Thursday, February 24, 2011

Paper Reading #11: Sensing Foot Gestures from the Pocket

Comments: Chris Kam, Derek Landini.
Reference Information:
Title: Sensing Foot Gestures from the Pocket
Authors: Jeremy Scott, David Dearman, Koji Yatani, and Khai N. Truong.
Venue: UIST’10, October 3–6, 2010, New York City, NY, USA.

Summary: For their paper, the authors researched the applicability of sensing gestures from a cell phone when it is in your pocket, with no buttons or touch screens exposed. They tested with 4 main gestures, so see if the user could trigger specific actions using the phone's accelerometer. They found that the best place was to mount the phone was on the hip, using a belt clip. The front and back pockets did not have as high as accuracy when it came to interpreting which gesture was which.

Discussion: This was a very unusual paper. It's hard to imagine this sort of gesture system having much applicability. Apple's iPhone has a "Shake To Shuffle" mode turned on by default in their current phones, and it's one of the most irritating features I've ever come across. You'll just be walking along, and suddenly your phone will sense that you moved, and it will move onto the next song. I've always turned it off almost immediately.

The Design of Everyday Things

Comments: Chris Kam, Vince Knocks.
Reference Information:
Title: Design of Everyday Things
Author: Donald Norman
Publisher: Basic Books (2002)

Summary: In Norman's book, The Design of Everyday Things, he discusses, as the title suggests, the various factors which go into designing all of the modern items we come across in our life. While the principals he discusses are invaluable when designing something complex such as a typewriter, they hold equally true when designing much simpler things, such as a telephone or a door.

Norman's central theme throughout the book is "It's not your fault". A well designed product should cue the reader into how to perform its functions through its form, and unfortunately very few items today are designed enough to do that well. Norman goes into great detail about how users create "mental models" of the item they're using, and if the mental model the user envisions does not match the one the designer envisioned when creating the device, confusion often arises.

Although this book is written for the technically minded, and all of it's principals can and should be used on complicated products, Norman focuses mostly very simple examples. This is useful for showing key aspects of the principal he's trying to demonstrate, and it also has the added advantage of not dating the book. While the standard desktop telephone hasn't undergone many design changes in the last 20 years, Norman makes several references to Laser Disks and the emerging field of hypertext documents in the last chapter. By sticking with generalities, Norman lets his examples maintain relevancy with the reader, no matter when they read the book, or what the latest technology is.

Discussion: This was my favorite of the first three books we read. I've always been interested in design, so it was incredibly interesting to see all the thought (or lack of thought) which goes into designing everyday mundane objects. It was often humorous to see Norman go on and on about an office phone for almost an entire chapter, but he always was able to get his points across, and the book was very enlightening.

Tuesday, February 22, 2011

Book Reading #22: Coming of Age in Samoa

Reference Information:
Title: Coming of Age in Samoa
Author: Margaret Mead
Editors: Williams Morrow and Company (1928)

Summary: In the seventh chapter of Coming of Age in Samoa, Mead discusses the Formal Sex Relations of the Samoan people. Samoa has three forms of relationships: Marriage, Unmarried Love Affairs, and Adultery. The unmarried love affairs are generally arranged by a third party mutual friend between the two parties. Marriage is similar to America, with cheating and divorce not an uncommon occurrence. An affair does not necessarily spell the end of a marriage, and divorce is not a difficult or taboo thing to do.

Discussion: I found it interesting that marriage is treated similarly to America, with divorces and affairs handled much like we do. It's most likely a bad stereotype, but one generally imagines "primitive" cultures having stricter marriage policies, with couples forced together, and adultery punished severely.

Monday, February 21, 2011

Paper Reading #10: Jogging over a Distance between Europe and Australia

Comments: Chris Kam, Miguel Alex Cardenas.
Reference Information:
Title: Jogging over a Distance between Europe and Australia
Authors: Florian ‘Floyd’ Mueller, Frank Vetere, Martin R. Gibbs, Darren Edge, Stefan Agamanolis, Jennifer G. Sheridan.
Venue: UIST’10, October 3–6, 2010, New York, New York, USA.

