Thursday, February 24, 2011

Paper Reading #11 - Hands-on math: a page-based multi-touch and pen desktop for technical work and problem solving

Comments:
Joe Cabrera
Keith Farinella


Reference Info:
Hands-On Math: A page-based multi-touch and pen desktop for technical work and problem solving
Robert Zeleznik, Andrew Bragdon, Ferdi Adeputra, Hsu-Sheng Ko
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology

Summary:
This paper discusses the technology of solving mathematical problems using a touch tabletop. This simulates the typical paper-and-pencil approach used to work on math and displays it on an interactive surface. Its function is to aid and assist in the working out of problems. It uses Computer Algebra System (CAS) in order to do all the computation. There is natural mapping to the different gestures one could preform on the table.



Discussion:

This seems like a fun way to do math, and a lot easier way of doing it too. If it were me I would just have the table solve it for me. But i do see the good of this technology, especially if it converts written equations into more legible ones. I for one am tires of using Latex to type up my mathematical reports.

Book Reading #26 - Opening Skinner's Box (Ch 7)

Summary:
This chapter explores the idea of drug addiction by placing two groups of rats in a "rat park" and in a cramped cage. Regular water and morphine water are then placed in both cages. The observations show that the cramped up rats prefer the morphine while those rats in the "park" prefer regular water. There is also a discussion of how maybe chemical imbalances in the brain may be the causes of addictions and gives us examples of 2 contradictory cases.



Discussion:
I feel I do not have enough information on different subjects to make an educated opinion on the matter. I do not know to social behaviors of a mouse, nor what chemicals are required to keep one off an addiction. I feel like it may be a culmination of outside forces as well as chemical imbalances and the person's will power.

Book Reading #25 - Coming of Age in Samoa (Ch 8)

Summary:
This chapter introduces us to dance in the Samoan culture and its importance and impact on the people. Dance crosses all age and ex groups. IT is what gives the villagers the ability to express themselves freely. Being a bad dancer may have some negative effect as other may look down on you.


Discussion:
I would not have thought that the Samoans would put much emphasis on dancing. I think it was funny how there is this stigma if you are not a good dancer.

Book Reading #24 - Emotional Design (Ch 1)

Summary:
This chapter introduces us to the idea that attractive things tend to work better. This is because the emotions  of the user come across when trying to use a design. The more pleasing an design is, the easier it is to use. When users are happy, their creative thinking is boosted and the design may become more intuitive.


Norman also introduces the three levels of processing:
  1. Visceral - Automatic Layer
  2. Behavioral - Everyday Behavior Layer
  3. Reflective - Contemplative Layer


Discussion:
I am very intrigued by what this book will say about emotions and design. I look forward to reading this book.  I would like to see how designers tackle on the issue of emotional design because many people may use a design the same way, but does that mean they feel the same way about it?

Design of Every Day Things (Full Book)

Summary:
The book introduced us to the concept of good and bad design. Through different examples, Norman was able to explain to us what made these designs bad or good as perceived by people. What makes a design good or bad, is irs ability to communicate its function effectively as well as be intuitive to uses. The idea of mental models people make gives us an insight on how we might do this. This book also reminds us that many times we need not overload a design with many features, bells and whistles, if it is not intuitive. Many people may blame themselves for a bad design but really, it is up to the designer to help people understand it it the point where no mistakes are made. Your design should also use world information to communicate effectively its purpose and how its purpose could be carried out. Norman gives examples of bad designs such as the glass doors and the VCRs that are not intuitive. He also encourages visual feedback in a design to let the user know what is going on or if it is doing it right. This can make the difference in slips and mistakes. Also, keeu your target user in mind and try catering it to their needs when possible.  This book was overall about introducing us to what it takes to make a good design.



Discussion:
I enjoyed this book. I really did learn a lot from it and will keep these things in mind when next creating some sort of design. I am really looking forward to the emotional design book to see what that one says and what I can learn from it.

