Monday, April 25, 2011

Full Blog: Living With Complexity


Reference  Information
Title: Living With Complexity
Author: Donald Norman
Publisher: 2010 Basic Books


Summary
We only read part of this book, but from what we did read, it discussed complexity. This includes what causes complexity, how people cope with it, and how design should take it into account.

Complexity naturally exists in the world, and good design tames it by managing it and making it less complicated. The keys to coping with complexity include the design of the thing itself that determines understandability and our own set of abilities and skills. Complex things are often enjoyable and sought out, including things such as music that require much study or practice.

People claim to want things to be simpler, but then ask for more features. Because of this, eliminating buttons to increase simplicity is not always the answer. There is a trade-off with design: the easier something is for the user to use, the harder it is for the designer to design. Simplicity is not the goal - understandability is, and conceptual models play a large role in understanding.

Even simple things can still be confusing, since each thing has its own, unique rules of operation. To help deal with this, the author suggests putting information in the world to get it out of the mind. This includes using reminders such as sticky notes and signs (these can be just as confusing, though). Complexity can be reduced by using forcing functions to constrain the amount of possible actions.

People generally manage well in new situations due to cues provided by the actions of others (social signifiers). The exact interpretation of each signifier depends on other, related knowledge, and can be ambiguous and misleading. Cultural complexity can affect the interpretation of social signifiers, and things such as culture clash can occur. Good design provides signifiers to signal the appropriate use of the device.
An interesting graphical interpretation of complexity/simplicity as related to features.
Source: blog.twinloops.com
Discussion
I thought this book made some very interesting points. Most of the time when someone thinks about complexity, the solution seems to be to eliminate features and options and make only a few things possible. But Norman argued (even against his earlier self from previous books) that this is not the case. Complexity can be desired if it is understandable; it is only undesirably if it is too confusing. I particularly liked being able to compare this book to the other Norman books that we have read, since this seems to be the most recent. Many of the viewpoints that he presented in earlier books (such as feature creep) were rescinded upon, and he even admitted to many of them. The main thing that I disliked about this book was the lack of serifs in the font. Personally, that seems like it is a case of bad design due to trying to simplify the book, when it really just made it more confusing to read. Despite that, though, I believe that many of the points raised in this book would be helpful to design of future systems. Especially the fact that simplicity is not necessarily good, and that many features can be included as long as they are understandable.

Book Reading #52: Living With Complexity


Reference  Information
Title: Living With Complexity
Author: Donald Norman
Publisher: 2010 Basic Books


Chapter 3: How Simple Things Can Complicate Our Mind
Summary
This chapter discussed the fact that even simple things can still be confusing, since each thing has its own unique rules of operation. To help deal with this, Norman suggests putting information in the world, such as sticky note reminders and signs (these can be just as confusing, though). Complexity can come from the amount of information that must be known, and complexity can be reduced by using forcing functions to constrain the amount of possible actions.


Discussion
It makes sense that large amounts of simple things can become confusing. Like Norman said, even door locks are confusing when each one works somewhat differently. The forcing function suggestion was also good, but expected after reading Design of Everyday Things.


Chapter 4: Social Signifiers
Summary
This chapter discussed how people manage well in new situations due to cues provided by the actions of others (social signifiers). The exact interpretation of each signifier depends on other, related knowledge, and cultural complexity can affect the meaning since it can mean different interactions between people. Good design provides signifiers to the appropriate use of the device.


Discussion
I thought it was interesting to read about how subtle, social clues actually let people know how to act in a situation, although it does seem to be a rather intuitive concept. With this in mind, it only makes sense that design should include its own signifiers to let people know how to act with a particular device, especially if users may not even be aware of the cuing.

Paper Reading #25: Finding Your Way in a Multi-Dimensional Semantic Space with Luminoso


Comments
Jeremy Nelissen
Vince Kocks 

Reference Information
Title: Finding Your Way in a Multi-dimensional Semantic Space with Luminoso
Authors: Robert Speer, Catherine Havasi, Nichole Treadway, Henry Lieberman
When/Where: IUI 2010


Summary
This paper discussed Luminoso, a tool for helping researchers to visualize and understand a semantic space. The idea is to help researchers to easily see semantic patterns in the data. The user inputs a set of documents. One or more of the documents can be marked as canonical, which is used to test whether input documents agree with it semantically. The documents are analyzed using natural language patterns to draw general conclusions about the data, cluster the documents, and determine relations between documents.
Luminoso's depiction of a semantic network. Source: Paper.
Documents are represented with a sort of scatter plot, whereby each part of a document corresponds to a point in the space. The size of each point indicates the number of times that the item appears in the input and has a text label that describes a common feature or name of a document. The user can perform an action called grabbing that allows the user to select a point, change the projection of the data, and learn more about that point. The colors of the points indicate correlation to the grabbed point.


Discussion
I thought this application was really cool. It takes a concept that is sometimes difficult to understand (large amounts of data), and represents it in a visual way that is fairly intuitive to understand. I think using colors to determine correlation could be confusing if the user is not aware of the meaning or is color blind, and a user study would have been nice to see how easy to use this system actually is. However, I think that something like this could have many useful applications, such as allowing researchers to view correspondences between data that could have previously been missed.

Thursday, April 21, 2011

Full Blog: Why We Make Mistakes

Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype

Summary
This book discussed the nature of errors and mistakes, and the various ways that they come about and can be dealt with. Each chapter discussed a new kind of mistake, often bringing other ones into context. Each chapter contained many examples to accompany the mistakes.