Summary: Jogging is not the most engaging form of exercise. It involves a repetitive action, continued for extended periods of time, with few forms of motivation. Some athletes are able to keep themselves going by listening to particularly energetic music, or jogging in an interesting area, but in general, the best way to stay motivated is to jog with a partner. By jogging together, athletes are able to keep themselves going far past the point where they would normally call it quits.

However, what if two athletes are separated by hundreds of miles? Say... the distance between Europe and Austrialia, to take the title's suggestion. Well, that's where the Jogging Over A Distance system comes into play. Using a headset, heart rate monitor, and mobile phone, the system allows athletes to virtually job together, keeping each other motivated.

Using psychoacoustics, the system positions the remote jogger's voice in the headset according to their hate rate, in comparison to the local jogger's. If the remote jogger's is out performing the local jogger, by performing higher than their target heart rate in relation to the local runner, then their voice will sound as if they are "in front" of the local jogger. If the remote jogger has a heart rate lower than the local jogger, the voice will appear behind them, and finally, if the two are synched up, then the voices will sound as if they're side by side.

This system allows for joggers to have a social experience as if the were jogging together, despite the distance between them. The system represents an improvement over a normal cell phone conversation, because the voice placement system allows for the two joggers to remain competitive throughout their run.

Discussion: With a title like Jogging over a Distance between Europe and Australia, one might assume that this paper is about some sort of bionic supermen, able to run impossible distances. However, this article is a bit more mundane, but none the less interesting. I found this system to be a great application of currently available technology. Several of these papers have been about the future of technologies which most likely will not exist anyways, so it was refreshing to see something which could be made into a product today.

The one question I have is how they deal with noise cancellation. Being outdoors, the wind noise is generally an issue when it comes to cell phone conversations. Also, since these users of the system are jogging, they'd most likely be breathing heavily, which could become irritating if it were constantly piped into the remote runner's headset.

Book Reading #21: Design of Everyday Things

Reference Information:
Title: The Design of Everyday Things
Author: Donald Norman
Publisher: Basic Books (2002)
Summary: In the last chapter of The Design of Everyday Things, Norman discusses more modern technology, and some of the challenges facing it in the near future. This includes things such as Hypertext, and the often dreamed about, but never properly designed "Smart House" While discussing various user-centered design principals, he gives the reader several hints on how to design systems better, such as his list of "Seven Principals for Transforming Difficult Tasks Into Simple Ones".
Discussion: The final chapter of this novel was very interesting, in that Norman touched upon more "modern" technology, dating himself considerably in the process. The book was original published in 1988, so his references to Laser Disks noticeably stand out.

However, his observations about Hypertext and electronic books were eerily accurate. I was reading the book on my Amazon Kindle, so it was bizarre hearing him describe how we'll be able to jump around books using links, and pull up definitions of words as well, having just done these very tasks myself.

Book Reading #23: Opening Skinner's Box

Reference Information:
Title: Opening Skinner's Box
Author: Lauren Slater
Publisher: W.W. Norton & Company (2008)
Summary: In this chapter of Opening Skinner's Box, Slater discusses Harry Harlow's experiments on the various factors involved in love, and how primates respond to surrogate mothers. The thinking at the time was that love was a bond formed between mother and child due to the mother providing milk. However, Harlow was able to show that the primates would choose a soft, terry cloth monkey dummy that provided no milk over a cold steel monkey which did provide milk. His results were originally groundbreaking in the field, but shortly after obtaining notoriety, Harlow was criticized for his questionable ethics. After making headway against this criticism, Harlow was dealt a much more powerful blow. All of the terry-cloth raised monkeys had sever behavioral issues upon reaching adulthood. He would spend years refining his results, attempting to recapture the fame he got for his original findings, with mixed results.
Discussion: Harlow's research was incredibly compelling and interesting, it's a shame that it ended in the catastrophic way that it did. This was one of my favorite chapters of the book so far. I wish that Slater had touched a bit more on the questionable ethics Harlow had. Some of the things he did sounded absolutely gruesome.

