Friday, February 26, 2010

CHI - My Dating Site Thinks I'm a Loser

My Dating Site Thinks I'm a Loser: Effects of Personal Photos and Presentation Intervals on Perceptions of Recommender Systems

By Shailendra Rao, Tom Hurlbutt, Clifford Nass, and Nundu JanakiRam (Stanford University)

Summary

Personalized recommendation systems are a prominent tool used in websites to aid the user in finding products or information of interest. However, these systems do not always make useful recommendations and the user can feel obligated to make certain actions to fool the recommendation system.

The researchers designed an experiment that studied the two major interface factors: reliable information by personal photos and the system's recommendation intervals. The experiment would be conducted by an online dating recommendation system called MetaMatch.

MetaMatch

MetaMatch was a 2x2 web-based study that had participants answer 40 personal questions and the algorithm would identify dating matches to these questions. The key to the experiment was that it purposely returned incompatible matches. Fifty-six participants were involved in the experiment and all submitted a personal photograph. Only half of the participants had their photos displayed in their profile. Also, half of the participants were given matches at an interval of every 10 questions, and the remaining half did not see matches until completion. The researchers measured change in response strategy on BIDR questions, liking of recommendations, and frustration level.

Results showed that having a personal photo displayed to you hindered the user from changing their responses. Participants that were given interval recommendations felt more frustration then the half that only received recommendations at the finish. Thus, design choices have a major impact on how users interact with recommendation systems.

Discussion

The experiment provided interesting results and brought to my attention how as an internet user, we consciously and unconsciously manipulate our actions because we are aware that information is constantly being collected as we surf the internet. Having products suggested or content altered on a website can be a powerful tool, but it seems the recommendation systems usually get it wrong. At least for me, it feels like that is the case. Lastly, the researchers mentioned how with proper design choice and improved feedback, it could greatly improve the user's interaction with the system.

Tuesday, February 16, 2010

Inmates are Running the Asylum - Part 1 (Ch. 1-7)


The Inmates are Running the Asylum: Why High Tech Products are Driving Us Crazy and How to Restore the Sanity

By Alan Cooper

Comments: Nate Brown

Summary:

Alan Cooper's, The Inmates are Running the Asylum, illustrates the widening gap between well designed software and well designed interactive software products. First, Cooper gives examples of how typical daily objects have become computers, such as the camera, alarm clocks, automobiles, and the bank ATM. It admits to the frustration of use and how too many features cloud the user's ability to interact correctly. However, Coopers says, " (t)he key to solving the problem is interaction design before programming." (16) This statement truly sets the tone for the remaining chapters.

Next, the term "cognitive friction" is defined as a person's intellectual struggle with a complex set of rules that varies alongside changes in the problem. Operating systems and the internet are all examples of cognitive friction for the user. Cooper specifies that three needs must be met for quality interaction: conceptual, behavioral, and interface.

Furthermore, he states that a programmer's goal is not necessarily a user's goal. Here in lies the problem, the software engineer measures function and features as the product's worthiness, but if the user can actually use these features is not being considered. This development process is supported by the business managers lack of clear descriptions and unreasonable set of deadlines. Cooper argues that if business managers would improve product design it could reduce tech support spending and improve customer loyalty. Lastly, Cooper sympathizes with software engineers by relating his own experience. He points out that the psychological mindset of both the engineer and the user must be evaluated in order to improve software design for all parties.

Discussion:

After reading the first and second chapter, I was frustrated with the complaints about software design and completely disagreed that we, the future inmates, were incapable of developing user-friendly products. However, after further reading, Cooper finally persuaded me into hearing his thoughts on the role of software engineers to aid the user in improving interaction. Thus, I agree with Cooper that we are given this great toolset of how to engineer and solve problems, but we are not implementing the best method of interaction for the average user. This books clearly fits into this class' scope and brings the needed attention to understanding how humans interact with technology. I feel this point was clearly stated by Cooper, "...there is a tremendous difference between designing for function and designing for humans." (90)

CHI - Personalize My Roomba

"Pimp My Roomba": Designing for Personalization

By JaYoung Sung, Rebecca E. Grinter, and Henrik I. Christensen (Georgia Institute of Technology)

Summary:

This article studied the natural instinct to want to customize an object to suit your taste and this act will have a positive impact on your experience with the object. This need to personalize is evident in today's technology (cell phones, MP3 players, and laptops). From this viewpoint, the researchers conducted a 6-month study on how participants would use a "personalization toolkit" with a robot. The robot chosen is a household vacuuming device, iRobot's Roomba ™.

