Tuesday, March 27, 2007

Week 5: Reading chapter 2, 3 & 4

Chapter 2
Over the years the performance of the personal computer has had some radical changes. However, the way we use and interact with them has changed remarkably little. Also the role they play in our everyday lives has not changed much. To escape this, a variety of alternatives have been explored in the research community. A vast number of examples can be given of projects that implement the computer in the world we operate, which can be referred to as ‘tangible computing’. The ubiquitous computing model, proposed by Mark Weiser by the start of the 1990s, distributes computation throughout the environment and embeds computational power in all sorts of objects. There are a few common issues that can be seen across a range of cases in tangible computing. First of all, there is no single point of control and interaction. Second, sequential ordering does not hold and finally, we use the physical properties of the interface to suggest its use.

Chapter 3
Social computing refers to the application of sociological understanding to the design of interactive systems which becomes significant when we look at the context in which computation is put to work. This context is as much social as technical; computation is part of a network of social relationships between people, institutions and practices that sociology can help us explore. There are a number of different sociological approaches, where the observational study of behaviour, originated from anthropology, is a common feature they share. Whereas sociology examines social relationships, anthropology studies the culture that gives those relationships meaning.

Ethnography, an aspect of anthropology, places an emphasis on the detailed understanding of culture, through intensive, long-term involvement. It represents the culture from the member’s point of view. In computing, the use of ethnographic methods can be helpful to relate the formalized work processes to how the work is actually carried out in practice.

The study of the commonsense methods by which people manage and organize their everyday behaviour is called ‘ethnomethodology’. It looks for the emergence of social order out of details of what people do rather than from abstract theory. ‘Technomethodology’ uses this approach in the design of not only a specific interactive system at a specific setting, but rather at the basic, fundamental principles around which software systems are developed.

Two fundamental features of the ethnomethodological perspective are accountability and abstraction. Acting rationally and perceiving action to be rational are reciprocal aspects, which constitute accountability. Where accountability describes the way actions are organized, abstraction does exactly the opposite. It hides information in order to isolate one piece of a system to all the rest. To bring these two aspects together in interface design the reflection technique has emerged. It states that it is a good idea to build systems that tell the user what they are doing, since humans have an interrogative nature. Another example is using space and place in the design process of interactive systems. Since we all share space in the everyday environment it provides a natural metaphor for collaborative system design. Using a view centred on “place” instead of “space” directs our attention towards the activities that take place in this “place” instead of the structure it has. It also reflects that the knowledge shared there is knowledge shared by a particular set of people based on their common experiences over time.

Chapter 4
In the previous chapters an outline was given concerning tangible and social computing. Although they seem as two totally different subjects, they actually are based on the same approaches. They are unified by an idea that is called embodiment. Embodiment is the common way in which we encounter physical and social reality in the everyday world. The embodied interaction with the world we live in is so natural to us, that it needs no thinking. Translating this interaction to an interactive system is a lot harder, though.

Embodiment has been explored most extensively within phenomenology, a branch of philosophy that is concerned with the elements of human experience. Especially the work of four phenomenological theorists – Edmund Husserl, Martin Heidegger, Alfred Schutz and Maurice Merleau-Ponty – have been relevant to questions of embodiment and interaction.

Husserl’s philosophy was a reaction to the objective formalization of the world that was taking course during his lifetime. He opposed to the distancing of science and mathematics from the everyday world and experiences. Husserl’s view constituted a separation between objects of perception and the perception themselves. In this view not only being should be recognized, but also the mental act of acknowledging this being.

Heidegger, although following Husserl in attempting to uncover the intentionality of experience, opposed to this separation as he proposed that one clearly needed to be in order to think. Instead of being two separate things he argued being comes first; thinking is derived from being. He stated that the objects we use and see in this world disappear from our immediate concerns while using and seeing them; while being. Only when we need to, we think about their actual use and see the technology behind them.

As where Husserl and Heidegger concentrated on the individual experience of the world, Schutz extended phenomenology to encompass the social world. His program centred on the problem of intersubjectivity: how can we achieve a common experience of the world between different individuals? He stated that our understanding of the world and the (in)animate things in it, and the way we interact with them, are based on our own lived experience. We can see the work of Heidegger in the approach to language of Ludwig Wittgenstein. His theory stated that the setting in which language is used, contributes to its meaning.

The goal of Merleau-Ponty’s work was to reconcile Husserl’s with Heidegger’s philosophy. He accomplished this by focusing on the role of the body in mediating between internal and external experience.