Ethnography Results, Week 3

This week, I was not able to make it to the D&D session with my group members. However, I did attend ConDFW, a Science Fiction and Fantasy convention in Dallas. ConDFW represented an interesting place to observe tabletop gaming, because most of the attendees were complete strangers with one another.

Rather than play a more traditional role playing tabletop game such as Dungeons and Dragons, the con goers played more traditional board games, or strategy games which required an amount space and attendance which made it prohibitive for a casual, weekly setting.

The two games I observed in particular was a Battlestar Galatica board game, and a massive Heroscape session. The Battlestar board game is a relatively simple espionage game, using characters from the TV show. One of the characters is randomly dealt a "cylon" card, which tells them that they need to work against the other players, rather than working with them. The players dealt a "human" card spend most of the game attempting to figure out who is the cylon working against them. The rules of the game are relatively simple to learn, and the play time it short enough where a group of strangers mingling around the game room could start a game, despite not having met before.

The other game I observed was played on a much larger scale. Heroscape is a strategy game played on a massive board, spanning across several tables. Unlike D&D, there isn't any role playing in the game. It focuses more on strategically moving your troops around, using their abilities to coordinate better battle strategies than your opponents. When I talked to them, the group was taking a lunch break, and looking for an additional player. Two of the players owned the equipment, and had brought to the convention, two of them had played the game before, but didn't own any equipment, and finally they had a fifth player, who had never played the game before. The fifth player would often leave, and so the Heroscape players would coax fellow convention goers to jump in mid session and play, even if they were new to the game.

Unfortunately, my observations were fairly limited at the convention, people paid to attend and have a good time, not be pestered by CHI students. Still, it was interesting getting to see tabletop gaming in a new light. The convention atmosphere was much more conducive to complete strangers getting together to play a game. In our weekly sessions, the new players generally come in one at a time, invited by the pre-established players.

Thursday, February 17, 2011

Paper Reading #9: UIMarks: Quick Graphical Interaction with Specific Targets

Comments: Wesley Konderla, Derek Landini.
Reference Information:
Title:UIMarks: Quick Graphical Interaction with Specific Targets
Authors: Olivier Chapuis, Nicolas Roussel.
Venue: UIST’10, October 3–6, 2010, New York, New York, USA.

Summary: UIMarks is a system designed for Mac OS X and the X Window system which allows developers to design user interfaces using a markup language to easily define targets for mouse pointing. Unlike other experimental pointing systems, this one is designed to be used ontop of current systems, instead of replacing them all together. The project focused on efficiency, and ignored criteria such as ease of learning, etc.

Discussion: This article was fairly interesting, but a little hard to follow. It was highly technical, and didn't do a good job of convening what the system actually was doing. Overall, it sounds like a fairly interesting interface system.

Tuesday, February 15, 2011

Paper Reading #8: Exploring Mobile Technologies for the Urban Homeless

Comments: Ryan Kerbow, Wesley Konderla.
Reference Information:
Title: Exploring Mobile Technologies for the Urban Homeless
Author: Christopher A. Le Dantec
Venue: CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA

Summary: In Le Dantec's short paper, he discussed his proposal for a study of technology's effect on the lives of homeless people in an urban setting. Technology today can offer a wide arrange of different advantages for affluent citizens, but homeless people are generally cut off from these benefits. The project specifically purposed giving cell phones to homeless people, with software specifically loaded on them to help find shelters, soup kitchens, and sources of medical aid. While the proposal focused primarily on cell phones, it also suggested a few other options of technology which could help the homeless' lives, such as bus passes.

Discussion: This article was interesting, and very short. It had a bit of data in the form of conversations held with various homeless people, but for the most part it was a proposal of what they wanted to do, instead of an actual HCI research project.

Ethnography Results, Week 2

This week, we were going to visit the same tabletop group from the previous week. We arrived a bit early, so we could watch the interactions of the people arriving. The other early gamers were talking about various subjects, school, video games, and some previous tabletop sessions. The leader was feeling under the weather, and so he had forgotten to send out an email announcing the fact that there was a session this week. Because of this, only three of the eight games showed up. A good session generally requires four people, so paired with the leader's illness, they decided to call off the session for the week. Since they were all gathered together and had a large chunk of time allotted, the group went out for breakfast together.

