differences in experience sampling across...
TRANSCRIPT
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Wearable ESMDifferences in Experience Sampling Across Wearable DevicesJavier Hernandez ([email protected])Daniel J. McDuffChristian InfantePattie Maes Karen Quigley *Rosalind W. Picard
*
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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Experience Sampling Method
(Csikszentmihalyi et al. 1977)(Larson and Csikszentmihalyi, 1983)(EMA, Shiffman et al., 2008; Bolger et al., 2003)
Minimize biases
Uncontrolled
Minimize interactions
Natural settings
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Social Interactions
Time ProductivityEmotions
Food Intake
Conner et al, 2009Ayzenberg et al, 2012Burgin et al, 2012Scholl et al 2014Adams et al, 2014
Berkman et al, 2014Church et al 2014Timmermann et al, 2015Hu et al, 2015
ESM: Applications
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ESM: Devices
Can we use wearable devices to minimize some
of the problems?
Disruptive MissedInterruptions
Response Biases
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Timmermann et al, 2015
Considered Locations
Stress and mood measurement
Pocket Head-worn
IntimateVery Accessible
CumbersomeVery Different
FamiliarWidespread
DisruptiveBiases
ConcealableAccessible
Small DisplayDifferent
Wrist-worn
Hu et al, 2015Scholl et al 2014
Adams et al, 2014Ayzenberg et al, 2012Berkman et al, 2014Burgin et al, 2012Church et al 2014
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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Experience Sampling Tool
2D Grid
5-Likert Scale
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VERY PLEASANT
VERY
UN
PLEA
SAN
T
VERY ENERGETIC
LOW ENERGY
How were you feeling during the previous 5 minutes?
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HIGH
RESOU
RCESLOW
RES
OU
RCES
HIGH DEMANDS
LOW DEMANDS
What situation best reflects your previous 5 minutes?
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How stressed were you feeling during the previous
5 minutes?
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Was this prompt disruptive?
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Prompt Triggering
1. Time Distribution. ~1 prompt every 45 minutes
2. Time Variability. Distributed over the day
3. Device Variability. No more than two consecutive prompts on the same device
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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Samsung Galaxy S41920x1080 pixels
Samsung Gear Live320x320 pixels
Google Glass640x360 pixels
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Starting Phase• Tutorial• Surveys
Ending Phase• Usability of devices• Free-form Interview
1st day $15, 2nd day $25, 3rd day $35, 4th day $45, 5th day $55
+ $25 for successfully completing the whole study
$200 for the whole study
Data Collection
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Data Overview
15 participants (7 females and 8 males) from MITGraduate students and one administrator29.66 years (STD: 6.42) 5 (mostly) consecutive work days 22
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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Average #Prompts Issued by Device
Response Rate per Person over 5 Days
Total: 627 prompts
* Statistically significant based on ANOVA and Bonferroni correction (p<0.007)
*
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Missed: 111 prompts (~18%)
Average #Prompts Issued by Device
Average (%) Submitted
Total: 627 prompts
Response Rate per Person over 5 Days
* Statistically significant based on ANOVA and Bonferroni correction (p<0.007)
*
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Response Times
Time (seconds)
FinalSubmission
Prompt Triggered
Total Time
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Response Times
Time (seconds)
FinalSubmission
Prompt Triggered
1st interactionwith the application
Total Time Starting Time
*
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*
Response Times
Time (seconds)
FinalSubmission
Prompt Triggered
1st interactionwith the application
Total Time Starting Time Answering Time
*
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Response Distribution
“I found it difficult to point out things [on the Gear] because my finger was on top of it”
“The watch was the hardest [to point] because my finger may be too fat” 29
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Usability of DevicesDifficulty
of UseDevice
ComfortElicited Stress
Reports Quality
Affected Social Interactions
Potential Future Use
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Usability of DevicesDifficulty
of UseDevice
ComfortElicited Stress
Reports Quality
Affected Social Interactions
Potential Future Use
“[The Glass] is painful, I wear glasses sometimes and they're not that uncomfortable...”“Surprisingly [the Glass] was not uncomfortable” 31
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vs1 2 3 4 5
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Usability of DevicesDifficulty
of UseDevice
ComfortElicited Stress
Reports Quality
Affected Social Interactions
Potential Future Use
“People would feel I was taking pictures of them and did not enjoy the conversation”“[The Glass] was a nice ice breaker” 32
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Usability of DevicesDifficulty
of UseDevice
ComfortElicited Stress
Reports Quality
Affected Social Interactions
Potential Future Use
“I found it very annoying receiving notification through Glass when speaking with people because it was so noticeable” 33
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BackgroundWearable ESM ToolReal-life ExperimentResultsConclusions
Content
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Overview
ResponseTime
ResponseDistribution
ResponseRates
Usability35
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• Application improvementsModify submissionSelf-report on demand
• Influencing factorsNegative press of GlassUsability of devices
• Other interactionsModalities (e.g., voice, camera)Input (e.g., text, numbers)
Limitations & Future Work
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Wearable Experience Sampling Tool
Qualitative and Quantitative Analysis
Summary
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Wearable ESMDifferences in Experience Sampling Across Wearable DevicesJavier Hernandez ([email protected])Daniel J. McDuffChristian InfantePattie Maes Karen Quigley *Rosalind W. Picard
*