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CS 3366: Human Computer Interaction. Chapter 9: Collaboration and Social Media Participation October 4, 2011 Mohan Sridharan Based on Slides for the book: Designing the User Interface (5 th Edition). Collaboration and Social Media Participation. Collaboration:
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CS 3366: Human Computer Interaction Chapter 9: Collaboration and Social Media Participation October 4, 2011 Mohan Sridharan Based on Slides for the book: Designing the User Interface (5th Edition)
Collaboration and Social Media Participation • Collaboration: • Activities carried out by small teams. Represent work-related projects. • Goal-directed with a time-frame for completion. • Purposeful and business-oriented. • Participants typically know who they are collaborating with. • Social media participation: • Activities involving small (~10, chat room) to large (millions, Facebook) groups of people. • Support existing relationships, help establish new relationships. Often in online world. • Often no personal relationships, only lightweight intersections, e.g., tagging photos. • Some users develop stronger relationships, increasingly taking up leadership positions. • Common tools exist for team collaboration and social media participation: • Wikipedia, discussion groups (minor and major contributors).
Characteristics and Examples of Collaboration and Social Media Participation
Collaboration and Participation • Goals of Collaboration and Participation: • Focused partnerships, e.g. joint authorship of paper or report. • Lecture or demo: one person sharing information with many (remote) users. • Conferences: distributed participants communicate. • Structured work processes: people with distinct roles, e.g., journal editor. • Meeting and decision support: users make simultaneous contributions. • Electronic commerce: browse online prices, short-term collaborations. • Tele-democracy: small groups to conduct online town-hall meetings. • Online communities: distributed groups share information, play games. • Collaboratories: professional groups collaborate over space and time. • Telepresence: remote participants have experience of physical co-presence.
Field Evolving over Time • Collaborative interfaces and social media web sites are maturing. • Difficult to evaluate their contributions to success of projects. • Frequency of utilization not a good enough measure. • These very useful tools are sometimes ignored. • Privacy issues need to be addressed. • Takes time, effort and motivation.
Asynchronous Distributed Interfaces: Different Place, Different Time • Electronic mail: • Can be too loosely structured. • Sometimes overwhelming, transient. • Tools: • Filtering, archiving. • Mailing lists, discussion groups. • Typically text-only, but increasingly includes other structured objects: • Graphics. • Sounds. • Animations. • Web pointers/links. • Video.
Asynchronous Distributed Interfaces: Different Place, Different Time E-mail message on an iPhone • Electronic mail: • Email on mobile devices. • Online directories. • Web services with E-mail: • Gmail, Hotmail, and Yahoo! Mail. Google’s web-based email (Gmail)
Asynchronous Distributed Interfaces: Different Place, Different Time • Newsgroups, list servers, discussion boards, conferences, social media participation web sites, blogs, and wikis: • Focused electronic discussions by group of people. • USENET newsgroups: • Each group dedicated (more or less) to one topic. • Users read as many previous notes and related comments as they wish. Open to all. • Listserv: • Individual must subscribe to receive e-mail notices. May be moderated by a leader. • May be mail reflector. Users can get flooded with listserv e-mails. • Server machine keeps searchable archive or past notes and subscriber list. • Online conference: • In addition to listserv tools, may also include additional facilities: voting, online directories of users, online directories of documents • Online magazines and newsletters. Web-logs/blogs and wikis.
Asynchronous Distributed Interfaces: Different Place, Different Time Visualization of the communication pattern of an “answer person” on the left, and a “discussion person” on the right (Welser et al).
Asynchronous Distributed Interfaces: Different Place, Different Time • Blogs and Wikis. • Make opinions known widely. • Owned by creators, readers can contribute comments. • Templates for people to create blogs and wikis with text and pictures. • Revise content and respond to comments. • Micro-blogging and mini-blogging.
Asynchronous Distributed Interfaces: Different Place, Different Time
Asynchronous Distributed Interfaces: Different Place, Different Time • Online and networked communities: • Group identity, e.g., patient support groups. • Impact on offline communities, e.g., create flyers, organize discussion groups. • Community policies and freedom of speech. • Network communities can be controversial, e.g., hackers, hate groups, paramilitary groups. • Distance education courses. • Reputation managers for online stores.
Asynchronous Distributed Interfaces: Different Place, Different Time Bob’s ACL Kneeboard, a threaded discussion board for people who have suffered tears of the anterior cruciate ligaments in their knees. (http://factotem.org/cgi-bin/kneebbs.pl)
Asynchronous Distributed Interfaces: Different Place, Different Time Starting screen for a virtual classroom from the Los Angeles County Office of Education
Synchronous Distributed Interfaces:Different Place, Same Time • Synchronous distributed applications: • Group editing. • Shared screens for customer assistance. • Give demonstrations simultaneously at multiple sites. • Allow sharing of information for various applications. • Interactive games.
Synchronous Distributed Interfaces:Different Place, Same Time • Chat, instant messaging, and texting: • CHAT, Internet Relay Chat (IRC) and TALK. • Flamers and MUDs. • Instant Messaging, LOL etc. • Twitter. • Texting and cell phones.
Synchronous Distributed Interfaces:Different Place, Same Time Parental control system to oversee children’s online activities http://www.sentryparentalcontrols.com/
Synchronous Distributed Interfaces:Different Place, Same Time • Audio and video conferencing: • Slow response times for entering and leaving session? • Distracting background audio? • Difficulty in determining who is speaking? • Inadequate lighting. • Difficulty in making eye contact. • Changed social status. • Small image size? • Potential invasion of privacy. • Need for convenient turn taking. • Need for document sharing.
Synchronous Distributed Interfaces:Different Place, Same Time • Audio and video conferencing: • Issues of ownership and control: • Private and public workspaces. • Identity of participants. • Location of actions. • Care with updating. • Choice between audio/video conferencing, chat, IM, and texting depends on the goals and the task environment.
Face-to-Face Interfaces: Same Place, Same Time • Innovative approaches to work and learning include: • Shared display from lecturer workstation. • Audience response units. • Text-submission workstations. • Brainstorming, voting, and ranking. Benefits of electronic meeting systems: • Parallel communication reduces chance of some people dominating the meeting. • Anonymity mitigates fear of being judged so that issues are discussed candidly. • The group memory constructed by participants enables them to reflect on opinions of others during the meeting and serves as a permanent record of what occurred. • Helps focus the group on key issues and discourages irrelevant digressions and unproductive behaviors. • Task support and structure provides information and approaches to analyze it.
Face-to-Face Interfaces: Same Place, Same Time • File sharing. • Shared workspace. • Group activities. • Colab and Liveboard. • SMART Board (figure). • Public spaces facilitate sharing. • Sharing photos is very popular. • Notification systems.
Face-to-Face Interfaces: Same Place, Same Time • Electronic classrooms: • Active individual learning experiences include using software during class time. • Write essays in English or poems in a foreign language. • Find antecedents of Impressionism in an art history library of 9000 images. • Run business simulations to increase product quality. • Perform psychological statistical analyses. • Do landscaping with computer-assisted design and graphics packages. • Compose computer programs and search the Internet. • Small teams and large teams. • Changes teaching style.
Face-to-Face Interfaces: Same Place, Same Time Students in an online classroom. Activity is monitored by color: speech in yellow, hand motion in red, body motion in green. Under each student is a timeline of their individual activity and at the bottom is an activity picture (using the colors) of the class (Chen)
Face-to-Face Interfaces: Same Place, Same Time Modulor II is a time-dependent architectural work of art in which participants create new patterns daily by collaboratively weaving colored strings through an interactive labyrinth of luminous poles. (Halkia and Local)