While we didn't get many notes this week, we were shown how important communication is when scheduling a group, and that you can't always count on a session to occur every week. It was interesting to see the group go out together after the session was canceled. Even though they weren't in a formal gaming session, they still operated as a close, tight nit group.

Thursday, February 10, 2011

Book Reading #16: Opening Skinner's Box

Reference Information:
Title: Opening Skinner's Box
Author: Lauren Slater
Publisher: W.W. Norton & Company (2008)
 
Summary: In this chapter of Opening Skinner's Box, Slater discuses the bystander effect, where when a sufficiently large group of people witness something that normally would drive an individual to action, and yet they all remain motionless, simply watching the events unfold. She discusses this in the retelling of a trio of brutal murders, in which 38 people simply looked out their windows and watched, instead of calling the police. In an experiment trying to recreate the effect, they used a fake seizure to attempt to drive people into action. They discovered that in groups of 4 or more, people would be far less likely to react.

Discussion: I've read about the bystander effect before, this was pretty interesting chapter to read. I'd hope that in a similar situation, I wouldn't fall victim to this effect, and would be driven into action. I found this chapter a little more enjoyable than the previous few.

Book Reading #15: Coming of Age in Samoa

Reference Information:
Title: Coming of Age in Samoa
Author: Margaret Mead
Editors: Williams Morrow and Company (1928)
Summary: In the next chapter of Mead's novel, she looks at the circle of friends of a Samoan girl between the ages of roughly seven and fourteen. Unlike the men of Samoan culture at this age, the women are kept relatively isolated from girls their age, and do not have many friendships until they are older. The interaction they do have with women are generally much older, or much younger.
Discussion: In US culture, children spend a huge amount of time with kids their age between the ages of seven to fourteen, maybe even moreso than any other time in their life. The Samoan norms stand in stark contrast to this, and

Book Reading #14: The Design of Everyday Things

Reference Information:
Title: The Design of Everyday Things
Author: Donald Norman
Publisher: Basic Books (2002)

Summary: In the fifth chapter of The Design of Everyday Things, Normand discusses human error, and the various ways that this can manifest. He breaks mistakes down into two categories, slips, and mistakes. Slips are the result of automatic, subconscious actions. Mistakes on the other hand, result from a deliberate, conscious action taken by a person.

Discussion: I found this chapter insightful, as always. I had never really considered that there were two fundamentally different types of errors.

Paper Reading #7: Public Issues on Projected User Interface

Comments: Chris Kam, Aaron Kirkes.
Reference Information:
Title: Public Issues on Projected User Interface
Authors: Ju-Chun Ko, Li-Wei Chan, Yi-Ping Hung.
Venue: CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Summary: For their conference paper, the authors discussed how pico-projectors could affect how people use technology in social and public situations. Pico-projectors are small, self powered projectors which can be mounted inside of cell phones, cameras, and other devices of similar size. The authors stressed how the social issues surrounding pico-projectors needed to be solved in order for Projected User Interaces, or PUIs, to gain mainstream appeal.

The problem with projected user interfaces is that they take up a considerable amount of space in comparison to your typical cell phone screen, and can be directed in any location. This creates issues with invading someone's personal space, or directly shining a PUI on top of them. Even when a PUI users is attempting to be respectful, a sufficiently bright projector may cause annoying glares.

Furthermore, if PUIs really did take off, then the interaction between PUI users would also become an issue. The authors of this paper proposed a system in which PUIs are aware of other projected inferaces operating in the area, so they could communicate to each other in order to not project on top of each other.

Discussion: This article raised several interesting points. Their suggested solutions seemed highly complex, relying on industry standardizations or government intervention in several cases. Also, the issue remains that projected user interfaces bring up privacy and public decency concerns.

There may be a day that projected user interfaces are common place, but I foresee people being perfectly content and happy with their cell phone screens for the extended future. Pico-projectors will most likely remain a niché method of sharing things such as video, pictures, or presentations to a small group of people.

