guess the thing that's surprised me most in terms of the response is how consistently readers have said, essentially, "OK, you've convinced me that this stuff is going to happen, is happening. You don't need all this material in here laying out this argument in detail. I buy the premise." So what I'm hearing is that I probably could have trimmed out long stretches of Section 6, parts of which are the most technical in the book, the most rapidly obsolescing and the weakest in terms of their contribution to the overall argument.

As to that argument, it's gotten a warm response from people in the field; in particular, the reception I got when I presented on the Everyware material at PARC itself was extremely gratifying. There have been exceptions, of course. Anne Galloway has expressed very clearly her distrust of all a priori design guidelines, or of anything that tends to universalize or genericize, and to some degree I think that's fair comment; Victoria Bellotti at PARC, if I understood her correctly, seemed to feel that the sorts of graphic identifiers for information gathering activities called for in the book would likely be dangerously reductive or misleadingly incomplete, worse than no notification at all.

And as to the reactions of those not in the field? I still can't tell. Even after ten months in the wild, I don't think it's found its audience.

NN: One of the most striking issue I am interested with regards with your book, Adam, is how "everyware" relates to the way people experience "space and place". The pervasiveness of the technologies, you describe can lead to possible changes. Do you think they can reshuffle our relation to the spatial, environment and our spatial behavior? and how? Do you think, everyware, as a technological disrutpion, can create new affordances, in the environment (as with lifts, phones and cars)?

AG: Can it? Sure it can. And if it can, will it? You bet. Whether it should is something that we're going to have to figure out on a case-by-case basis.

Take wayfinding systems, for instance. At first pass, enhancing cities with ambient locational cues, installing a layer of technology to ensure that people always know where they are and how to get where they're going, seems like what we'd call a "no-brainer" here in the States - just a situation where the proposed intervention is transcendently, self-evidently a Good Thing.

But we know that nothing ever comes for free, that there will be costs and even revenge effects associated with this technology. Should such a thing ever come to pass in any big city, I'll tell you right now that some people will rely on the ambient wayfinding interface at a moment when they should have been paying attention to the evidence of their own senses, and they'll let the system lead them into a bad outcome of one sort or another. You don't have to be any kind of a futurist to know this: it happens with GPS right now!

Will this occasional default add up to more hassle, inconvenience and pain than the system is otherwise saving its users? Hopefully not - I mean, that's to a great extent the job of the interaction designer, to keep all that to a manageable minimum. But that's just at the individual level. Beyond that, we must never lose sight of the fact that informatic systems of the type we're discussing are always already social, and will have macro-scale social consequences as well. And whether or not we're ready for that and we're willing to accept all of the implications with open eyes is a discussion for the whole community to have, not merely designers.

NN: Now that we have talked about those spatial issues, how do you articulate these questions with architecture and urban planning? Bridges between the field of User Experience, Interaction Design, Architecture and Urban Planning will surely be relevant. This means that those disciplines will have to create, dialogues; what topics/nodes/issues do you see as potentially important for that matter?

AG: At the rawly technical level, the fusion of mainstream architectural discourse with that of networked, ambient informatics is already beginning to happen, with the first Web-native generations beginning to pick up their architecture degrees. These are theorists and practitioners for whom the virtual and actual are closer still than two sides of the same coin.

But your point is very well-taken. Just because architecture is digitally enhanced won't necessarily make it usefully or usably so; compassionate interaction design, sound information architecture, and careful attention to the quality of user experience are hardly universal even in the informatic sphere. A Zune is not an iPod, Suica is not Octopus, a Delta Airlines e-ticketing kiosk does not look or sound or feel like a jetBlue kiosk. So how much more difficult is it likely to be when interactive functionality is seeded everywhere in the built environment?