Tuesday, February 22, 2011

Ethnography Results, Week 3

I went to the movie theater this past Sunday at noon. There seemed to be a giant influx of families with their high school aged children. This seems to be because of the Aggieland Saturday that happened the day before. I sat at the tables as I saw families enter. I am still unsure if this is the norm on Sundays or if it could be because of Aggielenad Saturday. There were children of different ages ranging from toddlers to high schoolers.



There seemed to be not as much interaction in the lobby. Families tended to go right through the lobby straight to the theater, talking along the way. Some did stop to get snacks but this was mostly the families with the younger children I noticed. There were also a few young couples in the theater but again just walking towards the theater and through the lobby chatting along the way. Perhaps a trip next Sunday morning is in order to compare and contrast the setting and see if Aggieland Saturday did contribute to the people in the theater.

Paper Reading #10 - PhoneTouch: A Technique for Direct Phone Interaction on Surfaces

Comments
Joe Cabrera
Keith Farinella

Reference Info:
PhoneTouch: A Technique for Direct Phone Interaction on Surfaces
Dominik Schmidt, Fadi Chehimi, Enrico Rukzio, Hans Gellersen
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology

Summary:
This paper discusses using a phone on a touch table surface as a stylus or pointer in order to interact. Several phones can be placed on the table's surface and read. This allows for the sharing of media and interaction. The issues that arise with this technology though, is the insufficient accuracy of the table's ability to distinguish between a phone and a finger.  An example given is when a phone has some sore of rubbery or soft covering for protection, the table may confuse it with a finger.



Discussion:
I find it a bit confusing to use your phone as a stylus. It doesn't seem natural to use an object when you can just use your fingers. And is there long term damage done to the phone from using one's phone as a pointer, scraping it across a table?

Monday, February 21, 2011

Book Reading #22 - Coming of Age in Samoa (CH 7)

Chapter 7

Summary:
The chapter discusses the different views on sex by the Samoan culture. Attitudes for the opposite sex is usually avoidance when they are small children. They do not interact. As they grow past puberty, this changes. There is the typical marriage route, in which a wife can never outrank her husband, Samoans take but there is also adultery and premarital affairs. Young couples usually seek out aid or some sort of ambassador. The chapter also discusses how a girl's virginity is treated much more like an accessory to add to attractiveness rather than a virtue. It not uncommon to see affairs outside marriage.



Discussion:
This was a real surprising to read this. For some reason or another, i figured they would be a lot more conservative. I was not sure what to expect in reading this but it seemed interesting to see their maiting rituals or partner choices and the attitude they have towards sex.

Book Reading #21 - Design of Everyday Things (CH7)

Chapter 7


Summary:
This closing chapter takes information presented in the previous chapter and presents them to designers in a way to make difficult tasks or products into simple ones. He goes deeper in the study of the negative and positive effects these designs have on society. The importance of good design is mentioned throughout the chapter in order to summarize the message the book has been trying to give off through 7 key principals.



Discussion:

This chapter did a very good job in summing up the entire book. I enjoyed parts of the book but I felt it may have been best to just skip to this chapter to get the message of the book.

Book Reading #23 - Opening Skinners Box (Ch6)

Chapter 6

Summary:
This chapter discusses the experimentation done with monkey and one of the first experiments done on love. The experiment gives an artificial mother to a group of monkey while another group interacts with an artificial mother as well as a real monkey mother. This experimentation shows that touch, proximity, and interaction is what causes love. The author was seen as cruel and cold for experimenting on animals in such a way and also received criticism for the subject he was studying. In an interview with his child, it was revealed that he was a loving father and was in no way cold-hearted or cruel. He received backlash when the monkey grew to maturity and had behavioral problems from being raised artificially. The shone a negative light on him and received even more criticism.




Discussion:
I think it interesting that he wanted to scientifically quantify love and its workings. It seems like such a groundbreaking thing to do. I enjoyed reading this chapter and the topic at hand. One can also raise the argument with this experimentation of nature vs. nurture.