Tuesday, February 8, 2011

Book Reading #13: Opening Skinner's Box

Reference Information:
Title: Opening Skinner's Box
Author: Lauren Slater
Publisher: W.W. Norton & Company (2008)
Summary: In the third chapter of Opening Skinner's Box, Slater discusses various studies performed within mental institutions. In two different experience, completely mentally healthy people willingly admitted themselves to an asylum. In the original experiment, the patients were diagnosed with schizophrenia, but when Slater tried to repeat the experiment, she was not admitted, but instead prescribed with various medications.
Discussion: This article was one of the more interesting articles so far in Opening Skinner's Box. I've often felt that psychiatrists today are too quick to prescribe inattentive children with ADD, so it was an interesting read to see other cases of a similar phenomenon.

Book Reading #12: Coming of Age in Samoa

Reference Information:
Title: Coming of Age in Samoa
Author: Margaret Mead
Editors: Williams Morrow and Company (1928)
Summary: In the fourth chapter of Coming of Age in Samoa, Mead begins to discuss the family unit in Samoa. For Samoan families, titles are incredibly powerful, and dictate most of the interactions. Also age is an important factor, with Samoan culture, with older Samoans having authority over their younger counterparts.

Discussion: This chapter was fairly interesting. The various titles were unique, and I found the separations of siblings a strange deviation from western cultures.

Ethnography Results, Week 1

For our ethnography project, our group has decided to study the culture around tabletop role-playing games. These games, popularized by Dungeons and Dragons during the mid 70s, involve roughly 4 to 8 players, and one organizer, meeting on a semi regular basis to play a gaming session which generally lasts 3 to 4 hours. These sessions offer a unique environment to study people, since the participating players interact not only interact in their normal roles as friends socializing, but also as the character they are representing in the game.

While the majority of our data will be qualitative observations about the behavior of the participants, due to the nature of tabletop gaming we will also have a unique amount of quantitative information in the form of character statistics. For example, in a normal group setting, the leader generally is chosen due to their charisma, leadership qualities, and other similar qualities. However, in Dungeons and Dragons, the players are limited by their character's statistics. If the character of the natural born leader has a low intelligence for example, it would be out of character and not believable for them to lead the players.

This Saturday, Derek and I set in on a classmate's Hackmaster game. Hackmaster is a tabletop game which is a variation on the Dungeon and Dragons 2nd edition rules. The classmate runs a game every Saturday morning, and serves as the leader, or Dungeon Master of the event. He creates the scenario which the other players, known as Player Characters, or PCs for short, play in. He also enforces the rules, and serves as the antagonist by controlling the enemy monsters.

The Player Characters function in an organized group known as a Party, and elect their own leader to make decisions for the group. In the particular encounter Derek and I watched, the party was crossing a narrow canyon, and was ambushed from behind by a large monster. This initially threw the group into chaos, with one of the players immediately falling into a river below the cliff. After the initial confusion, two of the fighter characters blocked the monster's path, allowing the mage and thief to attack with ranged weapons.

Due to the way Dungeons and Dragon is structure, every action the player performs has a certain percentage of failure, the likelihood of the actions succeeding determined by a dice roll. In our particular encounter, it appeared as if 3 character were going to be killed by the end of the session (a fairly standard statistic for a Hackmaster game). However, due to a lucky dice roll, the thief character was able to throw a well placed dagger directly in the enemy's weakpoint, killing it just in time to save a dying character. After healing the character, the remaining party members instantly mounted a rescue effort to save the two characters drowning in the river. Due to a pair of lucky rice rolls, the PCs were once again able to come out unscathed.

The overall atmosphere of the game was lighthearted and friendly. Upon our initial arrival, the group was happy to see newcomers, and were eager to have us join in on their game. While we didn't actually participate in the game, they offered to let us in several times, completely welcoming the idea of letting new people into their group. When in between rounds, or during non-critical decisions, the players would often make jokes, or tell stories of similar sessions they had played in the past. We sat around and made jokes with them when appropriate, and they were eager to explain what was going on when we were lost.