There are a number of theorists that acknowledge our physical embodiment as a central aspect to how we act and react. J.J. Gibson, for instance, linked visual perception and the way our perception changes by movement of our body with our acting in the world. It laid the foundation for “ecological psychology”, which is concerned with the organism living and acting in the world. One of Gibson’s constructs that has been useful for HCI is the concept of “affordance”. An affordance is a property of the environment that affords action to appropriately equipped organisms. Using this concept can help in interactive design, as it can make appropriate use of a device clear to a user. Michael Polanyi used the idea of “tacit knowledge” (things that we know, but unconsciously) to try and understand the world. In a lot of situations we know what to do without being able to express how to do them. We just do.

Week 5 Reading- Chapter 4

Chapter 4: “Being-in-the-World”: Embodied Interaction

Tangible and social computing reflects upon our familiarity with our interactions.
Focusing in the social and physical aspects
Tangible computing:
Attempts to capitalize on physical skills and the familiarity that people have with real
world objects


Embodiment:

  • the common way that we encounter physical and social reality in everyday world
  • Embodiment means possessing and acting through a physical manifestation in the world
  • Embodied phenomena are those that by their very nature occur in real time and space

Husserl’s Transcendental Phenomenology

  • criticised science and math and its removal from the everyday world
  • phenomenology – uncover relationships between the objects and the consciousness
  • analyse how to perceive and experience the phenomena of the everyday world
  • rabbit example – when u see a rabbit u don’t just see a rabbit u recognise a rabbit and then you look at the rabbit

Heidegger’s Hermeneutic Phenomenology

  • I think therefore I am – two different and separate worlds
  • Reality and mental experience
  • Focused on ontological
  • Forms and categories of existence
  • Thought that we act in a world that is already organised - in terms of meanings we know what the world means to us
  • Ready to hand (zuhanden)
  • Present at hand (vorhanden)
  • Eg. A computer mouse
    Ready to hand – waiting for use
    Equipment fades into the background
    Present at hand – when using the mouse
    The mouse becomes an object of an activity

Schutz’s Phenomenology of the Social World

  • Uses phenomenological tradition
  • Intersubjectivity = mundane practical problem
  • Solved through social actor in the course of their action and interaction
  • Assumption of rationality is part of the natural attitude

Merleau-Ponty and the Phenomenology of Perception

  • Wanted to reconcile Husserl’s philosophy of essences with Heidegger’s philosophy of being
  • The body was a central theme
  • Bridged the gap between the two theories
  • Embodied nature of action split into 3
    1. physical embodiment of human
    2. bodily skills and situational responses that have been developed
    3. cultural skills – understanding of the cultural world in which we are embedded
  • These combined influence our understanding of our own embodiment (phenomenological body and)
  • How others understand it (objective body)

Week 5: Reading

Chapter 4: "Being-in-the-World": Embodied Interaction

The topic on Embodiment
Abstract Conceptions vs. Physical World

Embodiment: Phenomena encountered directly vs abstractly
- Posses & acting through a physical manifestation in the world
- By nature occur in real time & space

Tangible Computing: Capitalise our physical skills & familiarity with real world objects
Social Computing: Relationship between social action & settings in which it unfolds

Husserl's Transcendental Phenomenology
- Separates mental life and everyday experience
- Cartesian Dualism: mind & body
- Thinking derived from physical being thus inter-wined
Traditional: Our minds give meaning to the world
Husserl's: Meaning are embedded in the world

Mouse Example: Ready to hand (as a tool, an extension to the hand and used unconsciously)/ Present at hand (as an object)

Alfred Schutz Phenomenology
- Inter-subjectivity
Sharing of meaning & experience of the world (mutual understanding)
Through lived experience of our own
Rationality: Part of natural attitude
Assume: Others' experience is like our own

Gibson-HCI
Affordance of environmental objects: for "appropriately equipped" individuals

Activity -- Organism -- Environment (3 linking elements)

Gaver -> Virtual window: Extending Video Conferencing

Tacit Knowledge / Embodied Skills
Think Distal, act proximal
What/How things are to be done

Social World
The use of language & pictures representing relationships between entities in the world.

"Meaning of a word is its use in the language" -Wittgenstein
The language games perspective: language as a form of life.

Commonalities of all perspectives:
1. Embodiment: a way of being, participative, in the world.
2. Everyday engagement in accomplishing practical tasks.
3. Meaning from the way we act with this world, through embodied practical actions.

A few words on the review of this weeks reading:
All in all, this week's reading seems very relevant to all aspects of our everyday life. By using the Embodiment approach in HCI makes total sense in that things are based on how practical it performs, rather than how efficient it should perform theoretically in an ideal world, based on the designer's perspective.

In relation to the previous readings, Dourish brings together perspectives of authors in the field of phenomenology. This sets a solid understanding on the basis of HCI approaches such as Ethnography and other on-site approaches to user requirement analysis and evaluation.

