Week 11 Social Interaction Flashcards

1
Q

Social Interactions that have Moved Online. Examples

A

Learning
Working
Shopping
Gaming
Dating
Worshiping

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2
Q

Social Computing

A

Use of technology for socialization
How people use technology for communication and collaboration

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3
Q

Root and History of Social Computing

A

Computation -> Communication -> Collaboration -> Connection
(Social Interaction)

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4
Q

Social Digital Systems: Classification: List 2 branches

A

Explicitly Social
* Emailing a family member
* Sharing photos with friends
* Instant messaging a coworker
* Videoconference with a supervisor
Implicitly Social
* Creating a web page
* Writing a blog
* Following a celebrity on Twitter
* Editing a wiki
* Uploading content to YouTube

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5
Q

What is Computer-Supported Cooperative Work (CSCW) used for? List

A

(read slides man)
Face to face
Continuous Task
Remote
Communication + Coordination

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6
Q

Remote Interaction: Video Conferencing: and Examples

A
  • Enables friends and family to communicate
  • Enables people to get to know each other
  • More intimate than audio-based communication
  • Less awkward for young children
    o like to “show and not tell” (Ames et al, 2010)

Video Window (Bellcore, 1989)

Telepresence Robots

Social Media

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7
Q

Social Media

A
  • Can be used for various types of communication:
  • Asynchronous
  • Synchronous
  • one-to-one
  • one-to-many
  • Used in emergencies: mass communication
  • Disseminate up-to-date information
  • Timely and accurate information
  • Risks: misinformation, rumors
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8
Q

Do Face-to-Face Conversational Rules Apply in Online Interactions?

A
  • Turn-taking for coordination
  • Back channeling (head nod, uh, hmm)
  • Farewell rituals
  • Implicit and explicit cues (e.g., checking time)
  • Handling breakdowns and misunderstandings
  • Repetition for emphasis
  • Continue talking
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9
Q

How Do We Enable Coordination in Social Computing?

A
  • Typically individuals use:
  • verbal and non-verbal communication
  • schedules, rules, and conventions
  • shared external representations (e.g., whiteboard)
  • How can technology facilitate this?
  • Do the offline rules apply?
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10
Q

Role of Awareness in Social Interaction, The two branches

A

Awareness branches into Peripheral and Situational

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11
Q

Supporting Awareness in Social Computing Technology

A
  • Provide awareness of individuals in
    different locations
  • Workspace awareness: “the up-to-themoment understanding of another
    person’s interaction with the shared
    workspace” (Gutwin and Greenberg,
    2002)
  • Other examples of a CSCW technology?
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12
Q

Face-to-Face Interaction Examples
(Sharable Interfaces)

A
  • Technologies designed to utilize existing forms of
    coordination and awareness mechanisms.
  • Whiteboards
  • Large touch screens
  • Multitouch tables
  • Sharable surfaces considered more natural than
    other technologies
  • Users not scared to touch them or make mistakes
  • Found them more comfortable working together
  • around a tabletop > sitting in front of a PC

Co-located Collaboration Mediation: The Reflect Table

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13
Q

Social Interaction Design Objectives in Co-located Environment. Examples and what to do

A

Summary: Using socially designed items in social enviornement to get them to work together and coordinate and communicate with eachother.

Facilitating ongoing social situations
Enriching means of social interaction
Supporting a sense of community
Breaking ice in new encounters
Increasing awareness
Avoiding cocooning in social silos
Revealing common ground
Engaging people in collective activity
Encouraging, incentivizing or triggering
people to interact

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14
Q

Social Interaction Design Objectives (9)

A
  1. Facilitating ongoing social situations
    * Group conversations
    * Professional collaboration
    * Task and knowledge sharing activities
    * E.g., CSCW tools that support engagement and productivity
  2. Enriching means of social interactions
    * Tools that incorporate new elements or channels into:
    * collocated interactions, conference room
    * collocated learning environments, e.g., classroom
    …to increase engagement
    * Examples:
    * Top Hat
  3. Supporting a sense of community
    * Technologies that:
    * focus on communities rather than small
    groups or dyadic relationships
    * aim to foster community spirit and cohesion
    * Examples:
    * Using Figma to co-create protypes in a
    classroom setting
  4. Breaking ice in new encounters
    * Tools that:
    * relieve tension
    * alleviate social awkwardness and
    * foster social skills
    * Examples:
    * Discussion forum displayed on the screen to which each
    student posts a “burning question” they have about a course
    * Social Textiles - reveal commonalities between two wearers
    of a similar shirt.
    * facilitates encounters between people unfamiliar to each
    other
  5. Increasing awareness
    * Tools that increase the awareness of:
    * other people,
    * their interests, or
    * their actions
    …esp. in public settings
    * Examples:
    * Self-disclosure app (providing information about a person nearby)
  6. Avoiding cocooning in social silos
    * Tools that help to addresses the isolation and lack
    of interaction problems in a co-located setting
    * Similar #5
    * However,
    * #6 solves a problem
    * #5 provides a new social opportunity
  7. Revealing common ground
    * Similar #5
    * However,
    * #7 emphasizes the importance of matchmaking by
    identifying mutually interesting/relevant
    characteristics and/or commonalities between users
    * E.g., CueSense: a wearable display that displays
    wearer’s social media content that matches another’s.
  8. Engaging people in collective activity
    * Tools that foster positive social encounters and in-depth
    social interaction by engagement in a joint activity
    * Examples:
    * Shared surface
  9. Encouraging, incentivizing or triggering
    people to interact
    * conceptually related to persuasive
    technologies
    * Next2You, a proximity-based social
    mobile application that utilizes
    gamification to encourage face-to-face
    interaction between familiar strangers
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15
Q

Questions to Consider in HCI(Read Me)

A

How to distinguish individuals in social computing
techologies?

Core design concerns include whether size, orientation,
and shape of the display affect collaboration

Horizontal surfaces support more turn-takingand
collaborative working in co-located groups

What do menus/toolbars look like? Where are they?

What about occlusion?

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