A mistake/error is a misunderstanding of the meaning or implication of something, or a wrong action or statement that precedes from a faulty judgment. The world is not designed for the way that humans are wired (i.e. machines), so the world encourages people to make mistakes. Often, the wrong person or thing is blamed for a mistake; therefore, it is easy to make mistakes over and over again and difficult to learn from them.
Source: etftrends.com
 The eye can only see a finite amount of data, and what is recognized depends on the individual. This means that people can look at something and still not see everything. This leads to change blindness (where a person doesn't notice changes), the ability of movie mistakes to go largely unnoticed, and a quitting threshold for noticing details.

Meaning has great importance when dealing with memory. It affects what and how things are remembered, when details such as names are easily forgotten. Therefore, associating emotions and judgment with someone makes a person much more likely to remember them. This also suggests the importance of mnemonics when memorizing things. Similarly, brains often connect meaning without a person realizing it. This means that initial impressions are important and difficult to change. Subtle clues such as scents, prices, and regrets also play a large role in determining a person's actions.

In addition, people often view themselves in a better light when remembering past events. This includes remembering past grades as higher, affects on gamblers, moral/self-licensing (when people demonstrate that they're not corrupt, it makes corruption more likely), and hindsight bias.

Multitasking does not really exist; humans just switch between topics, requiring more time to refocus and presenting more of an opportunity for distraction errors to occur. This results in intentional blindness (not seeing things that are really there) and driver distraction.

Often times, errors occur if a person is in the wrong frame of mind, since they will look at issues the wrong way and will not realize that it is happening. Risk was also discussed, in that if someone expects a loss, they are more prone to take a risk and vis-versa. In addition, the further away the consequences of an action are, the more risks people are willing to take. Anchoring is also an issue, whereby the presentation of something sticks in a person's mind and influences their decisions. To help prevent this problem, people should try reframing, be the first to make an offer, and be wary of sales items.

People tend to only pay attention to those things that matter, such as the beginning of a word, so proofreading errors occur due to not noticing problems with the latter part of the word. Generally, the more expert someone is at a task, the more likely they are to skim and the more details they will not notice. This includes reading, music, and even emotional states. The context of something helps with remembering it, such as finding it difficult to remember a person until that person's context is remembered.

Humans have a tendency to distort irregular details of memories in a way that makes them simpler and smoother. Mapping problems arise, such as short distances being overestimated and distances to a landmark being judged to be less than distances from the landmark. The human mind forms a mental map by organizing information into a hierarchy system. Finally, since memories can be distorted, stories that are told are often tailored to t he audience and the purpose, and conversation becomes more of a means of creating an impression than conveying information.

Men and women have differences in behavior that tend to lead to different errors. Men tend to be more overconfident, which is the leading source of human error. Women are more risk averse, partially due to how they see the rewards of risk, and if someone is less confident about performing a new task, they are likely to use the older, more complex way. Maps and the asking of directions were also discussed, which depends on how wide of a home range the person had as a child.

People tend to think that they are above average and overconfident (except for those that are depressed), which tends to create many human errors. Advertising often takes advantage of overconfidence, counting on people to overestimate their self-control (i.e. gym memberships). Calibration is used to judge how overconfident someone is, and it measures the difference between actual and perceived abilities. The power of feedback, the illusion of control, and information overload were also discussed.

There is a human tendency to not read instruction manuals and to just try to figure stuff out on the fly. When it comes to tasks of judgment, experts are often worse than believed, practice to form a library in the mind is essential to becoming an expert, and cognitive maps are used to solve everyday problems. Also, once people learn a particular way to do something, they are likely to stick with it, even if there is a simpler method.

Constraints and affordances can be used to eliminate errors. Selecting things that are easily recognizable, eliminating uncertainty, simplifying things, and determining the source of error can all be used to reduce error. A person's attitude plays a large role in the occurrence of mistakes, since overconfidence is a large cause of error.

People have a tendency to be unable to accurately predict how they will feel about things in the future, leading to projection bias regarding items such as gift cards and rebates. People focus on the wrong details when making decisions, exaggerating the importance of individual factors and ignoring the major factors. Personal happiness does not require much, and people often have a difficult time judging the happiness of others.

Finally, after discussing all of these mistakes, the author offered solutions to prevent them. These included thinking small, thinking negatively (considering what bad consequences could happen), letting non-experts take part in things, disregarding habits, slowing down, and getting sleep. The affect of happiness was discussed, including the fact that people that are happier increase their tendency to see relations between material and overcome habits. Finally, the author suggested that money is not the currency of life, but time is.

Discussion
I thought this book was very interesting. Unlike the other books that we have read for this class, it focused less on the design, and more on the actual behavior of people. I found it to be very informative regarding mistakes. I had no idea that many of those mistakes actually existed, and while I was reading it, I often found that I do many of those things, too. The examples provided were very helpful to understanding the author's point. With the information about what kinds of mistakes people make and why, I can be more aware of my own mistakes and try to adjust my own behavior to fix some of them. More importantly, though, this information can be applied towards designing systems that are easier to use and that prevent more user errors by eliminating common causes of mistakes.

Wednesday, April 20, 2011

Book Reading #51: Living With Complexity

Reference  Information
Title: Living With Complexity
Author: Donald Norman
Publisher: 2010 Basic Books

Chapter 1: Why Is Complexity Necessary?
Summary
This chapter discussed complexity in the world, and that good design tames complexity by managing it and making it less complicated. The keys to coping with complexity include the design of the thing itself that determines understandability and our own set of abilities and skills. Complex things are often enjoyable (they are natural), including things such as music that requires much study

Discussion
First of all, the font chosen for this book is a little ridiculous. It may be pretty, but there is something very helpful called serifs. Other than that, I agree that complexity is an important concept and that design should make things understandable while not making them too simple.