Study

The study consisted of 30 households in Atlanta, all families were given a Roomba. Only half of the participants received a "personalization toolkit". The researchers kept in contact with the households throughout the study and noted who and why personalized their robots. Also, they were given booklets and instructions on how to use the toolkit on the robot. However, the participants were not obligated to change their Roomba in any way.

Findings

Six of the fifteen households chose to personalize their Roomba with four using letter sets and markers, and the remaining two using the purchased Roomba skins. Also, 2/3 of the households did make an attempt to personalize by going online to review the skins, but the majority did not find skins suitable to their taste.

The researchers concluded that people were motivated to project an identity to the robot, such as a name and gender. Also, 2 participants wanted to express the robot's meaning to them and used the decoration to reflect appreciation. Lastly, some participants chose to personalize so it would be noticeable in the home or blend in the home's background. Thus, the researchers determined that personalization increased the connection between the household and the Roomba which could lead to increased use and proper maintenance.

Further observations from the study include that none of the households without the toolkits chose to decorate the robot. They viewed it as too complicated and required too much time. The researchers conclude that personalization can be encouraged and that users need support in design to facilitate customization.

Discussion:

This article is significant because it demonstrates a person's natural need to personalize their tech toys and it improves interaction. By identifying this need, one can incorporate into the product design. It could improve customer loyalty. Also, it shows that we have a tendency to want to humanize our tech objects...haven't you talked to your cell phone or laptop when it doesn't follow instruction?

Tuesday, February 9, 2010

CHI - Team analytics

Team Analytics: Understanding Teams in the Global Workplace
By Jan Pieper, Julia Grace, and Stephen Dill (IBM Almaden Research)

Comments: Daniel Gruben , William Hodges

Summary:
The article serves as an introduction to the application, Team Analytics and its use within an email client. Also, a small user survey is performed on the application. The software organizes the contact information for a team to improve communication and team building. To use Team Analytics, the user enters a list of email addresses and then the software creates the following items: picture gallery, organizational chart, timezone pain chart, attribute pie chart, and a bizcard section. The application was placed into action in 2008 at a large global company, it still serves about 5,000 requests per week.
User Survey
An anonymous survey was provided to existing users and had 290 self-selected respondents. Thus study showed that the majority use Team Analytics on a weekly basis and over 90% are very satisfied with the software.
Discussion:
By today's global economy, the application could be useful in staying in good contact with your team. From my experience, it can be challenging to stay on the same page with a local team, I can imagine the difficulty for a virtual team divided amongst time zones. Thus, I would think the timezone pain chart would be a useful aspect in scheduling meetings even though it received a poor rating in the survey.

CHI - When I am on Wi-Fi

"When I am on Wi-Fi, I am Fearless:" Privacy Concerns & practices in Everyday Wi-Fi Use
By Predrad Klasnja (Univ. of Washington), Sunny Consolvo, Jaeyeon Jung, Benjamin Greenstein, Louis LeGrand, Pauline Powledge, & David Wetherall (Intel Research Seattle)
Summary:
This articles discusses the increasing use of Wi-Fi, its security risks, and the common perception of how wireless networks work. The question then arises, to what extent do users understand the technology and/or its effect on privacy. An exploratory study was conducted to explore these issues.
Study
In 2008, 11 participants were chosen to join the study. All participants had beginning and ending interview sessions. Also, their internet and Wi-Fi use was monitored by software and observation over a 4 week period. In addition, A HTTP Analyzer was installed to monitor the matching of get request data and post logged user.
Results
The majority of participants logged into unencrypted Wi-Fi networks. Additionally, all participants understood how to connect to the wireless networks and that Wi-Fi signals extend beyond the physical location. However, only 3 participants had some knowledge about WEP and WPA security. Lastly, the greatest concern for all was the protection of their financial information. Thus, the article concludes that the participants only were truly concerned one they were given a list of the information they shared over the study period. The researchers recommend that security and education must be improved to aid the general public.
Discussion:
The study clearly demonstrates that the average Wi-Fi user does not have the proper knowledge to protect their identity and privacy. It is out responsibility as future computer engineers and scientists to understand this public need and address it in the building of future applications. As noted in the article, all of our efforts today to improve safety will unfortunately need years to fully impact the security for all users.

