Monday, January 31, 2011

Book Reading #6: Coming of Age in Samoa

Reference Information
Title: Coming of Age in Samoa
Author: Margaret Mead
Editor: Harper Perennial, 1928 (1971)

Chapter 2: A Day in Samoa
Summary
This chapter briefly discussed a day in the life of a Samoan village. It started with the people rising at dawn, working until the noon feast, napping, then when the sun went down, it was time for "lighter things".

Discussion
While I find the brief summary to be interesting, there were many things that left me curious and wanting to know more, as they were confusing and not explained at all. I hope that there is more detail in later chapters of the book.



Appendix II: Methodology of this Survey
Summary
In this appendix, the methods of the investigation and book were discussed, including the fact that all of the questions of the study can't be answered while presenting a single picture of the culture. Because of this, the author states that details are left out of the book that are not necessary; however, those details were investigated often, they're just not useful to the topic under discussion.

Discussion
I like that it was stated that not everything could be discussed, even though much more may have been discovered through the study. This notifies the reader that there is much more than just what they read from this book about the culture.



Appendix V: Materials Upon Which the Analysis is Based
Summary
This section described the group of girls that were studies, stating that it may be fairly representative of various types of environment, personal and social, in Samoan civilization at the time. Then, a sample survey given to the girls is shown, with the resulting tables of personal and social information outlined for easy viewing.

Discussion
I find it interesting that the author would ask people personal questions and be able to get them to take a survey while not having been part of their culture for very long. Also, the fact that she believes this group to be representative of the environment in Samoan culture may not be quite right, as that small group of people may not be just like the rest of them.

Book Reading #5: Design of Everyday Things

Reference Information
Title: Design of Everyday Things
Author: Donald Norman
Editor: Basic Books, 2002

Chapter 2: The Psychology of Everyday Actions
Summary
This chapter discussed how people think about and use everyday things, including the trend of blaming yourself for a machine's faulty design problems that lead to errors and creating false explanations to help understand the world. He goes into depth about how people generally blame the wrong thing for an error, such as themselves or  something that is simply coincidence. He then discussed the seven stages of action (forming the goal, forming the action, specifying an action, executing the action, perceiving the state of the world, interpreting the state of the world, evaluating the outcome)  and related this to properly designing machines.


Discussion
I find the analysis of human actions to be an interesting approach to design, even though it makes perfect sense. If a machine is designed to be used naturally, by fitting into a person's seven stages of action, then it should be fairly error-free, which is essentially the goal. Also, I hadn't noticed quite how often people tend to blame themselves for errors when it's often just a design problem. People that see this happen generally just assume the person was stupid, and have tried to adapt themselves to using the machine instead of realizing that something may be wrong.

Paper Reading #4: Adaptive Mouse: A Deformable Computer Mouse Achieving Form-Function Synchronization

Comments
Zack Henkel
Paola Garza 

Reference Information
Title: Adaptive Mouse: A Deformable Computer Mouse Achieving Form-Function Synchronization
Authors: Shen Kai Tang, Wen Yen Tang
When/Where: CHI 2010, Atlanta, Georgia

Summary
This article discussed a new type of computer mouse, called the Adaptive Mouse. It is designed to be a deformable mouse instead of a generic, neutral shape as is usually the convention. The Adaptive Mouse is originally in a circular shape that can be deformed by simply holding the mouse. It can be freely moved and always recieves accurate cursor feedback.
Concept of Adaptive Mouse. Source: Article
The mouse consists of a Hall-effect sensor and a magnet, covered by foam for flexible deformation. The Hall-effect sensor is used to detect strength of the magnetic field by how close it is to the magnet, which detects deformation. Underneath the sensors is the space for the optical sensor, circuit boards, and batteries. The circular shape of the mouse is divided into eight different sections, each with two deformation sensors.

To design the algorithm for determining where the palm is and where buttons should be defined, the authors did a user study of 30 different subjects divided evenly by gender. They were given a set of steps for holding the Adaptive Mouse construct, and the data was analyzed to determine that many similar characteristics exist for holding the mouse. Using this information, the algorithm was constructed. The determination algorithm starts by looking for the highest signal, and determines the opposite area to be the position of the middle-finger, or right button. From there, the location of the left button can be determined. After this, the Hall-effect sensor signals beneath the fingers are mapped to their corresponding buttons. The optical sensor works directionally despite the circular shape, by calibrating it to the angle between its original direction and the predicted direction of a hand gesture.