Chapter 2: Simplicity is in the Mind
Summary
This chapter discussed simplicity and the fact that people claim to want things to be simpler, then ask for more features. Conceptual models were discussed, and the easier something is for the user, the harder it is for the designer. Simplicity isn't the goal - understandability is.

Discussion
I find it interesting that Norman completely changed his view on features. He went from discussing how bad many features are to saying that they're good because people want them. But I did like his discussion that simplicity is not what designers should be focusing on. Complex things can be good if they're understandable.

Paper Reading #24: Using Language Complexity to Measure Cognitive Load for Adaptive Interaction Design

Comments
Aaron Kirkes 
Felipe Othick


Reference Information
Title: Using Language Complexity to Measure Cognitive Load for Adaptive Interaction Design
Authors: M. Asif Khawaja, Fang Chen, Nadine Marcus
When/Where: IUI 2010



Summary
This paper discussed analyzing patterns of language complexity to measure cognitive load for use in interface evaluation and improving interactions. Cognitive load is the mental load on a person's memory that occurs when doing a problem-solving task due to the limitations of memory. This cognitive load can occur using interfaces due to either the task or complex design. Therefore, by analyzing users' cognitive loads, this paper hoped to improve the cognitive load problems within interfaces.
Cognitive load is due to memory limitations. Source: speakingaboutpresenting.com
The analysis was done by inspecting speech data from several bushfire management teams. The data was recorded, transcribed, cleaned, and coded for both low load and high load. By applying complexity measures to the data, it was determined that as task difficulty increases, vocabulary richness decreases and the use of complex words increases. When dealing with easy tasks, people use short, complete sentences, but do not for more difficult tasks. It is believed that this information can be applied for measuring cognitive load in other scenarios and can be used to improve interaction design.

Discussion
I found it interesting that cognitive load can be analyzed from speech data, and that this paper did so in hopes of improving interaction designs and interface evaluations. I especially liked that the paper made sure to address its faults, such as the fact that the conclusions due to the results may only apply to the particular tasks that they analyzed, namely bushfire management tasks. I think that more of these user studies should be so upfront about flaws in the data or conclusions, it makes the results more believable. Besides that, though, I think that cognitive load research could definitely result in some improvements regarding interface design and such, since it would be taking users into account during design.

Monday, April 18, 2011

Paper Reading #23: Activity Awareness in Family-Based Healthy Living Online Social Networks

Comments
Adam Friedli
Cindy Skach



Reference Information
Title: Activity Awareness in Family-Based Healthy Living Online Social Networks
Authors: Stephen Kimani, Shlomo Berkovsky, Greg Smith, Jill Freyne, Nilufar Baghaei, Dipak Bhandari
When/Where: IUI 2010


Summary
This paper discussed a social networking interface for health management purposes. The idea is to motivate people to be more aware and active by using a social, family-oriented environment. The system can record, track, and view healthy activities through both the real world and a social networking environment. Users are shown a scorecard, including charts and graphs of activity performance. A person's performance can be compared to others to lead to a higher level of learning and motivation. Each user has a self-reported diary to log activities in.
An example of the charts provided to users regarding activity. Source: Paper
A user study was conducted with four-member families trying out the system. Two groups were used, a group without using the interface and a group that used the interface. Results showed that those that used the system had more interaction with family members, had easier access to health resources, could learn more about healthy living, and enjoyed the graphs. Users were motivated to learn and the system helped them to identify areas of healthy living that needed improvement.

Discussion
This idea seems like it could be very useful. Many people are now unable to stay healthy, what with the ease of access to fast food and the appeal of sitting in a desk chair at a computer all day long. A system like this could encourage people to live healthier lives, by providing social motivation to improve themselves. This paper did not include very many details about the system itself, although it did have many mathematical terms and equations for calculating performance. It would have been helpful to know more about how the system works. I think the paper makes a good point though. With so much technology, maybe we should start focusing not only on how to best entertain people or how to sell a product to the most amount of people, but how to actually improve peoples' quality of life.

Book Reading #50: Why We Make Mistakes


Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype


Chapter 12: We Don't Constrain Ourselves
Summary
This chapter discussed constraints and affordances and how they can be used to eliminate errors. Selecting things that are easily recognizable, eliminating uncertainty, simplifying things, and determining the source of error can all be used to reduce error. A person's attitude plays a large role in the occurrence of mistakes, since overconfidence is a large cause of error.


Discussion
I thought the comparison of doctors vs. aviators established the author's point very well, and many of the examples were interesting. However, the beginning of the chapter sounded like it was coming straight out of a Norman book, with the discussion of constraints and affordances. The author even used many of the same examples that Norman used in Design of Everyday Things.


Chapter 13: The Grass Does Look Greener
Summary
This chapter discussed the tendency of people to be unable to accurately predict how they will feel about things that happen in the future, leading to projection bias with gift cards and rebates. People focus on the wrong details when making decisions, exaggerating the importance of individual factors and ignoring the major factors. Personal happiness does not require much, and people often have a difficult time judging the happiness of others.


Discussion
I thought this chapter was very interesting. I especially liked the comparison between people in northern states wanting to move to California because they thought it would be better, when in reality they were only focusing on things like weather and not important things like cost of living.


Conclusion
Summary
The conclusion summarized the mistakes discussed throughout the book and offered solutions to prevent mistakes. These included thinking small, thinking negatively (considering what bad consequences could happen), letting non-experts take part in things, disregarding habits, slowing down, and getting some sleep. The affect of happiness was discussed, including the fact that people that are happier increase their tendency to see relations between material and overcome habits. Finally, the author suggested that money is not the currency of life, but time.