Thursday, February 17, 2011

Paper Reading #9 - Imaginary interfaces: spatial interaction with empty hands and without visual feedback

Reference Info:
Imaginary Interfaces: Spatial Interaction with Empty Hands and without Visual Feedback
Sean Gustafson, Daniel Bierwirth, Patrick Baudisch
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology

Summary:
This article discusses computing without screens for spatial interaction without the use of artifacts and a lack of visual feedback. Users are able to set the boundaries of their space by performing gestures to set their coordinates. Different subjects were used as users to determine whether it would be possible to interact in such a way.  Different tests were conducted such as drawing a character in the air, motion impacts of user, and memory of object locations in the invisible space. Although users were able to draw the characters, their spatial memory slowly faded as they drew more and more characters and interacted with the system. Movement of users greatly decreased memory of space.




Discussion:

I doubt that humans could memorize the many actions they will need to take and draw using such a device. Seeing something in front of them, a person can only memorize about 7 things. WHat makes people able to memorize something that they cannot see. It sounds like a fun project but I think human capabilities in memory is the constraint here.

Book Reading #20 - Opening Skinner's Box

Chapter 5


Summary:
This chapter discusses cognitive dissonance, which is the possession of 2 conflicting ideas. To study this further, a doomsday cult was infiltrated to see their reactions of the world not coming to an end. The subjects grasped at the idea of doomsday even after it had been disproves. This shows that people will go to great lengths to make themselves think something when they know it is not true.




Discussion:

I found this article incredibly insightful because it made me think of the constant cognitive dissonance I have. I always try to convince myself other wise of things and try to reason with my self. I enjoyed this article very much.

Book Reading #19 - Coming of Age in Samoa

Chapter 6


Summary:
This chapter explains the sexual experiences had by Samoans. A Samoan's first sexual experience is typically with someone older than them of the opposite sex. This is because of the taboo of men and women interacting with each other. Through continuous encounters, a marriage may arise from it. Adultery is frowned upon in the Samoan culture.


Discussion:
It is interesting to see that Samoans do not put as much emphasis on marriage and the love behind it.  In this culture, marriage seems to arise from sexual encounters and not necessarily love. I don't know if In agree with that, even though it would make things a lot easier.

Book Reading #18 - Design of Everyday Things

Chapter 6

Summary:
This chapter points out that many times, the developer of a program or product may fail to see errors or mistakes that users might be able to pin point easily when using the product. It also mentions designing for specific or certain people. Also, try not to get over flooded wit features on a product because then its use will require a large manual opposed to intuitive use. Try to minimize the amount of knowledge needed to run program.

Discussion:
I enjoyed this chapter because it got me thinking of the design process and what things I should look out for. I agree as far as designing a program and not seeing pitfalls until after it has been released and users complain.

Monday, February 14, 2011

Ethnography Proposal



1) What type of group of people are you planning to study?
Our group is planning to study the people that frequent the movie theater, in particular, the movie theater lobby. We will be observing groups of people and their actions in the lobby surrounding at two different movie theaters located in College station and Bryan. We plan to study the different cliques and groups that pass through the environment. We will study the people that frequent the area at specific times and the types of people as well. The pre-movie and post-movie habits will be observed and well documented as well.


2) What do you want to or expect to learn from these people?
We want to learn the types of interactions and activities that take place in the movie theater lobby. We expect to see a significant difference in the people in both lobbies. We suspect that the College Station movie theater will have more college students opposed to the Bryan theater which we expect to find a variety of high school kids, families, older folk, and locals. We expect to find more interactions in the Bryan theater because of the variety of people as well as the variety of foods and the presence of a small cafe. We hope to see what uses the lobby have besides purchase of snacks. 


3) How you are going to study them two hours per week?
We will go at different hours of the day on different days of the week to explore the environment. We will also immerse ourselves by observing in the lobby, seeing a movie, and study the crowd in the same particular movie after it is over. This will help us experience the full movie feel opposed to just observing in the lobby. Do the particular movies watched affect the interactions in the lobby afterword. We will also observe the groups of people that form outside the theater.