Physical composition of Adaptive Mouse. Source: Article
After the first prototype was created, another user study was conducted with the same people as the first study, this time actually using the mouse. Each person was asked to complete certain tasks. The results indicated that many subjects liked the mouse as a novelty, and felt curious about the "magic" mechanisms behind it. Some of them thought it would be useful for using in dark rooms, as well. However, there were complaints about it not working when used in a different way than most people use a mouse, and is too large for some female users. The authors concluded by suggesting that these details would be improved in further studies.

Discussion
I think the Adaptive Mouse would be very interesting to try out. In general, I usually don't like strangely designed mice, such as the stationary ones with a ball that moves around for cursor movement. However, this mouse uses the user's natural way of using a mouse in order to function, so it could be quite nice to use. Especially in dark rooms or just for fun, like various people in the user study expressed.

I also like how the designers did a study of 30 people of various ages before deciding on an algorithm for the mouse, then did another study to test usage. I think that this is a good example of how products should be designed based on user-need, instead of the designer's thoughts.

Tuesday, January 25, 2011

Paper Reading #3: Manual Deskterity: An Exploration of Simultaneous Pen + Touch Direct Input

Comments
Steven Hennessy
Joe Cabrera


Reference Information
Title: Manual Deskterity: An Exploration of Simultaneous Pen + Touch Direct Input
Authors: Ken Hinckley, Koji Yatani, Michel Pahud, Nicole Coddington, Jenny Rodenhouse, Andy Wilson, Hrvoje Benko, Bill Buxton
Where: CHI 2010, Atlanta, Georgia

Summary
This article described Manual Deskterity, a scrapbooking application that uses both pen and touch input. The idea of the application was not to create a perfect new system for public use, but instead to study how people use real paper and materials for scrapbooking, and to incorporate that into a digital system. By starting with the concept of how people use real materials, the system is more likely to be easily usable and natural feeling.

A study was conducted to observe how users gestured and structured their workspace while scrapbooking in an actual notebook. Using this information, the project designers constructed a number of actions in the digital system including the ability to move and select objects, place items into a stack, cut and tear items, and copy items. The idea is not to mimic physical actions, but to enhance the entire process by using the pen and touch combination. In general, the pen is used for writing and touch for manipulation; however, to make the process more natural, there are some exceptions to this rule. This allows for easy switches into modes that are exited simply by unselecting an object.

Another user study was done, this time with professional designers using the digital tool. In general, users found the core operations of the system to be obvious, and with initial instruction about the gestures required, commented that, "the gestures felt pretty natural."

Manual Deskterity in action. Source: alltouchtablet.com
Discussion
I find this to be a very interesting application. The idea of doing user studies first to decide what users are likely to use in a normal, physical application seems like something that more programs should be built off of. Most people want programs that are easy to learn and feel natural to use, so obviously, they should be based off of things we are already used to.

The combination of both touch and pen seems like a very good idea, since both are used interchangeably throughout many related real world interactions. I think this application would be fun to use, not to mention, it could be very useful for people that like to scrapbook often. You pose no risk to damaging the only physical copy of a photograph by manipulating it in a program, and you can't accidentally glue your hands together when there's no actual glue in use.

Book Reading #4: HCI Remixed

Reference Information
Title: HCI Remixed
Editors: Thomas Erickson, David McDonald
Publisher: MIT Press, December 2007


Chapter 24: A Simulated Listening Typewriter: John Gould Plays Wizard of Oz
Summary
This chapter discusses the work of John Gould and speech recognition systems. At the time, speech recognition systems were not very effective, but some people wanted to know if they could be useful once technology could produce an efficient system. Therefore, John Gould invented the "Wizard of Oz" technique, whereby a hidden human manipulates the computer interface of a system without the knowledge of the subjects using the system. This allowed for the usefulness of such a non-existent system to be evaluated for future purposes.


Discussion
I find it rather amusing that many people were convinced that it was actually a computer system instead of a human pretending to be a computer system. I also find it interesting that when this original study was done, it was shown that a "listening typewriter" program could be useful; however, in today's society where most people prefer typing rather than dictating, it may no longer be useful or even wanted.