Discussion
I liked the suggestion to think negatively. Growing up, I was always taught to "plan for the worst, but hope for the best" so that every negative consequence of an action would be considered. I believe that this is a good way to think, since it eliminates overconfidence and therefore error. I also liked how all of the major examples discussed throughout the book were mentioned to remind the reader of everything that was discussed.

Wednesday, April 13, 2011

Book Reading #49: Why We Make Mistakes

Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype


Chapter 10: We All Think We're Above Average
Summary
This chapter discussed the fact that humans tend to think that they are above average and overconfident, which tends to create many human errors. The author presented examples such as advertising that takes advantage of overconfidence, counting on people to overestimate their self-control (like gym memberships). Calibration is used to judge how overconfident someone is, and it measures the difference between actual  and perceived abilities. The power of feedback, the illusion of control (as tasks get harder, the degree of overconfidence goes up), and information overload were also discussed


Discussion
I found it interesting that the author stated that almost everyone is overconfident, except for those people who are slightly depressed, as they tend to be realists. I also thought it was interesting that, while many people complain about how inaccurate weathermen are, the weather forecasters tend to be remarkably calibrated with a long track record of accurate predictions.


Chapter 11: We'd Rather Wing It
Summary
This chapter discussed the human tendency to not read instruction manuals. When it comes tasks of judgment, experts are often worse than believed, practice to form a library in the mind is essential to becoming an expert, and cognitive maps are used to solve everyday problems. Also, once people learn a particular way to do something, they are likely to stick with it, even if there is a simpler method.


Discussion
It is very true that people do not like to read instructions, so I found this chapter rather amusing to read. I did find it interesting that people do not like to learn new, simpler ways of doing things and that this reluctance leads to difficulties solving problems and the inability to think outside of the box.

Full Blog: Media Equation

Reference Information
Title: Machines and Mindlessness: Social Responses to Computers
Authors: Clifford Nass, Youngme Moon
Published: Journal of Social Issues, 2000

Title: Computers are Social Actors
Authors: Clifford Nass, Jonathan Steuer, Ellen Tauber
When/Where: CHI 1994

Title: Can Computer Personalities Be Human Personalities?
Authors: Clifford Nass, Youngme Moon, BJ Fogg, Byron Reeves, Chris Dryer
When/Where: CHI 1995

Summary
These papers all had a very similar point that they made. Each one of them discussed similar experiments that related human-human interactions and the psychological theory associated with them to human-computer interactions.


The first paper discussed how people tend to have social responses such as politeness towards computers. The paper suggested that these social responses do not occur on the basis of thinking that computers have human attributed, but are actually due to mindless behavior that results in subconscious social reactions due to similar situations. Experiments were conducted that confirmed psychological theories applied to human-computer interaction in areas of social categories (gender roles, ethnicity, ingroup vs. outgroup, politeness, reciprocity, and self-disclosure), premature cognitive commitment (labeling of specialist vs. generalist), and personality. Finally, the paper listed possible alternative explanations for this behavior, such as ignorance, anthropomorphism, and orientation to the programmer, and provided reasons that these do not hold.
An example of the experiment setups. Source: Computers are Social Actors
 The second paper presented experimental evidence that people's interactions with computers follow psychological social rules that apply to human-human interactions, and are not the result of ignorance or social dysfunctions, much like the first paper. However, the method of reproducing these social interactions was discussed and applied to various situations, including politeness, self vs. other, gender roles, and computer vs. programmer vs. "I" context. Each of the social norms was proven through experimentation.

The third paper presented a study to find the minimum set of clues needed to create a computer-based personality and to show that it can elicit social responses from users. Dominance/submission aspects of personality were tested by assigning particular attributes to computers. The results confirmed all of the hypotheses that were based on psychological theory.


Discussion
These papers were very interesting to read. Most people generally attribute ignorance or anthropomorphism to acting socially towards computers, so it was very intriguing to discover that it is not the case. Reading three papers all discussing the same experiments got a little old, and some of the graphs presented in the papers seemed to be confusing and a bad choice of the type of graph, but the idea presented was good. It seems like knowing that many psychological theories apply to human-computer interaction could be applied to designing better programs. Since simple adjustments to programs, such as adding particular voices or assigning a dominant/submissive trait, can elicit social responses, it seems like all the effort to design mimicry of humans, such as AI and graphical representations, could be eliminated. These studies showed that much simpler programs can still create social responses.

Book Reading #48: Media Equation

Part 1: Machines and Mindlessness: Social Responses to Computers
Reference Information
Title: Machines and Mindlessness: Social Responses to Computers
Authors: Clifford Nass, Youngme Moon
Published: Journal of Social Issues, 2000


Summary
This paper discussed how people tend to have social responses, such as politeness, towards computers. This paper suggests that it is not due to ignorance of thinking that computers have human attributes, but due to mindless behavior that results in subconscious social reactions due to similarities in the situation. Experiments were conducted to show this that tested attributing social categories (such as gender roles, ethnicity traits, ingroup vs. outgroup, politeness, reciprocity, and self-disclosure), premature cognitive commitment (labeling of specialist vs. generalist), and personality. The paper also denounced alternative explanations, such as ignorance, anthropomorphism, or orientation to the programmer.


Discussion
I am aware of the fact that people tend to treat computers like humans in many aspects, but I found this paper to be very interesting in that it debunked the theories of anthropomorphism and such. I thought the extent and amount of different experiments that were carried out was very thorough, and I found it interesting that in every experiment, humans followed psychology principles towards computers.