4) What quantitative data would you record?
We will collect the general number of people in the lobby as well as general age range, sex, group size, time of day, date, length of time spent in lobby, number of people buying snacks/eating, estimated amount of money spent.


5) What qualitative data would you record?
We would record the type of interaction we observe such as waiting quietly or talking in a group. If they seem lost in getting to a particular theater. Types of activities being observed. Uses people have for surrounding. If it seems the people enjoyed the movie they watched by their actions after the movie. Differences in interaction of waiting in lobby vs. waiting in line.

6) How are you planning to interact with the people you are observing?
initially we will take a sit-back-and-watch approach but overtime we may ask people for their opinion of movie, theater, differences between the theaters. We may also ask whether the services provided (XD,  3D, seating) influence their choice or is it location or a combination.

Paper Reading #8 - Early explorations of CAT: Canine Amusement and Training

Comments:
Joe Cabrera
Ryan Kerbow

Reference Info:
Early explorations of cat: canine amusement and training.
Chadwick A. Wingrave, Todd Langston, Jeremy Rose, Joseph J. LaViola Jr.
CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Summary:
The article describes the works being done in canine-computer-human interaction. The goal is to create an environment with technology in which humans and dogs can interact. It aims at both trying to train the dog as well as trying to train humans how to play and train their animals. It includes training commands as well as games for the human and dog. It uses the motion capture of the Nintendo Wii's Wiimote, a television for the human and a projector aimed to the floor for the dog. An example was teaching the dog how to stay in a spot and come to its owner upon command. This is ongoing research to better understand and build upon the relationship of humans and dogs with the use of technology. This technology will promote a healthy bond with bot owner and canine through fun and innovative ways with the use of technology and CHCI.



Discussion:
In my opinion this is a pretty dumb idea. But then again, I have never been a pet person. I do not fully understand the use of this but seeing as how I do not own a pet, I feel my opinion wouldn't carry much weight on the matter. Perhaps someone with more experience in owning and training pets could provide better insight. For me, I don't see the use in this. Its just another expensive toy for a dog.

Sunday, February 13, 2011

Book Reading # 17 - HCI Remixed Ch 6,7,9,10,46,47

Chapter 6


Summary:
This chapter talked about creative programming and its introduction that lead to programming by example. The author recounts when he was working on a programing environment aimed at children to help them learn. He wanted to do it in a more graphical manner. He was introduced to a thesis paper that changed his life. It talked about creativity and graphical programming such as drag-and-drop. Icons were introduced. The author was able to meet up with him to discuss the creative programming assignment where a rush of influence and creativity overcame the author. The author finishes off by stating that the HCI community advances in small increments but that works such as this take giant leaps towards the field.

Discussion:
It is very interesting to me because I used to teach children how to program using graphics and drag-and-drop style programming. I agree that this paper did make a giant impact on the HCI community. I thought it funny that the word "icon" had to be explained because now everyone knows what you mean when you refer to an icon.

Chapter 7


Summary:
This chapter discusses the Red Book from Xerox. It is the documentation for the Xerox Star project and holds documentation of user interphases and introduces the notion of desktop and other relatable physical objects into the computer so that users with no understanding can have some knowledge of how to use it.

Discussion:
It is interesting to see how the concepts of folders, windows, and desktops came to be. It seems like it was a big step forward in regards to HCI.


Chapter 9


Summary:
This chapter talks about ubiquitous computing and its birth in Mark Weisers work. It illustrates the idea of disappearing computers in 2 senses. One is the disappearance of a computer by physical disappearance in hiding them in everyday artifacts, and mental disappearances where a user forgets they are dealing with a computer. The chapter also discusses the LiveBoard and its evolution to stretch from a small board to a wall to integrate in larger environments for multi-purpose tasks.

Discussion:
I enjoyed reading about the progression of a technology and where it started from to where it is today. It seems the initial idea has greatly changed to spread its influence over a greater environment.