One issue that leaps out at me, anyway, is that architecture and informatics have different speeds. If you were to superimpose digital technologies over Stewart Brand's famous shearing layer diagram in How Buildings Learn, you'd conclude that all but the deepest network standards and protocols evolve as rapidly as his "stuff." Your platform of choice, its operating system, the browser or mail client version you use, your relationship with your ISP and your mobile-telephony service provider - all of these will change a dozen or more times in the course of a decade, certainly more often than people tend to change their furniture. In some easily foreseeable cases, new firmware builds for embedded domestic systems might be pushed nightly. And yet, barring the advent of some particularly advanced adaptive building technology, walls and floors and windows pretty much stay where they are.

So by and large, you have two different development communities, the architectural and the informatic, that have very different internal gearings, as it were - different orientations toward the flow of time. And again, you don't have to be Nostradamus to predict that this will occasion a stumble or two as architecture is increasingly invested with information technology.

Up in the swiss mountains

I am currently at the CSCL Alpine Rendezvous in the swiss mountains where our labs organized a serie of workshops about computer supported collaboration. Mirweis and I put together a workshop about Mutual Modeling in Collabortiave Tasks, in which we gathered a good crowd of social psychologists, organizational scientists, cognitive psychologists and educational technology designers. The topic we're discussing revolves around the inference individuals make about their partners when working on joint project (and how this can be of interest to collaborative learning). The end of the week will be devoted to a second workshop organized by colleague about "The Classroom of the Future: Orchestrating Collaborative Learning Spaces".

Oh btw, I've finished writing the dissertation but with this workshop + LIFT07 (and the workshop I co-lead there) + hunting for a new job position I am still slow on my blogging.

Location-based wristwatch in Second Life

I'm slightly underwater lately and I missed this news about location-tracker in Second Life:

SLStats comes in the form of a wristwatch, available in Hill Valley Square [in SL] in the Huin sim. Once you register with the service in-world, the watch "watches" where you go, tracking your location as you move around the world, as well as which other avatars you come into contact with. The information is used on the SLStats site to rank most popular regions (among SLStats users, of course), and to track how much time you've spent in-world, which you can view at a link like this one, which tracks Glitchy: http://slstats.com/users/view/Glitchy+Gumshoe.

Why do I blog tis? yet another location-awareness tool that I should quote in my dissertation about this topic.

Qualitative video game studies: categorization and questions

In Game analysis: Developing a methodological toolkit for the qualitative study of games (a paper published in Game Studies, 6(1) december 2006), Mia Consalvo and Nathan Dutton describe a method for the critical analysis of video games as "texts". Their point is to go beyond "simply playing a game, similar to watching a film, the proper method?": They propose 4 types of targets that could be considered: Object Inventory, Interface Study, Interaction Map, and Gameplay Logs. What I appreciated is the list of questions they set corresponding to these 4 issues:

Object Inventory Interface Study
  • Whether objects are single or multi use
  • The interaction options for objects: do they have one use (and what is it)?
  • Do objects have multiple uses (and what are they)?
  • Do those uses change over time?
  • The object's cost
  • A general description of the object.
What is important about the interface, from the researcher's point of view, is the information and choices that are offered to the player, as well as the information and choices that are withheld. Examining the interface (and going beyond elegance of design or ease of use) lets researchers determine how free players are to experiment with options within a game. Alternately, it can help us see what information is privileged.
Interaction map Gameplay logs
  • Are interactions limited (is there only one or two responses offered to answer a question)? Do interactions change over time (as Sims get to know one another, and like one another, are more choices for interaction are offered)?
  • What is the range of interaction?
  • Are NPCs present, and what dialogue options are offered to them? Can they be interacted with? How? How variable are their interactions?
  • How does the game allow players to save their progress? Are there restrictions to the activity? How and why?
  • Is "saving" as a mechanism integrated somehow into the game world to provide coherence, or is some more obtrusive method offered?
  • Are there situations where avatars can "break the rules" of the game? How and why?
  • A re there situations that appear that the producers probably did not intend? What are they and how do they work?
  • Does the game make references to other media forms or other games? How do these intertextual references function?
  • How are avatars presented? How do they look? Walk? Sound? Move? Are these variables changeable? Are they stereotypical?
  • Does the game fit a certain genre? Does it defy its stated genre? How and why?