Part 2: Computers are Social Actors
Reference Information
Title: Computers are Social Actors
Authors: Clifford Nass, Jonathan Steuer, Ellen Tauber
When/Where: CHI 1994


Summary
This paper discussed human-computer interaction and presented experimental evidence that people's interactions with computers follow psychological social rules that apply to human-human interactions, and are not the result of ignorance or social dysfunctions. The method of reproducing these social interactions was discussed, then applied to various situations, including politeness, self vs. other, gender roles, and the computer vs. programmer vs. "I" context. Every one of these social norms was proven.


Discussion
This paper seemed to repeat much of the discussion in the first paper, but I liked the more in-depth discussion about the experiments. I found it particularly interesting that there was no difference in human reactions between the computer using "computer" tense and "I" tense. Finally, I liked that this paper presented what the implications of this were for computer science, specifically that this means that programs do not need expensive AI and GUIs to elicit social responses.


Part 3: Can Computer Personalities Be Human Personalities?
Reference Information
Title: Can Computer Personalities Be Human Personalities?
Authors: Clifford Nass, Youngme Moon, BJ Fogg, Byron Reeves, Chris Dryer
When/Where: CHI 1995


Summary
This paper presents a study to find the minimum set of clues needed to create a computer-based personality and to show that this can elicit social responses from users. Dominance/submission aspects of personality were tested  by assigning particular attributes to computers. The results confirmed all of the hypotheses that were based on psychological theory.


Discussion
I liked that this paper discussed just one study in-depth that had been discussed in both of the previous papers. It was interesting to read about the hypotheses, but other than that, this paper just seemed pretty repetitive after reading the previous papers. The conclusion was pretty interesting though, that minimal attempts are necessary to effect humans and that humans respond socially to technology.

Paper Reading #22: A $3 Gesture Recognizer

Comments
Steven Hennessy
Patrick Frith 

Reference Information
Title: A $3 Gesture Recognizer - Simple Gesture Recognition for Devices Equipped with 3D Acceleration Sensors
Authors: Sven Kratz, Michael Rohs
When/Where: IUI 2010

Summary
This paper discussed a simple gesture recognizer using 3D accelerometer input from a device such as a mobile phone or Wii controller. The algorithm uses only trigonometric and geometric calculations, and is designed to be device-independent without the use of special tool-kits or frameworks. About 5 training examples are required to perform the recognition. The approach is quick, cheap, requires minimal training, and a decent recognition rate.

Testing of the system was done using a Wii controller. Each participant in the evaluation study was asked to complete a set of gestures, entering each one 15 times. The first 5 were used for training, and the rest for evaluation of recognition. The evaluation showed that correct recognition was lower than that of a more complex system, but for the purposes of this system (quick responses for prototyping systems) it is acceptable.
The set of gestures used for evaluation. Source: paper.
Discussion
I thought this was a good idea, since gesture recognition generally takes a lot of computation. However, it seems like there were a lot of drawbacks of this system. For instance, the gesture vocabulary could only have 10-15 gestures before the computational overhead became too large to be practical. So while this system may be useful for prototype systems that need fast feedback, it seems like it would be rather useless in a complete system. With that said, I think it could be useful to continue to investigate faster and different methods for gesture recognition, since more and more devices seem to be providing uses for such a system.

Tuesday, April 12, 2011

Book Reading #47: Why We Make Mistakes


Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype

Chapter 8: We Like Things Tidy
Summary
This chapter discussed the human tendency to distort irregular details of memories in a way that makes them simpler and smoother. This is shown through a number of experiments, such as Milgram's, the drawing of a map of Paris in which the main river was straightened, and the war of the ghosts retelling. Short distances are overestimated, distances to a landmark are judged to be less than distances from the landmark, and the human mind forms a map by organizing information into a hierarchy. Finally, since memories can be distorted, stories that are told are tailored to the audience and the purpose, and conversation is more a means creating an impression.


Discussion
I found it interesting that conversation is not so much about telling the truth, but creating an impression, and that what is said is altered depending on who's saying it and who it's being said to. However, it's not too surprising. Also, the idea that memories are altered to make them more rational and smoother seemed interesting. I wonder how many things are actually distorted in our memories that we are unaware of?


Chapter 9: Men Shoot First
Summary
This chapter discussed the differences in behavior between men and women that tend to lead to different errors. Men tend to be more overconfident, which is the leading source of human error. Women are more risk averse, partially due to how they see the rewards of the risk, and they are more likely to not use debugging features on a computer due to lack of confidence about them. Finally, maps and the asking of directions was discussed, which seems to depend on how wide the home range a person had as a child.


Discussion
I found it interesting that men and women typically view the world so differently, which means that they commit different types of errors in everyday life. I especially thought it was intriguing that how far a person was allowed to wonder as a child affected their confidence, mapping skills, and many decisions when they are older.

Monday, April 11, 2011

Paper Reading #21: A Multimodal Labeling Interface for Wearable Computing

Comments
Steven Hennessy 
Jeremy Nelissen

Reference Information
Title: A Multimodal Labeling Interface for Wearable Computing
Authors: Shanqing Li, Yunde Jia
When/Where: IUI 2010

Summary
This paper proposed a system for labeling objects in wearable environments using a multimodal interface instead of with the inconvenient mice and keyboard. The program uses visual tracking to allow the user to circle on object by pointing, then the user speaks the name of the object and speech recognition is used to get the label. The visual tracking and speech recognition is performed in real-time. The system hardware consists of a head-mounted display to track the user's circling of objects, a wearable computer, and a Bluetooth microphone to capture the user's voice.
View of the system in process. Source: Article.
Experiments were held with the system to evaluate it, involving a user circling various objects and speaking the name "circle". By comparing these results with those using a mice and keyboard, the evaluation showed that this approach was more efficient that mice and keyboard for wearable environments.

