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Social Computing Group © 2006 IBM Corporation www.research.ibm.com/SocialComputing/ Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii.

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Presentation on theme: "Social Computing Group © 2006 IBM Corporation www.research.ibm.com/SocialComputing/ Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii."— Presentation transcript:

1 Social Computing Group © 2006 IBM Corporation www.research.ibm.com/SocialComputing/ Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii bowling, and a corporate Second Life Wendy A. Kellogg, Jason B. Ellis, John C. Thomas IBM T.J. Watson Research Center

2 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 2 Overview  Three Examples Nintendo 64’s Super Mario 64 Wii Bowling Corporate Second Lives  Social Translucence  Four (Proposed) Dimensions of Supple Interfaces Physical Interaction Expressiveness Engagement Social Context

3 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 3 Perspective: Social Translucence  A tale of two doors A problem: A door opens into a hallway; opened too quickly it can slam into those on the other side Two sorts of solutions See Erickson, T. & Kellogg, W.A. "Social Translucence: An Approach to Designing Systems that Mesh with Social Processes." In Transactions on Computer-Human Interaction. Vol. 7, No. 1, pp 59-83. New York: ACM Press, 2000..

4 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 4 Perspective: Social Translucence  Why the glass window works... Perceptual cues engage us in a way that text doesn’t Awareness brings social rules into play Accountability: I know that you know that I know  We call systems that do this "socially translucent" systems They're ubiquitous in the f2f world… …but rare in the digital world

5 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 5 N64’s Super Mario 64  Game Experience Progressively difficult ‘quests’ Complex physical interaction with controller; two-handed ‘moves’ Discovery  Suppleness Physical Interaction: Very Good Expressiveness: Weak Engagement: Very Good Social Context: Outside of Game

6 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 6  Game Experience Progressively difficult ‘quests’ Complex physical interaction with controller; two-handed ‘moves’ Discovery  Suppleness Physical Interaction: Excellent Expressiveness: OK Engagement: Very Good Social Context: OK, but mostly outside of the game Wii Bowling www.nytimes.com/2007/03/30/arts/30seni.html?ex=1332907200&en=071aee3567f7bb9b&ei=5088&partner=rssnyt&emc=rss

7 Social Computing Group © 2006 IBM Corporation Ibm.com GWS&E Slide: 7  Game Experience Little structure or progressive goals, as yet Physical interaction is clumsy Social interaction  Suppleness Physical Interaction: Poor Expressiveness: Excellent Engagement: Very Good Social Context: Potentially excellent Corporate Second Life

8  CHI 2007 Supple Interfaces Workshop Social Computing Group © 2007 IBM Corporation April 2007 8 Crossing the Ravine Game

9  CHI 2007 Supple Interfaces Workshop Social Computing Group © 2007 IBM Corporation April 2007 9 Second Life…at IBM “As a result of IBM’s Innovation Jam, Palmisano allocated $10M to help build out the 3D internet exemplified by Second Life…” ‘“The 3-D internet may at first appear to be eye candy,” says IBM’s Palmisano. But he thinks Second Life is “the next phase of the internet’s revolution.”’ “By early January, more than 3,000 IBM employees had acquired their own avatars, and about 300 were conducting company business inside Second Life.” “In the case of IBM, it’s not just a matter of touting the wonders of Second Life; it’s really using it – both as a business opportunity and as an internal tool.” Fortune Magazine February 5, 2007


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