Why do I blog this? there is indeed a lack of methodological framework for video game research. Though this corresponds to different research questions than the one I am addressing, the probes and categorization described in this paper are valuable.

From proactive computing to proactive people in Ubicomp

Rogers, Y. (2006) Moving on from Weiser's vision of of calm computing: engaging UbiComp experiences. In: P. Dourish and A. Friday (Eds.) Ubicomp 2006 Proceedings, LNCS 4206, pp. 404-421, Springer-Verlag. In this paper, the author starts from the classical ubicomp description by Mark Weisre about a potential era of "calm computing" and explains how research in that domain did not match these expectations. The most important stance of Yvonne Rogers lays in this idea that "An alternative agenda is outlined that focuses on engaging rather than calming people" so that academics can have a new research agenda. Some excerpts:

There is an enormous gap between the dream of comfortable, informed and effortless living and the accomplishments of UbiComp research. As pointed out by Greenfield [20] “we simply don’t do ‘smart’ very well yet” because it involves solving very hard artificial intelligence problems that in many ways are more challenging than creating an artificial human. (...) To this end, I propose one such alternative agenda which focuses on designing UbiComp technologies for engaging user experiences. It argues for a significant shift from proactive computing to proactive people; where UbiComp technologies are designed not to do things for people but to engage them more actively in what they currently do.

What is very pertinent is to see her motivation:

My reason for proposing this is based on the success of researchers who have started to take this approach. In particular, a number of user studies, exploring how UbiComp technologies are being appropriated, are revealing how the ‘excitement of interaction’ can be brought back in innovative ways.

And of course the value of the article is also conveyed by some research directions (which are more or less also phenomenon that we can observe in research publications and projects): the development of small-scale toolkits and sandboxes (that offer the means by which to facilitate creative authoring, designing, learning, thinking and playing), the practice of scientific inquiry and research and the potential for using UbiComp technologies to engage people is as part of self-monitoring and behavioral change programs.

Why do I blog this? I have always been skeptical about the notion of "calm computing" and this article is interesting for that matter. I also found interesting this stance and the vocabulary she's using (for example "A New Agenda for UbiComp: Engaging user Experiences", this "user experience" term is not much frequent for academics).

Additionaly, her comparison between the failure of strong AI and Weiser's vision of ubicomp makes sense.

The World Wide Lab: future of sciences as envisioned by Latour

Sorting my office at the lab, I ran across an old issue of Wired in which there was an article by Bruno Latour that I enjoyed reading: The World Wide Lab. In this article, Latour basically advocates for a paradigm change in research.

Science was what was made inside the walls where white coats were at work. Outside the laboratory's borders began the realm of mere experience - not experiment. (...) Today, all this is changing (...) First, the laboratory has extended its walls to the whole planet. Instruments are everywhere. Houses, factories, and hospitals have become lab outposts. [and the example that Latour takes is about GPS: locative-enabled science] (...) Second, you no longer need a white coat or a PhD to research specific questions. Take the Association Francaise contre les Myopathies, a French patient advocacy group that focuses on ignored genetic diseases. The AFM has not waited for the results of molecular biology to trickle down to patients in wheelchairs. It has hired researchers, pushed for controversial procedures like genetic therapy, and built an entire industry, producing at once a new social identity and a new research agenda. (...) Third, there is the question of scale. The size and complexity of scientific phenomena under scrutiny has grown to the point that scaling them down to fit in a laboratory is becoming increasingly difficult. (...) As a result, contemporary scientific controversies are emerging in what have been called hybrid forums.

Why do I blog this? I am quite interested in this way of describing the future of research (though it does not mean that the same research questions will be addresses). Besides, I really like this idea of the world as a lab (closer to my practices it reminds me this Living Lab initiative)

Criteria to classify location-awareness

After reviewing lots of interfaces that enable location-awareness in both physical and virtual world, I discriminated criteria to describe them. There is no real formal classification of the MLA tools diversity. Nevertheless, according to Jones et al. (2004) in their conceptual framework of location-based and social applications, three characteristics are prominent: the focus of the service (people or place), the content of the awareness (absolute location, relative location or proximity), the time-span (present versus past, which has been referred to as synchronous versus asynchronous).