Tabletop gaming has been a staple of Fantasy and Sci-Fi culture since it's popularization, but it also has unfortunately been stigmatized due to objections from mainstream society and religious groups during the 80s. Today's Dungeons and Dragons players generally do not advertise their affinity for the game, so it's popularity has started to slip in recent years. We hope with our study we can show the general nerd culture that Dungeons and Dragons is still relevant, popular, and worth their time.

Due to the scheduled nature of tabletop gaming sessions, finding groups to study is not going to be too difficult for our purposes. In particular, we're going to cooperate with Texas A&M's Fantasy and Sci-Fi organization Cepheid Variable for the purpose of finding Dungeons and Dragon groups to sit on. This is how we found the classmate's group, we've already received permission to sit in on several other groups. Eventually in our project we hope to find a group which will allow us to sit in on a game or two, so we can see how the groups interact first hand.

Monday, February 7, 2011

Paper Reading #6: Who are the Crowdworkers? Shifting Demographics in Mechanical Turk

Comments: Chris Kam, Wesley Konderla.
Reference Information:
Title:Who are the Crowdworkers? Shifting Demographics in Mechanical Turk
Authors: Joel Ross, Andrew Zaldivar, Lilly Irani, Bill Tomlinson, M. Six Silberman.
Venue: CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Summary: In the paper, Who are the Crowdworkers, the authors discuss Amazon's "Mechanical Turk" service. The Mechanical Turk service is a sort of "artificial artificial intelligence", it allows employers to hire out workers for small "Human Intelligence Tasks", or HITs, which are tasks that humans are specifically good at performing. Examples of HITs include photo tagging, transcriptions, paraphrasing articles, and captioning video. Due to the trivial nature of these tasks, the workers are compensated with as little as one cent per task, those the average price for a simple task is more around the dime area. More complex tasks pay upwards of a dollar.

Early on in the Mechanical Turk program, the demographic of workers skewed mostly towards younger, educated American women looking to supplement their income. As the program continued however, the demographic began to shift. At around the two year point, the service became popular with Internationals looking to increase their income so that they would have enough money to sustain on. In particular, young educated Indian men have started to carve out a sizable chunk of the workers on the service.

This raises some interesting moral implications for Mechanical Turk and similar competing services. While the original idea of paying people pennies per task in order to supplement their income works well when dealing with financially secure Americans, poor International workers depending on Mechanical Turk for their livelihood could be unfairly paid for the amount of work they put into the service. This is particularly an issue because the workers are anonymous, so demographic information is hard to come by. Even the authors of this article had to poll a somewhat small, self selecting group of individuals to come up with their information.

Discussion: This article was particularly interesting for me. Back when Mechanical Turk first premiered, I created an account and tried the service out. I think I only made a quarter or two, but it gave a pretty interesting insight into the service.

The tasks are fairly menial, as far as digital tasks can be at least. To make any "real" money on it, you'd have to spend several afternoons completely focused on it, not letting any distractions get in. Due to this fact, it's not surprising to me that poorer internationals are flocking to the service. It's a shame that this service is one of the few places they can turn to in attempts to supplement their income, so I do agree with the author's opinion that Mechanical Turk workers should be compensated more for their work if people are truly attempting to live off of it.

Book Reading #11: Design of Everyday Things

Reference Information:
Title: Design of Everyday Things
Author: Donald Norman
Publisher: Basic Books (2002)

Summary: In chapter 4 of The Design of Everyday things, Normand expands on his door example from the first chapter, and discusses the various constraints about designing. Using Physical, Semantic, Cultural, and Logical constraints, people are able to extrapolate information about a new item's purpose and function from appearance alone. Each of these constraints work together, physical constraints can dictate the orientation that something belongs in, while cultural constraints would make people naturally arrange stop-light bulbs in order of red, yellow, green. Normand ends the chapter with a discussion on visibility and feedback. Relevant parts of an object need to be easily visible, such as a handle on a cabinet door, and feedback needs to be given when a feature is activated.


Discussion: Once again, this was another interesting chapter from Normand. He seems particularly fond of the door example, so it was nice getting to see him expand on it in this chapter. As a fan of Lego, it was also fun to see it make it into an example in the book.

