6/12/20151 CS 160: Lecture 18 Professor John Canny.

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Presentation transcript:

6/12/20151 CS 160: Lecture 18 Professor John Canny

6/12/20152 Outline 4 Some basic concepts from social psychology 4 CSCW: Computer-supported Cooperative Work 4 Case study: video-conferencing

6/12/20153 Social Psychology 4 Why study it? 4 It helps us understand human collaboration, which is one of the most difficult areas of HCI, but also the most important. 4 Most “knowledge work” is collaborative at some level. Organizations can be more or less than the sum of their parts.

6/12/20154 Mere presence effects 4 Simply being near others can lead to changed performance, e.g. Triplett’s fishing observations. 4 How would fishermen in a group perform differently from individuals?

6/12/20155 Mere presence effects 4 A: They catch more fish per fisherman ! 4 But specifically, which aspects of performance change?

6/12/20156 Mere presence 4 Stress, anxiety or stimulation increase physiological arousal, and arousal speeds up behavior. 4 The presence of others pushes these buttons… 4 But increased speed can also increase errors, so it can be bad on difficult tasks.

6/12/20157 Mere presence 4 Increased arousal generally helps learning 4 But, it also heightens response to well-learned stimulae (Zajonic and Sales): Its an“alpha helix”

6/12/20158 Mere presence 4 Mere presence isn’t quite the right idea. 4 The presence of a blindfolded subject didn’t increase arousal, and didn’t affect performance. 4 The presence of others evaluating or competing with us is what matters.

6/12/20159 Mere presence – Design Implications 4 Increasing the level of group “awareness” should increase mere presence effects: *Heightened arousal *Faster performance *Increased learning *More errors 4 Examples: *High awareness – video conferencing, phone *Medium – Instant messaging *Low awareness –

6/12/ Mere presence – Design Implications 4 What would be a good medium for : *Routine discussions? *Brainstorming? *Working on difficult tasks, e.g. programming?

6/12/ Attribution 4 How do we attach meaning to other’s behavior, or our own? 4 This is called attribution. 4 E.g. is someone angry because something bad happened, or because they are hot-tempered?

6/12/ Attribution: ourselves 4 Lets start with ourselves, how good are we at figuring out our emotions? 4 Schacter: it depends strongly environmental and physiological factors, and others near us. 4 The bottom line is that we can feel strong emotion, but struggle to recognize it as happiness or anger.

6/12/ Schacter’s experiments 4 Subjects interacted with a confederate, confederate expressed strong emotions (happy, angry, sad). 4 Subjects normally mirror such emotion slightly (empathy). 4 Injecting a stimulant (epinephrine) causes a physiological state similar to strong emotion. Subjects who received it strongly mimic-ed the confederate. 4 Most interestingly, subject’s attributed their emotions to all kinds of other factors (than the conferederate’s state). 4 However, knowledge of the effects of the drug reduced subject’s response.

6/12/ Attribution theory 4 Attribution theory: was this behavior caused by personality, or environment? 4 Fundamental attribution error: *When I explain my own behavior, I rely on external explanations. *When I explain others’ behavior, I’m more likely to attribute it to personality and disposition. *e.g. other drivers are either “lunatics” (faster than me) or “losers” (slower than me). Of course, they have the same model about you …

6/12/ Attribution theory 4 How should you design communication systems to minimize attribution errors?

6/12/ Attribution theory – design implications 4 To reduce attribution errors, its important to have as much context as possible. 4 E.g. room-scale video-conferencing, or ambient displays:

6/12/ Non-verbal communication 4 In real life, we use a lot more than speech (or sign language) to communicate. 4 Non-verbal communication includes: *Gaze, eye contact *Facial expression *Gesture *Posture *Touch *Location (proxemics) *Time *Prosody (speech)

6/12/ Non-verbal communication Which of these cues are preserved by: 4 ? 4 Instant messaging? 4 Telephony? 4 Video-conferencing?