CHI - Predicting Tie Strength













Predicting Tie Strength with Social Media

by Eric Gilbert and Karrie Karahalios (University of Illinois at Urbana Champaign)

Summary:
The article discusses the experimental model's ability to predict the relationship strength between members in a Facebook environment. First, "tie strength" is the term defined by social science to measure relationship bonds and/or strength. The weakest tie being an acquaintance to the opposite side classifying a close family member or fiend as a strong tie. Also, research has shown that one's social relationship strengths impact one's mental health, job seeking abilities, and career opportunities.
Next, the article defines the 7 factors involved in determining tie strength: intensity, intimacy, duration, reciprocal services, structural, emotional support, and social distance. By these factors, the researchers formed the following focus for their study:
1) In a social media environment, can one determine tie strength with only these factors?
2) If social media is only used, what are its constraints?

Research Study
In a lab environment, 35 participants who use Facebook were instructed to rate a randomly selected subset of their friend list on 5 specified questions. This produced a dataset of 2184 Facebook friends. Also, the Google GreaseMonkey script produced 74 Facebook variables to aid in predicting the tie strength. All variables were processed as a linear combination of each other and were not standardized.

Results
The study showed that it achieved a Mean Absolute Error of .0994 in tie strength prediction. Also, to improve the model's performance, 10 follow-up interviews were conducted for the difficult to predict friendships. Furthermore, the study demonstrated that tie strength is important in social media and can be studied as a continuous quantity.

Discussion:
It is interesting to see how social media interacts with our social lives. It was surprising how the study demonstrated that the variable for Inbox Thread depth had a negative impact on tie strength. So, the more emails sent on a single issue more likely will decrease the tie strength. I was reflecting to see if this was apparent in my life and it reminds me of project teams. In some classes, you generate lots of emails about the project, but when the course ends more likely so does the communication with that team member.
Also, the study showed that our individual relationships are filtered through our "clique" of existing friends. Again, this seems due to common interests in a friend group would be a natural development for friendship. Overall, the model's results could be used in future social media development and aid in privacy controls.

Tuesday, February 2, 2010

Design of Everyday Things


The Design of Everyday Things
By Donald A. Norman

Comments: Bill Hamilton

Summary:

In this book, Norman offers a unique perspective about object designs and how shows how they impact our lives. Design can enhance our lives, cause frustration, or lead to major accidents. He explores how the user interprets an object and how to apply design practices that improve interaction and correct use. Also, object designs must consider the brain's memory management process and the psychological impact on the user. As Norman says, " (a) well designed object is easy to interpret and understand." (p. 2)

Next, the key design principles are visibility, a good conceptual model, affordances, constraints, and mapping. Multiple examples were given to illustrate the principles. Then, understanding the types of memory and how reminding can aid the user. Similarly, accounting for errors and applying constraints can improve the design and increase its usability. Lastly, the overall design principles are demonstrated by the evolution of the typewriter/keyboard.

Discussion:

DOET has changed the way I view objects, specifically doors, telephone, and electronics.
Technology is becoming more advanced and complicated for the user. Since so many objects are in our lives then in order for these gadgets to improve our lives, one must be able to use them.

As computer engineers. our designs are going to have an impact on society. We can make the best tool, but if we cannot communicate its use by a user-friendly design then it is useless. There are many factors in the design process and applying this principles are paramount. It is easy to forget about the average consumer and look at the product through their eyes.

