Computer-Mediated Communication Media Richness and Visual Interfaces Coye Cheshire & Andrew Fiore // 15 February 2012

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Transcript Computer-Mediated Communication Media Richness and Visual Interfaces Coye Cheshire & Andrew Fiore // 15 February 2012

Computer-Mediated
Communication
Media Richness and Visual Interfaces
Coye Cheshire & Andrew Fiore
//
15 February 2012
Projects and Assignment #1
 Assignment 1 is a short 2-3 page description of your group
project idea and the division of labor within the group.
 Due Feb. 22 at beginning of class (one assignment per
group, 2 printed copies)
 Groups will be signing up for a meeting with us to discuss
the project the following Wednesday.
 http://courses.ischool.berkeley.edu/i216/s12/assignment1.php
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Theories
of mediated
communication
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Cues Filtered Out
 Social presence:
Lower bandwidth  Less warm,
others seem less salient
 Lack of non-verbal cues —
disinhibition and hostility (e.g., flaming)
unsealedprophecy.wordpress.com
Is this the experience of online interaction?
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Social Identity/Deindividuation Theory
(Cues About Us, Not You or Me)
Visual anonymity
 “deindividuation”
 salience to group identity
“Overinterpreting” based on
limited info could lead to
greater social attraction based
on in-group status,
stereotyping.
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Media richness —
“ formation of shared
[C]apacity to facilitate the
meaning within a given time
interval.
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”
— Dennis & Kinney
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A plausible ranking?
Richer
Face-to-face
Synchronous video
Synchronous audio / asynch. video
Synchronous text / asynch. audio
Asynchronous text
Leaner
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Rich
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Elements of richness
 Multiplicity of cues (bandwidth)
 Immediacy of feedback
 Use of natural language
 Personal focus
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Lean
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Elements of richness
 Multiplicity of cues (bandwidth)
 Immediacy of feedback
 Use of natural language
 Personal focus
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Channels, cues, and signals
Channel conduit for a particular type of info,
Channel:
e.g., for voice or text
Cue
Cue: “any feature of the world, animate or
inanimate, that can be used ... as a guide to
future action” (Donath 2007) —
i.e., informative, not necessarily intentional
Signal a cue meant to indicate an otherwise
Signal:
hidden quality
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Some types of social cues
Verbal
Non-verbal
Beyond FTF?
Textual
 Production cost to encode
meaning equivalent to FTF in text
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Feedback
Type of feedback
 Acknowledgment — understanding
 Repair — correction or clarification
 Proxy — completion
Immediacy of feedback
 Concurrent: synchronous nods, mm-hmms
 a.k.a. backchannel
 Sequential: brief interjection
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Media choice vs. use
(Cues to Choose By)
What medium would you choose for a given task?
vs. What medium “performs” best?
 Media Richness (the theory) originally examined
media choice and use in organizations.
Claim: Managers should choose medium based
on task to be effective. More ambiguous tasks
need richer medium.
But when might we want a “less rich” medium?
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Media choice vs. media use
Types of tasks
 “Uncertain” — missing information
 “Equivocal” — ambiguous
interpretations
“Best” medium for an (un)equivocal task
 What do managers choose?
 What do they say they would choose?
 What yields the best performance?
P.S.: What is “best performance”?
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Dennis & Kinney hypotheses
 H1a: Performance improves as
multiplicity of cues increases …
 H1b: … more for more equivocal tasks.
 H2a: Performance improves as
immediacy of feedback increases …
 H2b: … more for more equivocal tasks.
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Dennis & Kinney experiment
Tasks
 Low-equivocality: SAT-type questions
 High-equivocality: College admissions
Media
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Cues: Low
Cues: High
Feedback:
Delayed
Text chat
(turn-based)
Video
(half-duplex)
Feedback:
Immediate
Text chat
(live typing)
Video
(full-duplex)
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Mean decision time (D&K)
Task
High cues (AV)
Low cues (CMC)
Immed. Delayed Immed. Delayed
Low equiv.
12.21
17.00
26.29
31.53
High equiv.
13.14
14.35
18.71
23.71
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— Clark & Brennan (1991)
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Social Information Processing
(Cues Filtered In)
Walther (1992) re-examined early CMC research:
“Given sufficient time and message exchanges for
interpersonal impression formation and relationship
development to accrue, and all other things being equal,
relational [quality] in later periods of CMC and F2F
communication will be the same.”
 Users compensate for attributes of CMC (e.g.,
emoticons to replace non-verbal affective displays)
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Hyperpersonal communication
(Cues Bent and Twisted)
Contributing factors:
 Selective self-presentation
 Shared group membership
 Channel effects
 Feedback effects
Bottom line: Perceptions more extremely positive (or
negative) than FTF in the face of limited information
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“
The sensorial parsimony of plain text
tends to entice users into engaging their
imaginations to fill in missing details while,
comparatively speaking, the richness of
stimuli in fancy [systems] has an opposite
tendency, pushing users’ imaginations
into a more passive role.
— Curtis (1992)
”
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Walther, Slovacek, & Tidwell 2001
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Social attraction
Long-term, no photos
Short-term, photos
Long-term, photos
Short-term, no photos
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Farnham & Riegelsberger 2004
Photo profiles
Count
Text profiles
Gaming partner preference
(1 = Don’t want to play with, 7 = Want to play with)
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“
The study of CMC effects is not best served by
blanket statements about technology main
effects on social, psychological, and
interpersonal processes, nor by proclamations
that online relationships are less rewarding
than FTF ones. Rather, qualities of CMC are …
more often the product of interesting and
predictable interactions of several mutual
influences than main effects of media.
— Walther et al. (2001)
”
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Abstract visual
interfaces
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Social translucence
 Visibility: make social information apparent
 Awareness: knowing based on what you see
 Accountability: knowing that I know you know
 Why? To recreate a “social physics.”
 Why not “social transparency”?
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“[T]ranslucence … stands in for the notion
that, in the physical world, cues are
differentially propagated through space —
something which, as social creatures, we
understand and make use of in governing
our interactions. Thus, we know that those
across the room may see we are talking,
but will be unable to hear what we say; and
we adjust our interactions to take
advantage of this.”
— Erickson et al.
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Babble social proxy
“provide cues about the presence and activity of those
in the current conversation”
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“Socially useful ambiguity”
 Pretending to pay attention, e.g., clicking
the Babble proxy to feign attention to the
conversation
 Plausible deniability: consider the fallibility
of cell phones, email/spam filtering, etc. —
tech. limitations, not design decisions, but
the social utility of these devices would
change without them.
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Lecture proxy
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Auction proxy
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Waiting-in-line proxy
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Chat Circles 2
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The Chat Circles avatar
 Vaguely humanoid form, but
stylized, not realistic — no faces!
 Words centered in/around the form
— ties words to identity, “face”
 2D location allows proximity
 Size tied to length of utterance
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Temporality and spatiality
 Utterances vanish after a few seconds
 Hearing range: can see only nearby utterances
 What is the real-world effect mimicked here?
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Movement
 Rhythm of conversation:
growing and shrinking circles set the pace
 Proximity:
friendliness, intimacy, or aggression
 Expressivity:
fidgeting, dancing, leading, following,
playing
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Traces
 Movement traces
 Speech traces
 Visual indicator of
social history of
the chat space
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History
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Faces
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What are faces good for?
Conveying, among other things:





Social presence
Individual identity
Social identity
Emotion
Gaze
Source: galante.com
By means of:
 Structure
 Dynamics
 Decorations
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Ekman (1999)
Ekman, Friesen, & Ellsworth (1972)
(and many others)
Basic emotions
Anger
Disgust
Fear
Characteristics of basic emotions
Joy
1. Distinctive universal signals
Sadness
2. Distinctive physiology
Surprise
3. Automatic appraisal
Contempt
4. Distinctive universals in antecedent events
5. Distinctive appearance developmentally
6. Presence in other primates
7. Quick onset
8. Brief duration
9. Unbidden occurrence
10. Distinctive thoughts, memories images
11. Distinctive subjective experience
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Facial muscles
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Action units
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Facial expressions:
Emotions revealed
http://www.youtube.com/watch?v=-PFqzYoKkCc
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Representing the face:
“Being close
may be worse.”
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The Uncanny Valley
http://www.youtube.com/watch?v=FKTAJBQSm10
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“being there” vs.
“beyond being there”
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Chernoff faces
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The New York Times and Prof. Steve C. Wang
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Indeed, the 2007 managerial statistics, as presented in an
annual register published by the baseball analyst Bill James,
are a relatively dull grid of digits. But the facial maps make
comparisons much easier to grasp.
The St. Louis Cardinals’ Tony La Russa, known as a
constant tinkerer, had his National League-leading 150
different batting orders (in 162 games) translate into an
elongated head and wider eyes.
By contrast, the Philadelphia Phillies’ Charlie Manuel — who
said this spring that he used far fewer lineups because he
preferred to “get into a routine and stay with it” — had a much
squatter face and dots for eyes.
— The New York Times
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Designing with faces and bodies
We read meaning in lots of things,
but especially human forms!
 There is no such thing as neutral.
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Faces in
interfaces
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Chit Chat Club
(Karahalios and Dobson)
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Chit Chat Club
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Second Life facial expressions
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Second Life expression plug-in
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Facial Expression Analysis
(Mateos: http://dis.um.es/~ginesgm/fip/problems.html#expression)
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Eyes
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2/15/12 & Kohshima
Cheshire
& Fiore — Computer-Mediated Communication
Kobayashi
2001
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Kobayashi & Kohshima 2001
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Video chat
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The gaze angle problem, or…
Why so glum?
Source: http://staffx.webstore.ntu.edu.sg/personal/astjcham/Web/Research/percepter.htm
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Source: http://www.freepatentsonline.com/7126627.html
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Yang & Zhang 2004
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Source: D. Nguyen
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Cameras
Projectors
MultiView
Display
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Lag, lip synch, social judgments
 When audio precedes video by 5 video fields, viewers
evaluate people on television more negatively (e.g. less
interesting, more unpleasant, less influential, more
agitated, less successful).
 Audio-video asynchrony has no effect on viewer's
memory for audio information.
 Viewers can accurately tell when a television segment is
in perfect synch, and when it is 5 fields out of synch.
Viewers cannot accurately tell the same segments are 2.5
fields out of synch.
 Even though detection is low when asynchrony is
moderate (2.5 fields), viewer evaluations are still affected.
(Reeves and Voelker 1993)
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For next Wednesday…
Visualizations and Visual Interfaces
 Monmonier, M. (1996) Chapters 3 and 10. In How to Lie with Maps.
Chicago, Ill.: University Of Chicago Press.
 Erickson, T. (2003) Designing visualizations of social activity: six
claims. In Extended abstracts of ACM Computer-Human Interaction.
 Donath, J. (2011) Visualizing Conversation.
 Narayan, S., Cheshire, C. (2010) Not too long to read: The tldr
Interface for Exploring and Navigating Large-Scale Discussion
Spaces. In Proceedings of the 43rd Annual Hawaii International
Conference on System Sciences. (HICSS). Computer Society Press.
Remember to write your review!
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