6/12/ Non-verbal communication Q: What is the role of these cues in normal communication? A: It depends totally on the role of the communication, e.g. 4 Routine (giving information, coordinating) 4 Persuading and being persuaded 4 Trust, deception and negotiation 4 …

6/12/ Routine communication 4 Most of what happens in most organizations. 4 Doesn’t seem to benefit much from non-verbal cues, and in fact there is evidence that people prefer less- rich media such as and telephone: *Sproull and Kiesler: computer science students did better with than face-to-face meetings. *Connell et al.: Business employees preferred the phone over face-to-face and for routine communication.

6/12/ Persuasion 4 Seems to be strongly influenced by gaze and facial cues (Werkoven et al.). Note: Most non-verbal cues are not consciously processed. We transmit and receive without being aware of what we are doing. Most non-verbal cues are strongly influenced by our personality and emotional state. Facial expression is different however. We consciously manage it, and it shows very little correlation with emotional state.

6/12/ Trust and deception 4 Most people emit easy-to-read non-verbal cues when they try to deceive. These are the basis of “lie detector” tests. 4 They include: *Prosodic speech variation *Skin conduction (due to sweating) *Breathing and heart rate changes *Particular body gesture cues

6/12/ Trust and deception 4 Facial expression on the other hand, since it is consciously managed, is a poor cue to deception. 4 Most deception cues therefore, are “below the neck”.

6/12/ Trust and deception 4 Facial expression on the other hand, since it is consciously managed, is a poor cue to deception. 4 Most deception cues therefore, are “below the neck”.

6/12/ Trust and deception 4 A former president:

6/12/ Trust and deception 4 A former president:

6/12/ Trust and deception 4 A former president:

6/12/ Break

6/12/ CSCW: Computer-Supported Cooperative Work 4 Its about tools that allow people to work together. 4 Most of the tools support remote work *video, , IM, Workflow 4 Some tools, e.g. Livenotes, augment local communication. 4 Can be synchronous (live) or asynchronous

6/12/ Asynchronous Groupware 4 still a killer app 4 Newsgroups: topical messaging 4 Cooperative hypertext/hypermedia authoring: e.g. Wikis, Blogs 4 Structured messaging: e.g. Workflow – messages route automatically. 4 Knowledge repositories: Answergarden, MadSciNet, Autonomy… Automation

6/12/ Blogs and Wikis 4 Hybrids between mail/news and web sites. 4 Posting capabilities make the site dynamic. 4 Web presence makes it accessible+searchable 4 Usually create a hierarchy among the user group (posting, commenting, reading). 4 See e.g. swiki from Georgia Tech

6/12/ Content-Management Systems 4 CMSes (like Plone) go a step further. 4 They include fancier publishing options (templates) and site navigation widgets. 4 They also include more groupware features, scheduling, news, comments, etc.

6/12/ Language/Action Analysis 4 Early studies of CSCW noticed that human dialogue at work was “transactional”: 4 It comprised a few categories of “speech acts”, like ask, propose, accept, acknowledge.. 4 i.e. user action and form of dialogue were closely coupled.

6/12/ Language/Action Analysis 4 Systems were built to support specific acts and to follow and help the work. 4 BUT: they were too restrictive. 4 E.g. the Coordinator forced users to identify the speech act they were using to the system. 4 Finally a compromise was found: Workflow.

6/12/ Workflow 4 Documents carry meta-data that describes their flow through the organization: *Document X should be completed by Jill by 4/15 *Doc X should then be reviewed by Amit by 4/22 *Doc X should then be approved by Ziwei by 4/29 *Doc X should finally be received by Don by 5/4 4 The document “knows” its route. With the aid of the system, it will send reminders to its users, and then forward automatically at the time limit.

6/12/ Workflow 4 There are many Workflow systems available. Lotus notes was one of the earliest. 4 Workflow support now exists in most enterprise software systems, like Peoplesoft, Oracle, SAP etc.

6/12/ Knowledge repositories 4 AnswerGarden (Ackerman): database of commonly-asked questions that grows automatically. 4 User poses question as a text query: *System responds with matches from the database. *If user isn’t satisfied, system attempts to route query to an expert on the topic. *Expert receives query, answers it, adds answer to the database.