Chapter10


Summary:
This chapter dealt with location based services. The example given was researchers with badges that have sensors on them. Throughout the facility sensors would be places around the complex so researches could be tracked and re routed phone calls to phones nearest to them.

Discussion:
This seems like a great idea but many might view it as am invasion of privacy to constantly know where a person is.

Chapter46


Summary:
 This chapter deals with the mental model users make when trying to figure out how to use a system. In HCI, the goal is to make a system in which the technology fits the users' mental models in order for their use to be intuitive. Users construct a model in their heads of how they think something should work, not necessarily how it does work. Catering a system to a user's mental model would be greatly beneficial.

Discussion:
This is a great way to go about designing things so that the user automatically knows how to use a system because of their mental model. It would save a lot of money printing instructions. 

Chapter47


Summary:
This chapter discusses the time it takes to move to a target is a function of the length of the movement and size of the target. This is referenced in the application of closing, minimizing, and maximizing a window when selecting critical buttons for a set action. The goal is to minimize selection time to move things along faster.

Discussion:
It gave me an interesting view on layout of menus and buttons. It does seem natural the way things are layed out, or it could be that I just got used to it and wouldn't be able to do it any other way.

Wednesday, February 9, 2011

Paper Reading #7 - The Coffee Lab: Developing a Public Usability Space

Comments:
Steven Hennessy
Pape Youm

Reference Info:
The Coffee Lab: Developing a Public Usability Space
Maria Karam
CHI 2010, April 10-15,2010, Atlanta, Georgia, USA.

Summary:
This article shows us a coffee shop in Toronto used as a public usability space. It is a novel project to get users engaged with different hardware and software to be publicly displayed and evaluated by the average user. It has wireless internet connectivity as well as a touch display and web cameras. There are several computers as well to run different applications. The users of this ranged greatly from those who frequent the coffee shop.The author conducts public usability tests where the users are exposed to the technology. They then interact with researchers so that they may gain feedback from users. Different stages were used to explore and research the area for users to gain and see the users experience. These stages are: Exposure, Experience, Experiment. Extension, and Exploration. Each stage builds on the other. This provides a more relaxed and real setting opposed to some laboratory.



Discussion:
This seems like a fun and relaxing way to gain user feedback in the most natural of settings where the user can share their true experiences. It seems they could get a lot of feedback from a coffee shop location. I enjoy how it focuses on monitoring and getting data in the interaction of the system. I feel the exposure was excellent and a good location choice.

Book Reading #16 - Opening Skinner's Box Ch 4

Reference Info:
Opening Skinner's Box

Summary:
The chapter opens up with the gruesome depiction of some poor woman being stabbed and raped several time while pleading for help. Her yells fell on deaf ears as no neighbors came to her rescue and she was ignored. A study is then conducted after this to see the reactions of group think and shared responsibility. In the study where a person fakes a seizure, only about 30% of people react to help. The rest just ignored the problem because all others did.




Discussion:
It was shocking to read this and see how no one stopped to help the poor woman. I will admit there have been times where I wanted to react but did not do so in an obvious manner because others didn't react as well. It i quite disturbing to see how the inaction of many during a serious problem can paralyze many from doing anything.

Book Reading #15 - Coming of Age in Samoa Ch5

Reference Info:
Coming of Age in Samoa
Margaret Mead

Summary:
Until girls are about the age of 6, they have very little interactions with other children besides those in the household. At the age of 7, the children naturally begin to separate into groups according to their sex and this social stigma of intermingling with the opposite sex is enforced. The relationship in these groups was not strong. They play within the group and work at home. It is difficult for young girls when they have no girls around their age in their neighborhood to associate with. The relationships shift and change with age and sex status. The older girls continuously overlook a young girl's love life. Boys follow a simmilar situation when growing up paralleled by chiefdom and hunting tasks.



Discussion:
Itis interesting to see how young boys and girls are raised in the society. They are separated since children and are raised like that. They seem to go through a somewhat typical teenager phase of love and haiting their elders.