Discussion
I thought this system was pretty interesting. It makes sense that for this kind of environment, a keyboard and mouse would be inconvenient, so this proposed approach seems like it would be efficient. However, it seems like its effectiveness would depend largely on how well the speech recognition and hand-tracking recognition systems work. Also, most of the paper was largely technical and mathematical, making it rather hard to understand. However, I like the idea of changing the input methods for unique systems such that the method of input is adapted to the system itself.

Thursday, April 7, 2011

Full Blog: Things That Make Us Smart


Reference Information
Title: Things That Make Us Smart: Defending Human Attributes in the Age of the Machine
Author: Donald Norman
Publisher: 1994 Basic Books

Summary
We only read part of this book, but from what we did read, it mostly discussed cognitive artifacts, or tools to help mental understanding. Norman pointed out many problems that currently exist with technology, and suggested causes and solutions for each.

The first chapter described the problems with technology having a machine-oriented view, involving straight facts and numbers. People do not think that way, as they are clouded with judgments and emotions, and are easily distracted. Therefore, Norman suggests that we should move towards a human-centered view of technology and people in order to design new systems that reduce error. In addition, there are two different kinds of cognition: experiential, which leads to a state where people can react to events effortlessley, and reflective, where thoughts can be compared and contrasted.

The different levels of cognition were discussed in more detail, including tools for each type. Both experiential and reflective must work together, with neither being superior to the other. In addition, Norman discussed learning, suggesting ways that it could be improved, such as merging video games with educators to create a simulated environment with proper social interaction and guidance for learning important information. Motivation plays a large part in learning. The different steps of learning include accretion (the accumulation of new facts), tuning (repeated practice that leads to experiential, expert knowledge), and restructuring (reflective thought that forms conceptual structures of learning).

How things are represented plays a large role in how they are remembered and understood. The power of cognitive aids comes from the fact that some unrelated symbol or mark can be used to represent and abstract some larger, unattainable object for reasoning purposes. This allows people to work with things that are not generally workable. Some idea features of representations include that they should capture important features of the represented world, be appropriate for the people that will be using it, and be appropriate for the task.

Cognitive artifacts were discussed in more detail. The difference between surface and internal representations, passive and active artifacts were explained. In addition, helpful examples such as puzzle games were explained to help understanding of the topic. Artifacts can easily be misused, whether intentionally or not, so they should be designed carefully and should enhance mental understanding of the task at hand. The representation should be fitted to the task and the people who will be using it, and proper affordances should be used to suggest correct and easy understanding.
An example of a cognitive artifact. By aiding writing, a pen aids a person to understand and remember details.
Source: rickischultz.wordpress.com
Discussion
I found many of Norman's problems and suggested solutions to be very interesting. It is very true that programs are designed for how machines think because it is easier to implement. However, it would be easier to use if it were designed for how humans think. The fact that the examples urged the reader to become reflective in reading his book was amusing. However, Norman was fairly long-winded in this book, and easily could have made his point in half the amount of time. I do believe he made some good points, though. I especially liked the discussion on learning, as I believe that looking into improving education and making it more motivational is something that could really help society.

Book Reading #46: Why We Make Mistakes


Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype

Chapter 6: We're in the Wrong Frame of Mind
Summary
This chapter showed that if a person is in the wrong frame of mind, they will look at issues the wrong way and they usually don't realize that it is happening. In decision-making, in situations were someone expects a loss, they are more prone to take a risk and vis versa. In addition, the further away the consequences of an action are, the more risk people will take. To help, try reframing, be the first to make an offer, and be wary of sales items.

Discussion
I thought this chapter was really interesting, especially reading about the grocery store experiment and how the different ways that things are presented affect a person's decision about them due to anchoring. After reading this chapter, I may think more carefully the next time I go shopping or make a large decision.

Chapter 7: We Skim
Summary
People tend to pay attention only to those things that matter, such as the beginning of a word, so that proofreading errors occur due to not noticing problems with the latter part of the word. Generally, the more expert a person is at something, the more they skim and the more details they will not notice. This works with all sorts of things, including reading, music, and even emotional states.

Discussion
I thought it was interesting that the author pointed out that it's difficult to remember a person until you remember where that person belongs in context. It's so true, I often find myself recognizing someone on campus but having no idea who they are until I can figure out which class I had with them.

Wednesday, April 6, 2011

Book Reading #45: Things That Make Us Smart


Reference Information
Title: Things That Make Us Smart: Defending Human Attributes in the Age of the Machine
Author: Donald Norman
Publisher: 1994 Basic Books

Chapter 3: The Power of Representation
Summary
This chapter discussed how things are represented and the effect that has on memory and usage. The powers of cognitive aids come from the fact that something completely unrelated can be used to represent something else that can then be reasoned off of (such as a pencil being a car in a reenactment). Representations allow people to work with things that are not generally workable, and should capture important features of the represented world, be appropriate for the person, and appropriate for the task.

Discussion
I think this chapter went on way too long for the information that was being presented. However, I do agree that representations are very powerful and, when used correctly, can enhance a person's understanding of a concept or event.

Chapter 4: Fitting the Artifact to the Person
Summary
This chapter discussed cognitive artifacts, including surface vs. internal representations, passive vs. active artifacts, and various helpful examples to explain his suggestions. In particular, the author emphasized that artifacts can be misused, so they should be designed carefully and should enhance mental capabilities in some way. The representation should be fitted to the task and the people who will be using it, and affordances should be taken into account.