Thursday, February 3, 2011

Book Reading #10: Opening Skinner's Box

Reference Information:
Title: Opening Skinner's Box
Author: Lauren Slater
Publisher: W.W. Norton & Company (2008)
 
Summary: In the second chapter of Opening Skinner's Box, Slater discusses Stanley Milgram's famous experiment on authority and obedience. By using actors pretending to be in a shocked violently after the study subject was ordered by shock them, Milgram showed how Holocaust like behavior can be exhibited in over half the population.
Discussion: I enjoyed this article a little more than the first article. The moral and ethical dilemmas presented in this section were very thought provoking. I hope that if I were put in this same situation, I would not behave like their typical test subject.

Book Reading #9: Coming of Age in Samoa

Reference Information:
Title: Coming of Age in Samoa
Author: Margaret Mead
Editors: Williams Morrow and Company (1928)
Summary: In this section, Mead discusses the early years of a child's life. When they are very young, the children of the tribe are taken care of by the older girls. Once they reach roughly the age of 5, the girls are given and education in childcare, so that they can look after those younger than them.

Discussion: It was interesting to see the early years of the Samoan women. The fact that children are given such important responsibilities at a young age surprised me. In our culture we give children responsibilities at a much older age, and they're usually small duties. To put 5 year old children in charge of child care is almost unfathomable by today's standards.

Book Reading #8: Design of Everyday Things

Reference Information:
Title: Design of Everyday Things
Author: Donald Norman
Publisher: Basic Books (2002)
Summary: In this section of The Design of Everyday Things, Normand discusses different aspects of information retrieval, and how people remember things. He talks about how physical objects can aid in one's memory, so certain things such as a keyboard's layout or a phone's keypad are hard to recall if the object is not in front of us, since that information is a purely procedural memory.

Discussion: This chapter was as interesting as the previous ones. I liked learning about the various aspects of memory. I was particularly surprised to hear that people can't remember the letters on a phone keypad however. Then again, once I gave it a try, I accidentally got some of the letter placement mixed up myself, so it makes sense.

Dr. Celine Latulipe Reading

Title: The Creativity Support Index
Reference Information:
The Creativity Support Index
Carroll, Erin. Latulipe, Celine.
CHI 2009, April 4 – 9, 2009, Boston, MA, USA


Summary: In Latulipe's article, The Creativity Support Index, she discusses the difficulties behind quantifying creativity. Since creativity itself is hard to define, creativity tools are equally as hard to create, due to a lack of data.

Historically, scientists have either chosen to use a custom, context specific index, or they have used the NASA Task Load Index Survey. The NASA survey however is very open ended and general, so it does not often apply to creative works.

The Creative Support Index that Latulipe and Carroll have designed is specifically created to quantify creative works. It works on a +/- 10 point scale in the areas of Exploration, Collaboration, Engagement, Effort/Reward Tradeoff, Tool Transparency, and Expressiveness.

Discussion: Latulipe's Creativity Support Index was very interesting to read about. It seems like a significant improvement over the NASA standard, and an excellent addition to the field.

The concept of quantifying creativity seems interesting to me. By definition, everyone's standard of creativity is subjective, so it seems that the scale would vary drastically by personal taste.

Paper Reading #5: Connect 2 Congress: Visual Analytics for Civic Oversight

Comments: Chris Kam, Vince Kocks.
Reference Information:
Title: Connect 2 Congress: Visual Analytics for Civic Oversight
Authors: Kinnaird, Peter. Romero, Mario. Abowd, Gregory.
Venue: CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Summary: Human beings love making order out of chaos, and there are few things more chaotic than the US political system. The authors of Connect 2 Congress have developed a website aimed at making the actions of congressmen and women a bit easier to make sense of, and follow ofter time. Using Congress's publicly available role call data, the authors worked with existing political anayalsis models, as well as designed their own.

Congress's role call data is very simple. It shows how people voted on a bill, Yes, No, or the impartial "Present", along with the bill's sponsors. Using this data alone, the system's designers can extrapolate a politician's political party, and show you just how far left or right they lean. The role call data is not the only information provided however. Using NPR's records, users can look up dates for politically motivating events, such as the Virginia Tech shootings, or drastic rises in gas prices.