Chapter 25: Seeing the Hole in Space
Summary
Video-mediated communication is described based on an art experiment called a "Hole in Space," whereby video and audio were projected in two opposite cities across the United States depicting the scene of the other place. This particular event demonstrated that media space could be a way to construct a different community than is normally possible, and that events are an essential element of mediated communication.


Discussion
I find it odd that someone would think of portraying the images from a far-away city in shop windows, but I find the reactions of the people that witnessed it fascinating, in that they felt compelled to communicate with the people on the "other side." What is really interesting is how the author was able to relate this to HCI, illustrating how video-mediated communication could be helpful.

Chapter 26: Edward Tuft's 1+1=3
Summary
Edward Tuft's "1+1=3" analogy described that when two lines are drawn, a third space comes into being, the space between the two lines, making there appear to be more clutter than there actually is. The author relates this analogy to interaction design, describing that cognitive clutter occurs, but can be fixed with layering and separation. The clutter often causes confusion, so to fix it, either the clutter can be reduced, or the choice presented can be eliminated entirely. To decide which, the benefit of functionality must be weighed with the cost of the clutter.


Discussion
The author's images and descriptions of confusing elevator buttons helped me to visualize the problem he was discussing and the ways in which it could potentially be fixed. Figuring out how to lessen confusion by removing clutter or choice seems like a simple idea when presented with such an example.

Chapter 27: Typographic Space: A Fusion of Design and Technology
Summary
This chapter described typography, or the use of text, as graphical designers use it. It described a research system that allowed three-dimensional representation of typography that led to this being incorporated into interaction design and HCI. The addition of time and motion as design variables led to more possibilities and possible effects of typography, such as conveying emotional content such as is now used in advertising.


Discussion
I found this chapter hard to get through and properly understand, however the discussion of moving text currently being used in advertising helped to convey the message. Text is often moving in certain ways that we connect to emotions or perceive as conveying some sort of message, which is most noticeable in advertising, where moving or flashing text is often used to grab your attention.

Chapter 28: Making Sense of Sense Making
Summary
This chapter discusses a paper written in 1994 that presented two claims about computers: 1) that computers are mainly used for passive storage information that's not useful, and 2) computers are not good at the process of making sense of the information we encounter. The author discusses how these claims relate to computers today, stating that we are now passively storing more; however, we have new tools to help us access this data. In addition, the author describes that there still needs to be more support to help make sense of all the information computers can access.


Discussion
The comparison of claims made in 1994 and how they still apply today was interesting, although I believe that much of those claims is no longer pertinent. For example, yes, computers store huge amounts of data (just think of Google or Facebook!), but a lot of this data is being analyzed for research purposes or being accessed by users so it is not entirely passive. In addition, while computers do tend to lack support for making sense of the information, a lot of people are now being better informed on how to access and use useful information available via computer.

Chapter 34: Revising an Ethnocritical Approach to HCI: Verbal Privilege and Translation
Summary
The author analyzes a book by Arthur Krupat that presents new ways of thinking about issues in ethics, politics, and epistemology that HCI workers have to face when working with users with less organizational power. He compares an HCI worker to an ethnohistorian, since they both must translate between worlds of less powerful (users) and more powerful (development team). He then presents Krupat's principles for understanding and working with a different culture: multiculturalism in education, poly-vocal activity in relationships, and heterogeneity as a norm in ethics.


Discussion
I like that the author addressed the need to work with the users and understand their way of thinking by describing the work of ethnohistorians with Native Americans. It presented a good analogy that makes the need to understand seem more important.

Book Reading #3: HCI Remixed

Reference Information
Title: HCI Remixed
Authors: Thomas Erickson, David McDonald
Publisher: MIT Press, December 2007

Chapter 1: My Vision Isn't My Vision: Making A Career of Getting Back to Where I Started
Summary
This chapter discussed a digital music machine from 1971, that incorporated editing, recording, and printing. The machine included various controls for user interaction, including a music keyboard and wheels for scrolling through music and adjusting pitch, and involved many expert users throughout its development. The author emphasized that while this machine was useful for music, its intention was to study human-computer interaction and it presented a good case of a system designed for users not necessarily competent with technology.