Discussion
I liked the examples of games and such that led the reader to the author's conclusion before he even made it -- it's reflective reading! I also agree that cognitive artifacts should be designed carefully, and with their proper purpose and user in mind, so that they help instead of hinder.

Paper Reading #20: Supporting Exploratory Information Seeking by Epistemology-based Social Search

Comments
Jorge Perez 
Stephen Morrow


Reference Information
Title: Supporting Exploratory Information Seeking by Epistemology-based Social Search
Authors: Yuqing Mao, Haifeng Shen, Chengzheng Sun
Where/When: IUI 2010


Summary
People often have problems creating proper keywords and evaluating search results for current search engines, which are part of exploratory information seeking (EIS). This paper suggested a new way of allowing users to search with hopes of making it faster and easier. This system is based on epistemology social searching, which reuses and redefines other users' contributions, allowing users to share web searches.

A prototype, Baijia, was created, in which users submit a query and selected search pages for it, which are then added to the epistemology. Search pages can be ranked and commented by other users dynamically in real-time. Related queries can then be presented to the user, allowing information to be presented quickly. Users can subscribe to a epistemology, and if it is refined by others, they will receive notifications about it.
An example of Baijia, showing epistemology generation and refining.
An experiment was conducted using AOL query logs as a base, then evaluating searches using Baijia. Overall, this system showed better ranking performance over AOL. This was the only feedback provided, but it was stated that user studies are in process.


Discussion
I was a little confused about what an epistemology was, but this sounds like it could greatly improve web searches, especially for those that do not know how to form proper query words or that do not know what kinds of result pages might be good. And let's face it, there are many people that still ask questions of a search engine instead of just using keywords. I also think it was cool that they gave a social aspect to searching, by allowing users to rank and refine others' searches. I would like to see what further user studies show about this system to see if it would actually be good or not.

Monday, April 4, 2011

Book Reading #44: Why We Make Mistakes

Reference Information
Title: Why We Make Mistakes
Author: Joseph T. Hallinan
Publisher: 2009 Crown Archetype

Chapter 4: We Wear Rose Colored Glasses
Summary
This chapter discussed people's tendency to unconsciously view themselves in a better light when remembering past events. This includes experiments that have shown people remembering past grades as being higher, experiments with gamblers, and experiments with financial advisors asking more money (moral/self-licensing = when people demonstrate that they're not corrupt, it makes corruption more likely). This means that hindsight is skewed (hindsight bias) and is one of the most common sources of human error.



Discussion
I don't find it all that surprising that people often see themselves as acting better than they did in actuality. People like to be liked, so they may change their memories to believe something other than what actually happened. In particular, I found it interesting that financial advisors (and maybe even doctors) that come clean about conflicts of interest are more likely to be corrupt, thinking that their clients will take it into account.

Chapter 5: We Can Walk and Chew Gum -- but Not Much Else
Summary
This chapter discussed multitasking, and the human inability to accomplish it. In fact, humans just switch between topics, requiring more time to refocus and presenting more of an opportunity for distraction errors to occur. The author described similar problems regarding task saturation with plane crashes, intentional blindness of not seeing objects such as bridges due to distraction, and the perils of driver distraction.



Discussion
I thought it was strange that a person could completely not see an entire bridge, but it does make sense. In particular, I thought some of the ideas regarding driver "entertainment" were just ridiculous, since drivers do not need to email or check Facebook while driving, that's just asking for disaster.

Book Reading #43: Things That Make Us Smart

Reference Information
Title: Things That Make Us Smart: Defending Human Attributes in the Age of the Machine
Author: Donald Norman
Publisher: 1994 Basic Books

Chapter 1: A Human-Centered Technology
Summary
This chapter introduced the book, describing the problems with technology having a machine-oriented view since humans are not meant to act that way. Norman suggests that we should move towards a human-centered view of technology and people, taking into account facts such that people are easily distracted and influenced by emotion when designing new systems in order to reduce error. Finally, he discussed two kinds of cognition: experiential (leads to a state where we react to events ) and reflective (compare and contrast thoughts; decision-making).

Discussion
I think Norman made a good point about the difference between machine-oriented and human-oriented views. Devices do not take emotions and human unpredictability into account, which allows for more possible human error. Realizing that humans are humans when designing something may just lead to a product that is easier to use.

Chapter 2: Experiencing the World
Summary
This chapter discussed the different levels of cognition, and how they apply within different instances of the real world. Tools for each type of cognition are suggested, and it is emphasized that they must work together to be fully efficient. The different kinds of learning were discussed, including accretion (accumulation of facts), tuning (practice that leads to experiential, expert knowledge), and restructuring (reflective thought that forms conceptual structures of learning).

Discussion 
I liked the suggestions about how to improve learning, such as merging video games with educators to create a simulated environment with social interaction for learning. In particular, I thought it was interesting that the most important part of learning seems to be motivation, and that the same processes for playing a game are used for learning, except that motivation is usually lacking regarding education.

Paper Reading #19: Vocabulary Navigation Made Easier

Comment
Felipe Othick
Stuart Jones

Reference Information
Title: Vocabulary Navigation Made Easier
Authors: Sonya Nikolova, Xiaojuan Ma, Marilyn Tremaine, and Perry Cook
When/Where: IUI 2010

Summary
This paper discussed creating a system that makes vocabulary navigation and word finding easier for those with lexical access disorders (links between words stored in a person's memory are not always there, making it difficult to think words). Currently, many vocabulary systems are organized in hierarchies of categories of words. This means that to find a particular word, you must know which category or subcategory that it may be in. This paper detailed the Visual Vocabulary for Aphasia system (ViVA) that attempts to help make word searching easier for organizing words in a dynamic semantic network, with relations between words reflecting human associations and past vocabulary choices that work off of how the human mind organizes words. For this project, connections between words were gathered from a website that acts as a communication tool for people with the lexical access disorder of aphasia.

