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Conversation, Media Effects & Identity cs 294h – 26 jan 2010. C omputer- S upported C ooperative W ork ( CSCW ). CSCW. “How collaborative activities and their coordination can be supported by means of computer systems” - Grudin ‘88
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CSCW “How collaborative activities and their coordination can be supported by means of computer systems” - Grudin ‘88 “The study and theory of how people work together, and how the computer and related technologies affect group behavior” - Greenberg ‘91
CSCW “CSCW is an umbrella term allowing people from a variety of disciplines to come together and discuss issues without any common ground as to the concept of CSCW, other than the very loose idea that it was somehow about the use of computers to support activities of people working together” - Bannon ‘88
Key Concerns (a) the distinctive qualities of co-operative processes, and how they are affected by technological mediation (b) questions of design, i.e., how to mould computer technology to fit into and support work processes, often resulting in social software systems (neé “groupware”)
Key Concerns (a) the distinctive qualities of co-operative processes, and how they are affected by technological mediation (b) questions of design, i.e., how to mould computer technology to fit into and support work processes, often resulting in social software systems (neé “groupware”)
Qualities of conversation? What factors are important to consider when designing interfaces for communication?
google earth flickr post-it notes time snail-mail usenet graffiti asynchronous remote asynchronous co-located tagging blogs web whiteboards email youtube ambient displays IM table-top interaction projectors telephone teleconference synchronous remote synchronous co-located distributed visualization virtual workspaces space
time asynchronous / co-located Project walls Meeting room schedules Post-It notes Public displays asynchronous / remote Digital Media Sharing Groupware Calendars Voting MS Word Collaboration Instant messaging synchronous / co-located Large displays / whiteboards Tabletop interaction Spectator interfaces synchronous / remote Networked gaming Video conferencing Instant messaging space
Common Ground Common Ground: the shared understanding enabling conversation and collaborative action [Clark & Brennan ’91] Principle of Least Collaborative Effort: participants will exert just enough effort to successfully communicate. [Clark & Wilkes-Gibbs ’86]
Reference and Deixis Various forms of reference (Clark 2003, Brennan 2005) General (“north by north west”) Definite (“meet at Hoover Tower”) Detailed (“get the blue ball”) Deixis(“that one” while pointing) Often combined together (gesture + speech) How to effectively capture and communicate references in computer-mediated communication?
Depicting social activity Read & Edit Wear, Hill et al 1992
Awareness An understanding of the activities of others, which provides a context for your own activity. [Dourish & Belotti ‘92] • Ensure work is relevant to the group’s activity • View the activities of others (e.g., live or via history) • Coordination via shared artifacts • Info explicitly generated or passively collected?
Video • Eye contact problems: • Offset from camera to screen • “Mona Lisa” effect • Gesture has similar problems: trying pointing at something across a video link.
Turn-taking, back-channeling • In a face-to-face meeting, people do a lot of self-management. E.g., preparing to speak: lean forward, clear throat, shuffle paper. • Unfortunately, these are subtle gestures which don’t pass well through today’s technology. • Network delays make things much worse. • What do you think happens when you make turn-taking behaviors visible?
Is face-to-face the ideal? Kiesler and Sproull findings: • Participants talk more freely in email (than F2F). • Participation is more equal in email. • More proposals for action via email. • Reduced effects of status/physical appearance. But • Longer decision times in email. • More extreme remarks and flaming in email. Field of Computer-Mediated Communication (CMC) studies such “media effects”
“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)
Identity and Reputation Respondents on a therapy discussion forum: • bksmith@psych.stanford.edu • RadeRLuv@hotmail.com Others things being equal, who are you more likely to trust? In what contexts?
Presentation of Self [Goffman ‘59] Expressions given (e.g., spoken words) vs. expressions given off (e.g., wavering of voice) Conventional signals • Low-cost signals that can be faked • e.g., wearing a Gold’s Gym t-shirt Assessment signals • More reliable signals that are hard to fake • e.g., having large muscles
I wish I knew you I like your picture You are cool Are you my friend? I was paid to link to you I want your reflected glory Everybody else links to you I’d vote for you Can I date you? We met at a conference and it seemed like the thing to do. no yes I kind of like you I really like you I like you I feel socially obligated to link to you I know you I beat you on Xbox Live Hi, Mom I have fake alter egos
Social (Group) Identity A person’s sense of self derived from perceived membership in social groups. (Tajfel & Turner 1979) • Categorization: formation of social labels • Identification: are you in-group or out-group? • Comparison: how do the groups compare? But surely group “membership—just like “friendship”—isn’t a simple binary distinction. What forms does group attachment take?
World of Warcraft World of Warcraft
Common Identity Theory(Prentice ‘94) Attachment through identification with the abstract group – its status, values, and goals. Examples? • Sierra Club • National Rifle Association Possible Implications • Group members are interchangeable (Turner ‘85) • Identity more stable as members change
Common Bond Theory (Back ‘52) Group attachment achieved through attachment to individual members – one likes the others. Examples? • Friendship circles • Bridge clubs (Krackhardt & Porter ‘86) Possible Implications • Group members are not interchangeable • People likely to leave if friends leave
Causes of Attachment Common identity facilitated by: • Social Categorization (even random assignment!) • Interdependence (common purpose and joint tasks) • Intergroup Comparison (e.g., competition) Common bond facilitated by: • Social Interaction (including co-presence) • Personal Information (trust & intimacy) • Personal Attraction through Similarity
Identity-based & Bond-based Identity-based attachment and bond-based attachment are not mutually exclusive. We can think of them as two dimensions of member’s attachment to groups. (Ren et al, 2007)
Example: Online Cancer List From an existing member to a newcomer: ‘Welcome to the list nobody wants to join. While it really stinks to have to be here, you’ll find a wealth of experience. You’ll find many excellent suggestions and tips prior to surgery in the archives.’
Example: Online Cancer List A note from one member to another: ‘Thanks for your kind words — YOU [sic] are an inspiration to me... ! I still remember that you were the first to respond to my first post on this list, more than 4+ years ago.’
Design Considerations Modes of Conversation / Collaboration • Collocated Remote • Synchronous Asynchronous • How do people move between modes? Common Ground • How do participants refer to elements? • How might ambiguity arise? (Least effort?) • Awareness cue to support coordination Media Effects • Differing social signals affect trust, openness, assessment
Design Considerations Markers of Identity and Reputation • How do signals enable perception of identity? • What design mechanisms facilitate reputation? • Conventional vs. Assessment signals Group Identity • What forms of categorization might arise? • Identity-based and Bond-based attachment • How does design shape the forms of attachment?