The system was designed with four groups in mind, social scientists, political strategists and politicians, journalists, and informed voters. Social Scientists immediately recognized the usefulness of the system, as well as politicians. The system gives an immediate visualization of traditionally hard to examine data, and allows people to make more informed decisions. Journalists enjoy the system because it allows them to quickly fact check information, or to find interesting, previously unreported trends. Finally, the authors of the article believe that the system is a bit overkill for the average voter, but that it can give unique insights for those motivated enough to learn to use it.

Discussion: For anyone who's also been assigned the same last few articles I have been, I'm sure you can agree with me: Finally, something with Computers in it! This article was a very interesting read. One would think that something as simple as a yes/no vote would be rather easy to quantify, understand, and research. However, the obviously turned out not to be the case.

It's a shame that more projects like Connect 2 Congress do not exist. It was particularly admirable of the authors to stay as politically neutral as they did, such as their choice to use the government funded NPR instead of arguably biased news sources such as Fox New or MSNBC. Most political websites seem to be stuck in the 90s design wise, so thew newer "Web 2.0" style sites usually have an obvious agenda one way or the other behind them.

Wednesday, February 2, 2011

Tenative Ethnography Proposal

For our ethnography, we've decided to take a look at the college town coffee shop culture. Coffee shops are a prevalent all across the united states, but college towns have become famous in particular for their lively and active coffee shop scenes. Our ethnography is going to look at the type of people who spend their time in coffee shops, and what they do once they're there.

In particular, we're going to view whether or not coffee is the central focus of the coffee shop goer. When they sit down after buying their drink, are they simply enjoying their beverage, or are they diligently studying, hunched over a laptop or book? Furthermore, do coffee shop goers generally come alone, or do they socialize in groups?

This project will offer a many different opportunities for data collection. We can passively sit by and observe the people in the coffee shop, or we could actively gather information by passing out short surveys (with the coffee shop's permission of course). The number of locations we could gather information at is also varied, thanks to our college setting. We'll most likely focus our sights on three different coffee shops: Poor Yorick's, a large shop centered in the middle of campus, the North Gate Starbucks, a small cooperate coffee shop within walking distance of campus, and finally, Sweet Eugen's, a large independent coffee shop located within driving distance (but not walking distance) of campus.

Our group would be comprised of:
Stuart Jones
Derek Landini
Joshua Penick
Lukas Kuhr

Tuesday, February 1, 2011

Book Reading #6: Coming of Age in Samoa Microblog

Reference Information: Mead, Margaret. Coming of Age in Samoa. Williams Morrow and Company (1928)

Chapter 2:
Summary: The second chapter in this book, the first real chapter about the culture of Samoa itself, describes the everyday life of the people in the village Mead is staying in. Each group has their own predefined roles. The men do the jobs requiring physical strength, such as hunting or carpentering, boys spend most of their day fishing, and the women car for the children and do house-keeping and cooking type chores.
Discussion: This chapter did a good job of establishing what a normal day in the village would be like, while still giving some details to what might happen when a person is born or dies, or if a visitor were to arrive.

Appendix II:
Summary: In this section, Mead describes her general techniques of studying the women in the Samoan culture. She decided on doing a cross section of the culture, focusing on girls not near puberty, girls about to enter, girls in, and girls recently out of puberty. By using a cross section strategy, she can analyze the different portions of the culture all at once, and make generalities about them and the transitions between them.

Discussion: I'm surprised how much she had to argue her case for the cross section method. Today it seems like a relatively normal thing to do. It's unreasonable to expect someone to study a culture for an entire generation just to see how a group of young women develop.

Appendix V:
Summary: Mead continues describing the various groups she separated the sixty eight women into in this section. One portion which she goes into in particular in this section is the intelligence test she administered. While there were a few standouts, she found that for the most part the girls were all of similar intelligence.

Discussion: I find it very interesting that in a cultural study, she would pay so much attention to their intelligence. Regardless the test's usefulness however, it did act as a good tool to spend time alone wit the children.