UIST- Virtual Shelves

Virtual Shelves: Interactions with Orientation Aware Devices
By Frank Chan Yat Li, David Dearman, and Khai N. Troung (Univ. of Toronto)

Comments: Jacob Faires

Summary:
The article discusses the difficulty of accessing application on mobile devices. The researchers explore the abilities of the prototype for Virtual shelves, which would allow spatial awareness and muscle memory to aid in choosing the mobile device's shortcuts. Virtual shelves is implemented by placing the user as the center and allocates shelves in front that store the shortcuts. An experiment was conducted to measure the accuracy by muscle memory. It showed that participants could point to a target directly in front than to the sides of them. Next, an experiment to show the accuracy of Virtual Shelves was conducted by the group. Results demonstrated that it was quicker to access the items than using the phone device.

Discussion:

This technology is interesting and appears to have advantages and disadvantages. As the article mentions, Virtual Shelves could be adapted to existing systems, such as the Nintendo Wii. I would like to test the application and see what it feels like to access shortcuts in such a manner. We have seen this technology for so many years in the movies - it would be lots of fun if it became our reality.

UIST- Web Page as a WYSIWYG

The Web Page as a WYSIWYG End - User Customizable Database-backed Information Management Application
By David Karger, Scott Ostler, and Ryan Lee (MIT)

Summary:
The article discusses the application Dido. It has a AJAX like visualizer/editor and a "metaeditor" for WYSIWYG editing. The primary function is to allow the edit of data in a web browser and customize their information management in real time. A user can copy, edit, or email their application and share with others without needing a specific installed program. It all lies insides the HTML. Also, a walkthrough is discussed in the article and explains Dido's framework called Exhibit.

Discussion:

The idea of web customization is not a new idea, but it seems Dido offers a user-friendly approach. I am interested in trying Dido and editing content to fit my needs. I would like to do some research on the application mechanics and see where this could be extended or applied to in the future.

UIST - Collabio

Collabio: A Game for Annotating People within Social Networks
by Michael Bernstein (MIT), Desney Tan, Greg Smith, Mary Czerwinski, and Eric Horvitz (Microsoft Research)

Comments: Brett Hlavinka

Summary:

The article studies the social tagging capabilities of a social tagging game. This game is Collabio, it was designed to motivate players to create descriptive tags for their friends in the Facebook platform. During its design, existing applications were studied and Collabio was unique in offerring full creative tag control to the player and it encourages social interactions among players.

Collabio implementation is by an interface built by an AJAX enabled ASP.net web application embedded into Facebook. It consists on 3 top level tabs:
1) Tag! - Game page to tag friends.
2) My Tags - Allows management of your personal tags.
3) Leaderboard - Two lists for the one friend in the group with the most unique tabs and friends who have tagged the most other friends.
Lastly, Collabio's success relies on the social involvement amongst friends and depends on social pressures to discourage cheating and tag misuse.

Then the researchers conducted a user survey on 49 participants who had tagged at least 3 friends, and had received 9 distinct tags from friends. The group then needed to rate their own 9 tags into 3 categories: Popular, Middling, and Uncommon. The survey demonstrated that the popular tags were also the most accurate and widely available. Similarly, the uncommon tags were also marked as accurate for majority of the participants. Thus, the majority of tags marked by players are correct. However, the survey could not confirm if social motivations alone could hinder tag abuse.

Also, the researchers conducted an exercise to determine if a player could create tags for a stranger only by information available online. The exercise showed that it was easier to generate the same tags for the popular category since it was usually information available on a public profile. Also, the fake tags were easily detected by the participant. It was the middling category that was the most challenging.

In conclusion, Collabio demonstrated accurate tag creation by players and a means to collect information about tag collecting. Collabio has tagged over 3800 people.

Discussion:

By the ever increasing social media platforms, social tagging allows easier access to remain in contact with your friends, family, etc. I like Collabio's approach of motivating friends to create tags for one another. It is more personal that choosing existing tags that are predefined. Also, by adding a leaderboard it allows for friendly competition. Lastly, the management of one's own tabs is its best feature - no one wants to be stuck with an incorrect tab.

It appears that Collabio could be easily extended to other social media such as blogs, email, or Twitter. Tags could be used to organize emails, music or your contact list. Social tagging appears to be an increasing trend then playing a game just makes sense.