6/12/ Trends 4 There is a trend toward “do everything” systems like Autonomy: 4 Autonomy includes: *Automatic expertise profiling *Social networks (communities of practice) *Document clustering and categorizing *Search and browse *Automatic cross-referencing & hyperlinking 4 i.e. no boundary between “content management” and “people management”

6/12/ Video Conferencing 4 The ultimate collaboration technology of tomorrow, …since the 1940’s. 4 There is still steady growth in video systems, and its available on some phones now. 4 But growth in corporate settings has been much slower than expected. 4 Many experiments have shown that video meetings are a poor substitute for face-to-face.

6/12/ Persuasion (Werkhoven et al., 2001) 4 2 participants and 1 confederate performed a collaborative task 4 The confederate tries to influence the other’s choices 4 Persuasive power measured as the change in those choices in response to group discussion Key result: Gaze-preserving V.C. was as good as F2F But the non-gaze-preserving video system was much worse

6/12/ Trust Formation (Bos et al., 2002) 4 3-person groups 4 4 conditions – text, audio, video, face-to-face 4 Played 30 rounds of a game called Daytrader 4 Trust development was delayed in audio/video 4 Defections were more likely with video/audio than FTF communication. 4 Little difference between video and audio

6/12/ Trust Formation (Bos et al., 2002) 4 Summary: the Bos system (which looks like the Werkoven one) was very poor for trust-based collaboration. 4 Reasons?: 4 Gaze: the experimenters tried to faithfully reproduce gaze, but its not clear whether their design actually did. 4 Below-the-neck cues. People usually present only face or face/shoulder images. This hides deception cues.

6/12/ Gaze distortion 4 Its physically impossible with standard video displays to preserve gaze for a group of people on either side of a video connection. Unfortunately, that is the most common case in commercial settings. A B

6/12/ Gaze distortion 4 Only A believes that the other person is looking at them! 4 This is because of the Mona-Lisa effect. A B

6/12/ Mona Lisa Effect

6/12/ Other Group Breakdowns 4 Misunderstandings, talking over each other, losing the thread of the meeting. 4 People are good at recognizing these and recovering from them “repair”. 4 Mediated communication often makes it harder. 4 E.g. often escalates simple misunderstandings into flaming sessions.

6/12/ Usage issues 4 Our model of tele-communication is episodic, and derives from the economics of the telephone. 4 Communication in the real world has both structured and unplanned episodes. Meeting by the Xerox machine, or other familiar shared contexts. 4 Also, much face-to-face communication is really side-by-side, with some artifact as the focus.

6/12/ Solutions 4 Sharing experiences is very important for mutual understanding in team work (attribution theory). 4 So context-based displays (portholes) work well. 4 Video shows rooms and hallways, not just people or seats.

6/12/ Solutions 4 Props (mobile presences) address many of these issues. They even support exploration.

6/12/ Solutions 4 Ishii’s Clearboard: sketching + presence

6/12/ MultiView Display (UCB) Light is retroreflected toward the source in the horizontal direction. Each user has their own projector, sees their own image.

6/12/ MultiView Directional Display 4 Each view is provided by a projector 4 The projected image is reflected directly back in the direction of the projector 4 The image can be seen at varying heights only behind the projector 4 Each user gets video from a unique camera at the other end.

6/12/ Cameras Projectors MultiView Display

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6/12/ MultiView Display 4 The Multiview design fully preserves gaze cues between all pairs of participants, on both sides of the connection. 4 It also reproduces everything that’s visible above the table at the other end (same deception cues as a face- to-face meeting). 4 Goal is to see if we can reproduce persuasion and trust cues.

6/12/ Summary 4 Social psychology principles for design of CSCW systems: presence, attribution, deception, non-verbal communication 4 Asynchronous groupware:  knowledge managers 4 Design guidelines for collaboration systems 4 Issues with video-conferencing and solutions 4 There is no “best collaboration technology”. The most appropriate technology depends on the task, e.g.: *Routine coordination and communication *Persuasion *Trust and deception