Discussion
I believe this was a good illustration of a machine built for users, in that the author described its relative easiness to use despite his lack of computer knowledge at the time. In addition, the various user controls associated with it would have provided good experience seeing what various users preferred in a study of HCI.


Chapter 4: Drawing on SketchPad: Reflections on Computer Science and HCI
Summary
This chapter described the works of a machine called SketchPad, a drawing program that used a million-pixel display, light pen, and various buttons and dials to allow users to draw and repeat patterns, integrate constraints to drawings, and draw circuit diagrams for simulation purposes. This program is used for the argument that HCI and advanced in computer science are closely related in that the needs of interfaces drive the advancement of computer science.


Discussion
The idea that such a useful program existed almost 40 years ago is proof that such user-interface practices help to advance computer science. Many things seen in this system are now in common use and have been expanded upon with the help of newer technologies.

Chapter 5: The Mouse, the Demo, and the Big Idea
Summary
Based on the demonstration of the first mouse, this chapter describes how the mouse was originally a novel idea, and the demonstration of it served to sell the idea of it and what it could become. The "Big Idea" of having an idea ahead of your time is defined as an idea that compels us to want to go do things that are different from what everyone else wants to do, promoting advancement and learning.


Discussion
The idea that someone can be so motivated by watching a demonstration over an object already known to them is inspiring. I liked the suggestion that the demonstration itself should sway watchers to an idea instead of the demonstrator promising or persuading things that cannot be done.

Chapter 18: Observing Collaboration: Group-Centered Design
Summary
This chapter highlighted the necessity of doing user studies in order to create a highly effective product. The author discusses building group-interaction programs using group work factors obtained from these studies, including orientation, proximity, and simultaneous access to the system. The author then outlines a process for creating groupware products: observe, generalize, and design.


Discussion
I like how this chapter demonstrated the need for user studies instead of just a designer adding what he thinks would be useful. The process of studying actual interactions and then designing a product based on that seems like what most products should be created by.

Chapter 20: Taking Articulation Work Seriously
Summary
This chapter described the field of Computer Supported Cooperative Work (CSCW), starting by discussing the paper that started research for the field. The chapter includes many definitions related to the field, including  the fact that it's more of a design-oriented field than application-focused, and outlining many important concepts of the field such as mutual dependence, coordination mechanisms, and a common information space.


Discussion
The chapter mostly defined phrases, making it difficult to read as opposed to some of the chapters that presented life stories and such. I do agree with many of the concepts that are described as being important with the field, though.

Chapter 23: Video, Toys, and Beyond Being There
Summary
This author describes the importance of computer-mediated communication by describing how his hospitalized mother was able to see and interact with his daughter via a web camera. He explains that while there is some concern for creating tools that people will want to use even when able to communicate face-to-face, communication tools should be created to enhance human communication capabilities (such as allowing a hospitalized person easy communication with family) instead of replacing face-to-face interactions.

Discussion
The author's way of emphasizing his point with the emotional story of his mother's death made this chapter a very interesting read, and helped to show that computer-based communication can actually be very useful when used appropriately. This chapter will make me consider in the future whether I am using online communication to help actual human interaction, or just as a replacement for it.

Monday, January 24, 2011

Ethnography Ideas

Idea #1
Exploring the different teaching styles of TAs for programming labs, and how it affects overall learning of the students in each section.


Idea #2
Study the difference between engineering and non-engineering majors and how they act around campus. Are they walking in a hurry? Are they studying while in labs or just playing games?


Idea #3
Observe where people like to eat on campus. Is there a trend related to major or year classification?

Paper Reading #2: Planz to Put Out Digital Information in Its Place

Comments
Zachary Henkel
Steven Hennessy


Reference Information
Title: Planz to Put Our Digital Information in Its Place
Authors: William Jones, Dawei Hou, Bhuricha Deen Sethanandha, Sheng Bi, Jim Gemmel
Where: CHI 2010, Atlanta, Georgia


Summary
This article describes an application called Planz, designed to overlay a computer's normal file/folder hierarchy. The authors describe that many different alternatives to folder hierarchy have been attempted, but users generally prefer the file/folder system that they are already used to. Navigating through folder structures to find specific files present benefits, including reminders of related work and progression through general to increasingly specific items. However, files can easily be misplaced or forgotten within a folder hierarchy.