Book Reading #14 - Design of Everyday Things

Reference Info:
Design of Everyday Things
Donald Norman

Summary:
The chapter talks about mishaps users can have. These are slips and mistakes. A slip is an accidental move or action while a mistake leads to the wrong goal state. Slips are minor while mistakes are major. The chapter then tends to describe different types of slips such as errors due to capture, description, data, action, and modes. These are easy to detect but only when given feedback. It is possible to learn from common slips to incorporate into a future product or version. It then describes the human thought of decisions and different types of decisions. From shallow to deep to narrow. It begins talking about the human subconscious and how many of the tasks we perform are controlled by it but that we connot solve problems using it. The author gives the example of tic-tac-toe and the 1-9 number game. It illustrates how it is difficult to play this in our heads. The chapter closes by discussing issues with errors and how to confront them.




Discussion:
It was amusing reading about the errors and complexity of decision making. I had never noticed how easy it is to slip up and how the mind and state of thought is connected with it.

Monday, February 7, 2011

Book Reading #13 - Opening Skinner's Box

Opening Skinner's Box Ch3


Summary:
This chapter talks about an experiment done that fakes a mental illness in order to get into a mental asylum. The conditions of the asylum are described and brought out into the open including call their tests for mental illness false. The test is then repeated on a group of select individual whom some are diagnosed with mental illness, although all of them are sane.






Discussion:
This seemed interesting to me because of the fact that faking an illness was needed to get into the asylum. It seemed quite amusing to me and how fun it would be to have to fake being insane.

Paper Reading #6 - A Multi-Touch Enabled Steering Wheel – Exploring the Design Space

Comments:
Joe Cabrera
Adam Friedli


Reference Info:
A Multi-Touch Enabled Steering Wheel– Exploring the Design Space
Max Pfeiffer, Dagmar Kern, Johannes Schöning, Tanja Döring, Antonio Krüger, Albrecht Schmidt
CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Summary:
The article talks about the interactive design of an interface for an automobile steering wheel. It explains the research done in the field and their design implementations for the steering wheel. They agreed that the steering wheel should not distract users from the primary focus of the road on which they are driving. They also do not want the user to get their hands off from the secondary task which is the steering wheel. They focused on thumb gestures for input and took a look at buttons and gestures incorporated into the steering wheel. The authors are uncertain if there should be an output display on the steering wheel and how it should be used. A prototype was built to experiment with users and gather data. users were asked to do several tasks using gestures they made up. Cameras filmed their thumb gestures as they said aloud their thought process. Their data wasn't fully analyzed but came up with the notion that thumb gestures should be obvious and fit our mental model.



Discussion:
This seems like a good idea. I would want something like this implemented in my car. I always find my arm getting tired from reaching over to the radio station changing stations. I would want easier access to all the buttons without having to take my eyes off the road.

Friday, February 4, 2011

Book Reading # 12 - Coming of AGe in Samoa (Ch 4)

CHapter 4

Reference Info:

Summary:
The chapter focuses on the household unit of Samoa. Mead explains about the matai and the different reigns they have over a household, which can range over a span of different houses. The rank of obidience is dictated by age, not time. The older being obeyed by the younger and where the matai  recieves obidence from all under his household regardless of age. Taupo, princeses of the household are chosen by cheifs to be adroned and emphisize the girl. Sibilings being together is taboo. At about 9 or 10, the children are told to be seperate and minimize interaction. It is not untiol old age that they may once again come together. Further detail is given about the relationships and ties people have such as those who you owe obligation. The matai are exempt from petty tasks in the household. Title, not birth is strictly observed.Rivalry also plays a big role in the heirachy of status. Children, from the time they are small, slowly begin to creep in to the class system of the village.

Discussion:
This chapter really confused me in which family a member belonged to and all the different relationship statuses one had with others, despite their blood. It seems like a strict and harsh system where it is easy to loose sense of who is family.