These characteristics offer a starting point for developing our own classification of MLA tools. Based on Jones’ framework, I discriminated five criteria, as represented on the figure below.

  • The mode of capture of users’ location, which can be self-disclosed (user initiative) or automatically grasped with different degrees of accuracy. For example the user can be asked to send his or her own location so that it can be displayed on the contacts’ lists.
  • The type of information that is stored by the system that falls in two aspects: the position and the referential. Position could either be discrete such as place names or continuous with coordinates in a 2D or 3D space. This corresponds to the space/place distinction we discussed earlier. Of course, there is a need to have a referential, which can be the physical environment, a virtual world or a shared document.
  • The mode of retrieval: user can access information about others’ location in space upon request or by receiving it automatically (if the application is opened). If the retrieval is based on the user’s intiative, it can be based on two focuses: the user can look for information about people (“Display my friends location”) or look who is located in a specific place (“Who is in that room”). This is what Jones et al. (2004) described as a people or place focus.
  • The scope of retrieval: whether it is geographic (representation of the proximity or the whole space), social (displaying everyone or only specific contacts such as friends) or bound to a specific period of time. This last characteristic corresponds to the different between synchronous (information about real-time position in space) and asynchronous MLA (information about real-time and post position in space).
  • The format of delivery that can be described with two sub-characteristics. On one hand, the location referential can be absolute (a place or location coordinates) or relative (indication that a friend is close to you for instance). On the other hand, the final format of display could be verbal (name of a place), symbolic (shown as a symbol), or geographic (depicted on a map metaphor).

Any comment/criticism on that is welcome.

Catachresis and détournement

Catachresis is a very interesting notion that has been transferred from its linguistic sense to the ergonomics field by some french researchers. According to the Wikipedia:

Catachresis, which literally means the incorrect or improper use of a word -- such as using the word decimate (e.g., "they were severely decimated") mistakenly for devastated -- is a term used to denote the (usually intentional) use of any figure of speech that flagrantly violates the norms of a language community

Beguin and Rabardel (in their paper Concevoir pour les activités instrumentées) transposed this concept:

Par extension l’idée a été transposée dans le champ de l’outillage pour désigner l’utilisation d’un outil à la place d’un autre ou l’utilisation d’outils pour des usages pour lesquels ils ne sont pas conçus. (...) Les catachrèses sont classiquement interprétées en termes de détournement de l'objet par rapport aux fonctions prévues par les concepteurs (...) La catachrèse peut également être considérée comme l’expression d'une activité spécifique du sujet : la production de ses instruments et plus généralement des moyens de ses actions. Nous proposons donc de considérer les catachrèses comme des indices de la contribution des utilisateurs à la conception de leurs instruments et de leurs usage

They state that a catachresis is when an artifact is used for another purpose (another french word for that is "détournement", used by Debord and other situationists). To them, this process attest the contribution of the users to the design of instruments and their usage. This is very close to Michel de Certeau's work, except that Rabardel and Beguin go deeper and propose to include this in a more theoretical design framework. Why do I blog this? because it's interesting to have a proper term for this phenomenon.

WYSIWIS and relaxed-WYSIWIS

Notes from Gareth Smith's Cooperative Virtual Environments: lessons from 2D multi user interfaces:

Early 2D multi user interface systems supported shared interfaces by presenting exactly the same image of the application to all users. This simple replication of the system’s image secured a founding abstraction for multi user interfaces: What You See is What I See (WYSIWIS). (...) Experiences with these systems in the CoLab environment highlighted problems with the WYSIWIS approach, Stefik concluded that “ WYSIWIS (What You See is What I See) is too in$exible, if strictly interpreted, and must be relaxed to better accommodate important interactions in meetings”. (...) The notion of relaxed WYSIWIS provides each individual user with the ability to configure their shared user interface to best suit their working needs.collaboration aware.