With this in mind, Planz was created to use the folder hierarchy by providing document-like overlays to it that allow easier organization and access. An editable document is displayed to the user to help organize projects. High-level headings represent high-level projects, with subheadings acting as tasks within the project. Files and documents can be linked into this display, headings can be modified in word-processor fashion, and headings can be expanded and collapsed for ease of access. Each heading and subheading correspond to actual file system folders, with links to files within the folders.


An example of the Planz application. Source: kftf.ischool.washington.edu (Also a link to installing Planz)
Planz is created using XML fragments, each defining a basic unit of organization with one-to-one association with folders. A process of synchronization between the user-level document and the actual file system ensures that files and folders listed in the plan document exist in the file system, where the system wins in case of conflict. The article compares this system to related file overlay systems, and discusses evaluation of the Planz system by trial by actual users. Most response to the system was positive.


Discussion
I believe that this application is a good idea. It works off of the existing file system, producing a level of familiarity that would make it easier to use than a completely new system. Being able to describe files and folders in a document could prove very useful and possibly eliminate quite a lot of searching through unorganized files and folders in an attempt to find a specific file. The article also mentioned adding the ability to relate links to emails with files/folders, which would be helpful when working on projects.

Wednesday, January 19, 2011

On Computers

Comments
Jeremy Nelissen


Reference Information
Title: On Plants, from The Complete Works of Aristotle: The Revised Oxford Translation

Summary
The author discusses the physical characteristics of plants, presenting details about how they are composed, how they create more plants, how they grow, etcetera. Other, invisible characteristics are brought into question by asking whether or not plants have souls. This is presented by comparing animals to plants, assuming that it is well-known that animals do have souls. Parts of the plant are related to parts of the animal, as well as some parts of humans such as hair. The author points out "powers" of the plant, including earth, wind, and fire to describe the composition and movement of plants. The paper points out the particular needs of a plant that must be suitable for proper growth: seed, position, and water and air supply, further likening the relation to animals. While the author points out many similar characteristics of plants and animals, he concludes that plants do not contain a whole soul, but may have a partial one.


Discussion
I find the question of whether or not plants have souls to be interesting, since most people would not stare at a tree and wonder what its desires may be. Plants, while factually alive, are generally regarded to be non-thinking. However, we could use this paper's method of describing plants to describe computers, which presents an even stranger question of whether computers have souls or not. I could list the components of a computer system and how it "learns" by gaining new programs and data, and then liken the system to an animal. Like a plant or animal, a computer needs a power supply, and needs to "sleep", or at least reboot occasionally. However, while some may debate if a plant has a soul, most people would agree that computers do not have souls, since they are man-made and only do what they're told. We can, however, debate over whether or not a computer system could be intelligent by likening the system to animals similar to how this paper relates plants to animals.


Source: http://walyou.com

Chinese Room

Comments
Derek Landini


Reference Information
Title: Minds, Brains, and Programs
Author: John R. Searle
Also: Wikipedia article


Summary
The "Chinese Room" is an exercise in artificial intelligence. As Searle explains, it is an enclosed room with a person in it, who is given Chinese input from outside of the room, follows English rules associated with specified inputs, and outputs a Chinese result according to the rules. The person in the room doesn't understand Chinese, but for the people outside of the room, it appears as if the Chinese Room understands the input and is thinking to appropriately respond. This room is a visualization of how a computer works while following a program, and Seale argues that since the person inside the room is just following outlined rules without understanding, the system is not intelligent.

The author acknowledges that there are disagreements to his way of thinking, and presents various replies to his own opinion. For example, there is a reply that the room as a whole understands, while the person is just a part of the whole and does not need to understand, and another reply that if a system were to simulate the neurons and neuron firings of a human, that it would be indistinguishable from a person.  Searle disputes these replies, summarizing by saying that simulation of thought does not indicate intentionality.

An example of a rule the person inside the room would have. 