Book Reading # 11 - Design of Everyday Things (Ch 4)

Chapter 4

Reference Info:
Design of Everyday Things
Donald Norman

Summary:
THis book starts out by explaining the difficulties of working everyday machines that should be simple to use. He gives the example of the VCR to illustrate this. Norman then gives an example of knowing how to work things out using a Lego motorcycle. He brings up the constraints associated with this task which guide the user to build it successfully without ever having seen the finished model. These four constraints are physical, semantic, cultural, and logical. Norman then goes on to describe doors and their flawed design. There are so many doors, some that open and function differently, to the point where instructions are needed on the door. THe author also argues about the difficulty and ambiguity of switches. He proposes we switch a a 2d layour of the area with lights with a switch placed at each of the corresponding points. Norman then finishes off the chapter by informing us about the need of visibility and feed back. We consantly need visual representation that something is working and get a feedback from a machine.

Discussion:
Norman seems to hate switches and doors. I feel like this chapter was really more a rant on the "complexity" of doors. The truth is, there is never going to be one exact switch or door to accomadte all needs. I have never had any issues with light switches in or around my house. It is a matter of knowing how it works. Why do I need a stranger coming into my home and being an expert with lights.

Wednesday, February 2, 2011

Ethnogrpahy Idea 2

For the ethnography, I will be teaming up with Jorge Perez and Stephen Morrow to do Steven's study of use of workspace. We would do Stephen's 3rd idea.

"Study of how campus common areas (The commons, the library, zachary lobby, etc.) are mostly used by students. Study? Sleep? Group Meetings? This would study students at Texas A&M that spend most of their free-time / time in between classes, on campus. From this I hope to learn how our campus common areas are being utilized, and if there are any deficiencies in them. To study them, I would visit different common areas around campus at different times of the day and examine what people are doing. Are they on a laptop, a cell phone, reading a book, sleeping, etc. Quantitative data would include the different activities of people in the common areas. Qualitative would be how many people are performing a certain action, and the time of day they are performing it. The interaction of this study would be minimal. I would simply walk around common areas observing people's action. If needed, I could ask a few questions about what they are doing and what they normally do in the common area. In the end, I hope this ethnographic research would allow common areas designed in the future to better meet the needs of the students. For example, do they need more couches for sleeping, tables for eating, or group areas for studying?+

Paper Reading #5 - There's a Monster in My Kitchen: Using Aversive Feedback to Motivate Behavior Change

Reference Information:
Title: There’s a Monster in my Kitchen: Using Aversive Feedback to Motivate Behaviour Change
Authors: Ben Kirman, Conor Linehan, Shaun Lawson, Derek Foster, Mark Doughty
Presentation venue: CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.

Comments:
Zack Henkel
Shena Hoffmann

Summary:
This paper discusses modern technology which persuades users. The technology hopes to interact back and forth with us to mold or shape our behavior. Behavioral psychology plays a major role in developing this because it can lay a framework for how machines should be programmed to get us to change. Our behavior is determined by our surroundings, and having an environment with a persuading technology will help change behavior. It could do this by negative or positive reinforcement to change the percentage of outcomes a user will do a certain action. Nag-Baztag is a technology of such actions. It is there to persuade users to be more environmentally friendly in the kitchen. This machine is able to control your kitchen and shut appliances off at will if users do not listen to it. This is an example of how persuasive technology could be implemented and may lead to different variations of it.



Discussion:
This seems like a really bad idea. The article gives an example of video games as giving reinforcment, but video games do not affect you in the real world, this does. I am already a slave to computers as it is and now I am going to have to listen to its demands or get punished. No thank you!

Guest Lecturer: Dr. Celine Latulipe

Reference Info:
Title: Exploring the Design Space in Technology-Augmented Dance
Authors: Celine Latulipe, David Wilson, Sybil Huskey, Melissa Word, Arthur Carroll, Erin Carroll, Berto Gonzalez, Vikash Singh, Mike Wirth, Danielle Lottridge
When/Where: CHI 2010, Atlanta, Georgia


Summary:
This article illustrates how art and human computer interaction come together to pull the audience deeper into the performance by using their bodies. The article introduces us to a project that integrates dance with visualization techniques gestured by the artist's body. The idea stemmed from an experimentation in which dancers held motion capture like devices on their hands when dancing. The way it was used varied, even from being passed on from dancer to dancer. This is where art and technology meet to create a new type of performance. This project helps researches further investigate how technology can be used in the dancing arts.