An example taken from an old application called JAMM. Each participant's cursor position in the text is represented with a uniquely colored and named telepointer. The participant in this screenshot is named "Solaris User" and uses green, while the remote participant is named "PC User" and uses red:

Why do I blog this? I was digging the internet for some references about location-relaxed WYSIWIS for my dissertation.

About "technosocial situations"

Japanese academics (Mizuko Ito and Daisuke Okabe) defines the concept of ‘technosocial situations’ to refer to technologically-mediated social orders (= Erving Goffmans’ theory of social situation : isomorphism between physical space and social situation). This term is explained in Technosocial Situations: Emergent Structurings of Mobile Email Use by Mizuko Ito and Daisuke Okabe. Some excerpts that clarify:

In his review of Erving Goffman’s theories of social situation, Joshua Meyrowitz (1985) suggests that the presumed isomorphism between physical space and social situation needs to be questioned when we take into account the influence of electronic media. He sees the work of Goffman and other “situationists” as presenting the essential insight that social identity and practice are embedded in and contingent on particular social situations. He suggests, however, that these theories fail to take into account how electronic media cross boundaries between situations previously held to be distinct. (...) We propose the term “technosocial situations” as a way of incorporating the insights of situationist theory into a framework that takes into account technologically mediated social orders. As Meyrowitz proposes, more and more, social orders are built through the hybrid relation between physically co-located and electronically mediated information systems. (...) We believe that it is crucial to retain attentive to the local particulars of setting, context, and situation in the face of these translocal flows if we are to avoid a technical determinist argument that these technologies necessarily lead to a blurring of spatial and social boundaries. Electronic media have effects that break down certain prior social boundaries, as Myerowitz proposes, but they also have effects of constructing and reifying other social boundaries.

Why do I blog this? It's been a while that I run across that term in different places and I am not that conformable using it because I found it very broad. That's why I got back to the article in which I've seen it first. The authors describes mobile email use as a new technosocial situation (my notes about it here).

Urban Radar

I just attended a talk by Alexander Repening about the use of mobile computing and simulation for "social learning". One of the project he mentioned is quite relevant to my research. It's described in his paper Mobility Agents: Guiding and Tracking Public Transportation Users :

The Mobility Agents system provides multimodal prompts to a traveler on handheld devices helping with the recognition of the “right” bus, for instance. At the same time, it communicates to a caregiver the location of the traveler and trip status.

What is interesting to me is the location-awareness interface:

For advanced travelers, we included a tool called the Urban Radar to find bus stops by pointing out the relative position of nearby recognizable landmarks such as restaurants. Tourists exploring an urban environment can use the Urban Radar to find interesting spots. The Urban Radar uses the current location of the traveler and a specified interest, e.g., the interest in food, to find nearby locations. The radius of the search sweep can be constant but can also be switched to automatic mode. (...) Caregiver Interface: (...) The ideal application would allow a much more peripheral sense of observation that requires only a small amount of screen space and provides a concise representation of the location and/or situation of the traveler. In addition, travelers as well as their caregivers wanted to have control over who could access their data. (...) in the form of an IM client

Why do I blog this? I am less interested in the project than in the location-awareness interfaces that I am describing in one of the chapter of my dissertation. Both the traveler and the caregiver's interfaces are interesting and fits with the classification I've done (close to Jaiku, which share similar ideas with this urban radar).

"So my thesis is finished when it’s completed"

okay time for a quote by Bruno Latour, from his well-known dialogue with a a student:

"Student — But that’s exactly my problem: to stop. I have to complete this PhD. I have just eight more months. You always say ‘more descriptions’, but this is like Freud and his cures: indefinite analysis. When do you stop? My actors are all over the place! Where should I go? What is a complete description? Professor — Now that’s a good question because it’s a practical one. As I always say: a good thesis is a thesis that is done. But there is another way to stop than by ‘adding an explanation’ or ‘putting it into a frame’. S — Tell me it then. P — You stop when you have written your 50.000 words or whatever is the format here, I always forget. S — Oh! That’s really great! So my thesis is finished when it’s completed… so helpful, many thanks! I feel so relieved… "

Why do I blog this? it's very apropos with my current situation ;)