Tuesday, March 20, 2007

Week 3 Readings

Chapter 2: Getting in Touch

Dourish’s second chapter in his book, where the action is, is a description of the ever evolving desktop computer. Through the chapter we are able to discover how the computer has evolved and where it has remained stagnate. Dourish explains that although technology has advanced people are still using the computer in the same way, with the same devices to interact with it. This in turn makes the environment where the computer is, computer focused rather than human focused.

This is demonstrated through several examples including, the digital desk and the meeting live board. Both of these examples show how the industry should be evolving to make the environment more user orinated.



Chapter 3: Social Computing

The chapter entitled social computer is focused around the history of various studies that encompass the field of Sociology. Dourish describes the emergence of ethnography, in terms of its historical settings and this study allowed various other studies to emerge each encompassing its own aspect of sociology. For example ethnography is about what people do, what they experience, while completing the activity and how it fits into the person’s life.

Dourish also discusses Suchman’s book about plans and situated actions. Through this book it was discovered that the previous thoughts about how people acted towards a goal; in a step1, 2 and 3 situation eg. make a cup of coffee. Is not applicable in a social situation where people’s lives are constructed on a moment to moment basis. Ethnomethodology is then discussed as a way to deal with the people’s constantly changing ways to get to a goal. This study resolves around the context in which the person is in and how this aspect of a person usually can clarify aspect of what is happening.

Week 4: Readings

Dourish, P. (2001) Where the Action is.

Chapter 2: Getting in Touch
This chapter talks about the evolution of the Desktop PC into the Ubiquitous and Tangible Computing. More notably, it focuses on Weiser's work at Xerox Parc in moving about from the desktop paradigm and into embedding computers everywhere.

Although this book is published in 2001, it is evidently a bit dated, as technology in 2007 has already embedded into our surroundings. Such as RFID tags used in tracking most logistic items, smart cards used for security purposes as well as for e-payments. Tangible technologies embedding into the marketing and sales industry to provide a better experience for customers etc.

By going to the ITU conference last year, I saw many mobile technologies continuing to embed into our environment, and incorporating more interactive technologies. For example, RF-ID embedded into movie posters, so that when we get near a movie poster, we can see a movie trailer, as well as session times of that movie. Some 'gaming' phones also offer sensors that allows the player to play it in a similar way to a Wii.


Chapter 3: Social Computing
This chapter continues with the theme of Technology Evolvement and discusses computing in the sociological understanding to the design of interactive systems. It presents the historical background towards anthropology, and also how ethnography emerges. (Airport Traffic Control & Printing Shop)

Through Ethnography, social interactions and things that seem to be commonsense will be captured. This provides a whole new dimension of requirements for system designers to consider. The chapter continues in presenting the Locales Framework in that it captures the social interaction and relationships within the group of users and use this structure as a basis of system design. The emphasis of the Locales Framework is upon places rather than spaces, particularly in ways of exploring social settings, and uncover issues at work for the purpose of design.

Some Terms . ..

Sociology: The emergence and maintenance of social structures and patterns o social interaction.

Anthropology: Cultural webs of signification that give structures and interactions meaning.

Ethnography: Detailed understanding of culture, through intensive long term involvement.

Ethnomethodology: The understanding of the data collected by an ethnographic study. Different from Sociological perspective, ethnomethodology brings no pre-perceived knowledge.

Locales Framework 5 Components: Foundations, Civic Structure, Individual Views, Interaction Trajectory and Mutuality

A good example that I recently saw was the use of 'ordering machines' at the Queen Street Mall Subway. The deployment of these ordering systems has modified the interaction of the customer and the sandwich maker, in that they do not communicate anymore. This may indeed make the ordering process more efficient, yet it will also take out the social aspects in ordering a sub. Clearly, the system designers did not design the system with social interactions in mind.

On the other hand, in looking at CSCW applications, the recent launch of MS Windows Vista and Office 2007 seemed to have incorporated many collaborative features, such as Windows Meeting Space and a further integration of Sharepoint services. However, one may argue that according to the Locales Framework, these features may merely serve as 'spaces' rather than 'places' for people to collaborate. The customisability is a key issue to these rather generic software. Even current generations of SAP applications that are specifically deployed for an organisation may only be considered as "spaces" in which people collaborate, as they merely represent networked tools, rather than promoting presence and awareness within the different parts of their applications.

Wednesday, March 14, 2007

Some Interesting Links

Image Recognition for WebCam - EyeToy in VB
http://dftuz.unizar.es/~rivero/alumnos/vmouse.html

Hightech BMW Salestool
http://www.freshcreation.nl/comments.php?id=975_0_1_0_C

This includes a youtube video in how BMW is now using touch-screen plasma to as a sales tool for their cars.