Discussion
There are many different definitions of "understanding" and "intelligence". Searle chose specific definitions that do not allow computers to have understanding or intelligence, claiming that this means there cannot be strong AI. However, the current goal of the artificial intelligence field is not to create a human mind, but to have a system that seems to have human intelligence. Therefore, I believe that, while Searle's definitions of intelligence are valid, for the purposes of Artificial Intelligence, the Turing test should be sufficient to determine if a system is intelligent. By this definition, a system would merely need to appear to have human intelligence, and the Chinese Room itself would be intelligent, while the person inside would not be.

Paper Reading #1: There's Methodology in the Madness: Toward Critical HCI Ethnography

Comments
Zachary Henkel
Paola Garza


Reference Information
Title: There's Methodology in the Madness: Toward Critical HCI Ethnography
Authors: Amanda Williams, Lilly Irani
Presentation Venue: CHI 2010, Atlanta, Georgia


Summary
This paper addresses the challenges associated with ethnography and mobility, and calls for a reevaluation of the generally-used conventions of qualitative research to shift from using specifically defined methods to applying generalized methodologies. Two new trends are pointed out regarding HCI topics: the complication in rhetoric of the user and the expansion of field sites that widen the scope of HCI. The paper presents specific examples of ethnographic field work to point out challenges occurring with these new trend, including shifting field site boundaries and the need to improvise new design methods to accommodate specific traits of the field site.

The paper also discusses the role of ethnographers in bridging the gap between designers and users, and relates this ethnography to ethnography in anthropology, which involves participant-observation to convey and understand experiences in cultural actions.


Discussion
It makes sense that as cultures expand and merge, much thanks to technology, the methods of ethnographic research in the field must be altered to accommodate these changes. And as this alteration occurs, HCI must take this into account, as well.

Book Reading #2: Coming of Age in Samoa

Reference Information
Title: Coming of Age in Samoa
Author: Margaret Mead

Chapter 1: Introduction
Summary
The author uses this chapter to introduce the purpose of the book: describing a different culture to try to increase  understanding of the reader's own culture. Anthropology is described by expressing the need for understanding and explaining an anthropologists's method of observing another, more primitive culture in order to gain better insight into a more complex culture whose parts are harder to distinguish from the whole.

Discussion
Through examples of human development research, the author not only explains, but shows, just why it is necessary to study a primitive culture in order to understand parts of our own culture. By discussing how experiments occur, it is easy to see that the observation must be simplified as much as possible and the culture bases varied in order to obtain a more accurate understanding of human nature.

Book Reading #1: Design of Everyday Things

Reference Information
Title: Design of Everyday Things
Author: Donald Norman


Chapter 1: The Psychopathology of Everyday Things
Summary
This chapter presents an introduction to design, and suggests a relation between the design of everyday things and the psychology of everyday things, which emphasizes understandability. The author suggests important aspects in design, such as visibility, conceptual models, and mapping relations. Each aspect is emphasized with a relevant example of either good or bad design and a suggestion of why it is good or bad and a way to fix the design.

Discussion
Incorporating specific examples and the author's own opinions helped to demonstrate the design aspects that the chapter discussed in an easy-to-understand way. While the detailed explanations of the examples were somewhat helpful, many of the explanations just served to show that the author is very opinionated on certain topics, like telephones and his personal car.

Blog #0: Introduction



Email address: shoffmann@tamu.edu

Class standing: Senior (4th year)

Why are you taking this class? I have heard good things about it from people in this class in previous semesters, and it fit in my schedule well.

What experience do you bring to this class? I have experience with multiple programming languages on various types of projects from both high school and college courses, and I work as a peer teacher for the freshman-level courses so I'm pretty good with C++.

What do you expect to be doing in 10 years? In 10 years, I expect to have gotten a Master's degree and to be working as a software programmer.

What do you think will be the next biggest technological advancement in computer science? I think there will be some big advancements in machine learning, especially since neuron mapping is having some successes.

If you could travel back in time, who would you like to meet? I would want to meet Albert Einstein, so I could maybe learn a few things and see for myself if he really was just as weird as it's rumored that he was.

What is your favorite style of mustache? I don't have a favorite style of mustache, so I'll just say handlebar, because it's the only one I know the name of.


If you could be fluent in any foreign language, which one would it be? I think it would be cool to be fluent in German, so you could go around saying nice things to people while sounding angry. Plus, it just sounds like a very interesting language to know.

An interesting fact about myself: I am minoring in physics, and I can no longer remember why.