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Coye Cheshire & Andrew Fiore //
Computer-Mediated Communication
Media Richness and Visual Interfaces
15 February 2012
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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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Theoriesof mediated
communication
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Cues Filtered Out
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unsealedprophecy.wordpress.com
Social presence:Lower bandwidth Less warm, others seem less salient
Lack of non-verbal cues — disinhibition and hostility (e.g., flaming)
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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[C]apacity to facilitate the
formation of shared
meaning within a given time
interval.
“
”— Dennis & Kinney
Media richness —
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A plausible ranking?
Face-to-face
Synchronous video
Synchronous audio / asynch. video
Synchronous text / asynch. audio
Asynchronous text
Richer
Leaner
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RichElements of richness Multiplicity of cues (bandwidth) Immediacy of feedback Use of natural language Personal focus
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Lean
Elements of richness Multiplicity of cues (bandwidth) Immediacy of feedback Use of natural language Personal focus
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Channel: conduit for a particular type of info,e.g., for voice or text
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 hidden quality
Channel
Cue
Signal
Channels, cues, and signals
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Some types of social cues
Textual Production cost to encode
meaning equivalent to FTF in text
Verbal
Beyond FTF?
Non-verbal
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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.
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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
TasksLow-equivocality: SAT-type questionsHigh-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)
High cues (AV) Low cues (CMC)
Task 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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Long-term, no photos
Short-term, photos
Long-term, photos
Short-term, no photos
So
cial
at
trac
tio
n
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Farnham & Riegelsberger 2004
Text profiles Photo profiles
Gaming partner preference(1 = Don’t want to play with, 7 = Want to play with)
Cou
nt
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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
By means of: Structure Dynamics Decorations
Source: galante.com
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Characteristics of basic emotions1. Distinctive universal signals 2. Distinctive physiology 3. Automatic appraisal4. 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
Basic emotions Anger Disgust Fear Joy Sadness Surprise Contempt
Ekman (1999) Ekman, Friesen, & Ellsworth (1972)(and many others)
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Action unitsFacial muscles
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Facial expressions:Emotions revealed
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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
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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 ininterfaces
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Chit Chat Club
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(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
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(Mateos: http://dis.um.es/~ginesgm/fip/problems.html#expression)
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Eyes
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2/15/12 Cheshire & Fiore — Computer-Mediated Communication 67Kobayashi & Kohshima 2001
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2/15/12 Cheshire & Fiore — Computer-Mediated Communication 68Kobayashi & Kohshima 2001
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Video chat
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The gaze angle problem, or…
Source: http://staffx.webstore.ntu.edu.sg/personal/astjcham/Web/Research/percepter.htm
Why so glum?
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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
MultiViewDisplay
Source: D. Nguyen
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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.
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(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.
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