A preliminary user study was conducted using people with no lexical access disorders to assess the system. They were asked to find missing words within phrases using two different vocabularies, a hierarchy of words and ViVA using the same set of words just with provided associations. The results showed that ViVA took significantly less time and less clicks to find words, and all participants agreed that it was helpful and less confusing. The paper states that the next step would be an evaluation of the system with those with lexical access disorders for a conclusive evaluation.
ViVA in action during the user study. The top row displays related words. Source: Paper.
Discussion
I thought that this paper brought up a really interesting point by suggesting a way to better find words, especially for those that have impairments that make it difficult. While the evaluation did not involve those with the disorders mentioned, the authors recognized that it made the evaluation inconclusive but that the good performance of the system suggested that it could be even more helpful for those with disorders. Even though the evaluation of the system showed that it was useful for everyday people, I think that this paper's suggestion of designing systems to help those with disorders or impairments is a good idea to keep in mind for designing systems. Many people with impairments find it difficult to go through everyday life, so it seems like technology could be used to help them improve everyday tasks that are currently difficult.

Ethnography Results, Week 8

For this week, we went to Schotzi's on Saturday, to see Strawberry Jam. We arrived around 10:00pm, when the Conglomerate, a jazzy band, was playing on the outside stage. For a few songs, they brought up Lindsay Harris to sing with them (we went to her concert for the first week of the project). Only 15 people showed up to watch them. This may have been partially due to the fact that Cartoon Network's Adult Swim had set up an event and concert across the street, which had attracted a lot of attention. After the Adult Swim event had ended, Schotzi's filled up. By the time Strawberry Jam came on at midnight, there were about 80 people in attendance. By the end of their performance, there were about 100 people there.


There were a wide variety of people in attendance at the concert. There were a few groups of sorority girls and fraternity boys, along with some groups that seemed to know the people in the bands. A few people in the crowd were shouting song suggestions, leading me to believe that they were familiar with the band and its songs.

The crowd watching Strawberry Jam was definitely the most active and involved audience yet. The band played a few songs at request, including an encore, that were popular songs. The crowd started dancing and singing along. People got right up next to the stage, jumping and dancing along to the music. In particular, the encore had people doing the "shout" dance, jumping and raising their hands while they sang along. The level of interaction that the band had with the audience was very interesting, as not many of the other bands we have seen have been able to attain it.

Full Blog: Coming of Age in Samoa

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

Summary
This book was an ethnography studying the culture of Samoa. The author related the Samoan culture to European culture, citing ways that European culture could be improved in order to alleviate the problems of adolescence that occur in society. The main purpose of describing a different culture was to increase understanding of the reader's own culture.
The Samoan islands, where this ethnography was conducted. Source: lonelyplanet.com
To carry out this study, the author conducted various methods of investigation to collect data among a group of adolescent girls. These included observation, personal interviews, and handing out a survey. Tables of personal and social information were presented depicting the data.

The author described various aspects of Samoan culture in detail. A typical day in the life of a Samoan highlights the strict work structure of the culture, with the night being designated for free time. Next, the education of Samoan children was discussed, including the lack of interest that adults show towards children, the older children taking care of the younger, and the differences in upbringing between girls and boys (mostly consisting of different responsibilities and group organizational structures). The household structure was described with age and title being the most important factors regarding authority, and the ability to switch households on a whim was emphasized as being a large part of freedom for children. Friend groups are formed by age ranges and household proximity, designated by gender. Relationships were discussed, including the male-female avoidance policy, marriage practices, and the ease of divorce. Dance plays an important role in the society, allowing the children to have an opportunity to be the focus of an event and to express their individuality, something that is not generally permissible in Samoan culture. Excessive personality traits are discouraged and comparisons of judgement are not frequent. The lives and experiences of the individual girls in the study group were also described, including the possible conflicts presented to adolescent girls in Samoa and what caused the conflicts, such as living on the outskirts of town. Finally, the role of maturity and old age in Samoan culture were discussed, namely how age affects responsibility and the different accomplishments available depending on gender.

For the last few chapters in the book, the author related her cultural findings to European culture. She offered suggestions based on the relations between cultures in order to improve the European way of life, including changing the attitude towards children learning about birth and death and having larger households for a wider circle of authority. She also criticized the European educational system, suggesting that the inherent cultural factors of the society are what make adolescence such a rough time period, since Samoa does not experience this characteristic. Therefore, solutions were suggested based on the Samoan way of life, such as eliminating the presence of conflicting standards and to educate children about every option that they have available to them, not just those that their parents prefer.

Finally, the current state of living in Samoa was discussed, including how other cultures have influenced it. Despite many other assimilated cultures, Samoa has remained very flexible, only adopting those parts of European cultures that enhance their way of life and ignoring the parts that hurt the culture.



Discussion
I enjoyed getting to read what a real ethnography is like, so that we can have an idea of how to conduct and explain an ethnography of our own for the class project. For the most part though, the book did not seem to have much of an impact on computer science or any of the other topics we have been discussing within this class. I found it difficult to relate the book in terms that would be helpful to me. However, the author did make many suggestions based on her comparison of the cultures that seem like they could be helpful to keep in mind when designing future technologies that may influence our culture or educational system. For example, the author's emphasis on providing children with the knowledge of every option available to them such that they can make a stress-free decision on their own seems like a good policy to keep in mind. Systems that allow for the sharing of information could help to achieve this goal.