5. Outline
● Project evolution
● Framing our study
○ specific scenarios & examples
○ research questions
● Study methodology
○ rationale - how did we make design decisions
● Mechanics
○ what we did & how we did it
6. Outline
● Data / thought analysis
● Interview highlights
● Thoughts on Siri
● Thoughts on Kinect
● Future work
● Lessons learned
7. Project Beginnings
● Original idea: "something" with Kinect
○ Maybe interface related, or social interactions
● Devices beyond the Kinect: iPhone 4S (Siri)
● How people choose between one of several
interaction modes
○ Do I talk to my phone? Use the touchscreen?
○ Do I wave at my Xbox? Shout at it? Use a controller?
8. Possible Topics of Interest
● Collaborative vs. Competitive games (social
component)
● Voice communication in collaborative games
● Activity-driven games & activity coordination
● Engaging & encouraging long-term involvement
● What is unique about the Kinect? (hands-free, no-
controller... what are the implications of this?)
9. Project Evolution
● Use of technology:
○ Driven by utility
○ Related to activity going on in the space
○ May be bounded by physical space
● Contradictions
○ Based on role
○ Based on activity
○ Based on perceptions
10. Framing our Study
1. Physical vs social space
● Is there any difference how people
perceive them?
● How do they define?
2. Choice of devices
● Screen size, keyboard/touch screen,
gestures, dictation, etc
● goals
● embodiment
11. Framing our Study
3. Appropriateness
● What is appropriateness
● What's not
4. Perception of other people using technology
● What is appropriate
● Any difference of rules for self and
others?
12. Methodology - Rationale
Semi-structured interview technique
● Highly contextualized area(s) of interest
● Not sure what we will find out
● Limited initial understanding
● Multiple hypotheses
● Elicit creative, open-ended responses
13. Selection Criteria
● Very open-ended
● Didn't want to limit prematurely
● People with high exposure to the settings /
environments of interest
14. Places / Settings of Interest
1. Classroom - lecture environment
2. Airport
3. Coffee shop
4. Church / religious building
5. Movie theater
6. Library
15. Place Dimensions
● Small vs. large
● Public vs. private
● Focus of attention
● Cooperation level
● Visibility
16. Demographic / Background Data
● Could become relevant, based on what we
find
● Could help refine future groups of interest
● Specific device usage / familiarity
● Will talk to users about w/e they have
experience with
● Ideal candidates familiar with a majority of
settings / devices
17. Example Questions / Scenarios
● "Bluetooth headset guy" at the coffee shop
Wired magazine, August 2009
22. Interview Highlights
● Barista: Pete's Coffee (SF Financial District)
○ Business people tip well
○ BlueTooth less annoying for business
■ "BlueTooth people still pay attention to other
things, its like they have evolved"
● Cell phones at the concert (instead of
cameras)
○ The lone iPad
○ Light and Sound Pollution: Movie theater vs Concert
● Technology and God
○ The book, like the e-reader or the iPad, is
technology
23. Interview Highlights
● Office worker: Toshiba
● Privacy Concerns
● "Tunnel vision"
● Technology can create "social strain"
● Devices are too portable - you can't get away from
them!
24. Interview Highlights
● Banker: U.S. Bank
● Doesn't have a smartphone - but soon!
○ iPhone: "it's replaced most of the electronics that you
need"
● Doesn't like the phone - but with video calls, you can't "blame
the technology"
● Generational differences
● On Kinect:
○ pretty expensive for just one game you want to play
○ "I don't want to 'Just Dance'"
Bluetooth: Headphones: Coffee Shop
Crew:
25. Interview Highlights
1. How participants differentiate places
● "Libraries are supposed to be more quiet,
while coffee shop can be noisy"
● "Coffee shop is casual, so series business
are not appropriate, library is for studying, it
would be awkward to play games, airport
has no focus at all, so you can do whatever"
● "In the airport, the first thing is to find a 'safe'
place, as I always have expensive
belongings with me in the airport"
26. Interview Highlights
2. Self and others
● "I won't let myself play games in the library,
but I don't care if others are playing"
● "I won't make any video calls at the coffee
shop, others can do, but I found myself
always distracted by them"
● "It's cool to read Bible on Kindle, I saw such
cases and it's totally fine, I have Kindle, but I
won't do this"
27. Interview Highlights
3. Perceived privacy
● "In the library, I like the place where you
know others are there, but you can't see
them"
● "Don't really care if it's a corner in the airport,
people come and people go, it doesn't make
a difference"
● "In a place where I am not familiar with, I will
use less complicated apps"
30. Thoughts on Siri
● Only used when not accompanied
● Experience is severely limited by
functionality
● Helpful when can't look at the screen, or with
sight impair
31. Thoughts on Kinect
● Why we wanted to study the Kinect
○ Offers new interaction styles with devices
○ Brings the virtual environment into the spacial
● Why it didn't really work
○ The Kinect is not widespread
○ It is used primarily in the home
● What this meant for our study
○ Interest in broader range of interaction
○ Spatial relation being key in Kinect
○ Kinect questions became hypothetical
32. Kinect Caveat
● One interviewee did have interesting ideas
about future applications of Kinect
technology
○ Artificial creation of concise keyword structured
language
○ Reduction of sense of touch
■ Reduced physical closeness with others
■ Desensitization to tactile stimulus
■ Disallow keyed movements in 'watched' areas
○ Possible benefit of increased ability for disabled
33. Initial Analysis
● Brainstorming
○ Initial analysis based on our own understanding
○ Comparison of interview notes and ideas
● Interviews
○ Rough notes
○ Important ideas
34. Future Work
● Analyze Data
○ Collect all similarities and attempt to rationalize them
in a meaningful way
○ Brainstorm to evolve ideas further
○ Reconsider audiences to target in the future
● Record Data
○ Create logs of our interesting findings to facilitate
future work
35. Lessons learned
● Designing the study is HARD!
● So many good & interesting ideas
● Difficult to narrow down what is one "unit" of
focused, measurable work
● It's tricky to help people summarize their
opinions while not biasing them
36. Lessons learned
● Transcribing audio / video recordings is time-
consuming
● Knowing what to code for is challenging
● Consolidating ideas uncovered & deciding
what to do next is hard