Discussion:
I would like to see one of these performances because I would like to experience this unique new way of dance. I want to see what kind of images appear and I also wouldn't mind trying one out myself. Hopefully my lack of dance skills will not create some hideous image and drive viewers away.

Book Reading #10 - Opening Skinner's Box

Chapter 2


Reference Info:
Opening Skinner's Box
Lauren Slater

Summary:
This chapter explored the obedience to authority people have. Figures such as Adolf Hitler have, through authority, made people do terrible things and they obliged. The study conducted an experiment in which people thought to be shocking a victim of a study by a doctor. The subjects were told to up the voltage to shock the actor and they all listened because of his authority. This observed people response to authority, even when what they had to do was unpleasant. upon her further researcher, the author finds that the test subjects she interviewed had opposite lives. The person who obeyed was typically not a rule follower while the one who disobeyed lead a strict rule following life.



Discussion:
It is interesting to see how people would obey to such demands, even when the supposed victim is pleading for them to stop. I wonder if a lot of it has to do with the doctor's role in the experiment. Was he obeyed because he was a doctor or because he was calling the shots. If an equally prestigious profession had told people to keep going, would they have? My question is if they followed orders because a doctor knows best about the body's capabilities or because he was a professional. Had an engineer or lawyer of a similar social stature, would the same results have been produces. What about your Average Joe with a min. wage job?

Book Reading #9 - Coming of Age in Samoa

Chapter 3

Reference Info:
Coming of Age in Samoa

Summary:
This chapter dealt with the upbringing of children and the transcendence into adulthood for Samoans. The chapter discusses the big event that goes on at birth for high ranking children. Once the child is born, everyday life continues. The child is then mostly brought up by another child, usually 6 to 7 years of age. That older child is in charge of making sure the child doesn't do anything it is supposed, including crying. Boys help bring up children too, although they are usually relive of this duty in order to go help the older boys and learn to catch fish. This is how they learn the skill and grow into adulthood. Females continue to raise a child into their teens. This is when they are sometimes relieved of this duty, for the child they were raising is now raising another. The girls then go on to learn a skill or trait. They must learn in order to be competent and knowledgeable. This will help result in marriage.

Discussion:
It is crazy to see that children get given such great responsibility from such an early age. They become nurses and sitters to the babies. This clearly looks like a patriarchal society in which the men do most of the work while the women to to the house and children.

Book Reading #8 - Design of Everyday Things

Chapter 3


Reference Info:
Design of Everyday Things
Donald Norman
 

Summary:
This chapter talks about design of technologies that require human memory of information and world information. Norman sees the use of the object should be evident once a person applies knowledge and world information. Such as the example with the car, without world information telling him about the need to be put in reverse, all his knowledge and memory served no use. The user should not be an expert or precise, but collaborate with world and cultural information. An example of well formed world information is the keyboard which displays the keys as lettered squares, making it easy for anyone to use, given their knowledge of sentence and word structure. The book describes 2 types of knowledge, of/how. One is factual knowledge with the other is procedural. Precision is not needed, just the knowledge of how it is used, such as the penny example. Adding restraints will help guide the memory to a desired choice as given by the example of the poems. It is also key to have knowledge by memory. If you have all the world information  but are not able to put it together by the knowledge possessed because of memory, then it is no use. Another method for excellent designs would be to add a reminder mechanism for using technology such as reminding a user of an oven which coil corresponds to what nob.


Discussion:
I  like how Norman wants to take some of the pressure off of us by introducing the thought of world information. It is good to know that it is also the technology's responsibility to remind me or help me figure it out. I am glad that the technology we have today isn't based on memorization or precision. It takes two after all.