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Wenn-Chieh Tsai, PhD Candidate, Graduate Institute Of Networking And Multimedia, National Taiwan University
Advisors: Jane Yung-jen Hsu PhD, Rung-Huei Liang PhD 2014.05.20
Technology Mediated ReminiscenceDesigning Interactions with Digital Mementos
What is reminiscence?
2
3
What is reminiscence?
4
What is reminiscence?
Physical vs. Digital Mementos 5
Traditional/Tangible Memory Aids 6
7
What if digital media are more than just a reflection?
Initial Questions
✤ How do we design a reminiscence aid with digital materials?
✤ How do we mediate reminiscence through digital artifacts?
✤ How do we extract significant mementos from personal collections?
✤ What is a preferred state of technology-mediated reminiscence?
8
Figure 1. An illustration of the pathways and deliverables between and among Interaction Design Researchers and
other HCI Researchers. The model emphasizes the production of artifacts as vehicles for embodying what “ought to
be” and that influence both the research and practice communities.
Second, interaction design researchers create artifacts that
provide concrete embodiments of theory and technical opportunities. These design exemplars then become an
appropriate conduit for the transfer of HCI research to the
practice community. Design artifacts are the currency of
design communication. In education they are the content
that teachers use to help design students understand what
design is and how the activity can be done [7]. In research,
they describe a vision of a preferred state, increasing the
chance for knowledge transfer to the research, practice, and
education communities. Through exposure to the ideas in
the artifacts, the practice community can more easily
observe the value of different theories, models, and technology, and this can motivate them to follow the
threads back to the original research that might most impact
their work.
Third, use of this model results in a holistic research
contribution that reveals the framing of the problem and the
balance the researchers have made between the intersecting
and conflicting perspectives. The idea of contributing a
whole closely resembles the work of systems engineers in
HCI who focus on building whole systems. The Aware
Home constructed at Georgia Tech provides a good
example [11]. In this case the novelty was not in the
construction of the individual elements, but in the integration of many technical research contributions from a
variety of disciplines, into a single working system. The
difference between this type of contribution and the design
research contributions we propose involve both the intent and the process of the research. In making a technical
contribution of a whole, engineers first develop a
specification of what they need to make to meet a specific
need. Next, they take a research focus asking questions
such as can this be built? Is there a better way to build this?
In proposing a model of design research with a focus on the
production of artifacts, we build on Nigel Cross’s idea that
design knowledge resides in the product [7]. The artifact
reflects a specific framing of the problem, and situates itself
in a constellation of other research artifacts that take on
similar framings or use radically different framings to address the same problem. These research artifacts provide
the catalyst and subject matter for discourse in the
community, with each new artifact continuing the
conversation. When several related research artifacts have
been created, then researchers can use more traditional
design research methods to analysis the artifacts and search
for similar approaches designers have taken in addressing
common problems. The artifacts made through design
research have the potential to become pre-patterns [6] from
which design patterns [1] can begin to emerge.
Our model departs from the roles of the design researcher
discovered in our literature review and interviews: (i) design researcher as member of design practice team doing
CHI 2007 Proceedings • Design Theory April 28-May 3, 2007 • San Jose, CA, USA
498
“how”
“true”
“real”
Zimmerman, J., Forlizzi, J., and Evenson, S. Research through design as a method for interaction design research in HCI. Proc. CHI 2007, 493–502.
Research for Design Research through Design
9
Our Approach
Expected Contributions
✤ Knowledge answering the question: “How would you design a [reminiscence aid]?”
✤ A series of artifacts
✤ A concrete problem framing
✤ Articulation of the preferred state
✤ Documentation of the design process
Cross, N. Designerly Ways of Knowing. Springer, 2006.10
Digital Memory Aids
✤ Utility-oriented Design
✤ “Memory Prosthesis”
✤ “Memory Augmentation”
Sparrow, B., Liu, J., and Wegner, D.M. Google effects on memory: cognitive consequences of having information at our fingertips. Science 333, 6043 (2011), 776–8.11
Living Memory Box
Stevens, M.M. et al. Getting into the Living Memory Box: family archives & holistic design. Personal and Ubiquitous Computing 7, 3-4 (2003), 210–216.
authentic
12
Lifelogging
Sellen, A.J., Fogg, A., Aitken, M., Hodges, S., Rother, C., and Wood, K. Do life-logging technologies support memory for the past? Proc. CHI 2007, 81–90.
recollecting
13
CIRCA
Alm, N., Dye, R., Gowans, G., Campbell, J., Astell, A., and Ellis, M. A communication support system for older people with dementia. Computer 40, 5 (2007), 35–41.
objective facts
14
CaraClock
Uriu, D., Shiratori, N., Hashimoto, S., Ishibashi, S., and Okude, N. CaraClock. Proc. CHI EA 2009, 3205–3210.
indexical
15
FM Radio
Petrelli, D., Villar, N., Dib, L., and St, P. FM Radio : family interplay with sonic mementos. Proc. CHI 2010, 2371–2380.
evocative
16
Audiophotography
Frohlich, D. and Fennell, J. Sound, paper and memorabilia: resources for a simpler digital photography. Personal and Ubiquitous Computing 11, 2 (2006), 107–116.
reconstructive
17
Pensieve
Peesapati, S.T., Schwanda, V., Schultz, J., Lepage, M., Jeong, S., and Cosley, D. Pensieve: supporting everyday reminiscence. Proc. CHI 2010, 2027–2036.
dialogical
18
Definition
Memory Aid Reminiscence Aid
Interaction Attribute
Indexical Evocative
Interaction Attribute Monological DialogicalInteraction Attribute
Authentic Reconstructive
Output/Product Facts (Objective) Meaning (Subjective)
Human Experience Recollecting Interpreting/Reflecting
Research Approach Cognitive Psychology Ethnomethodology
19
A Preferred State
20
The Reflexive Printer
21
It prints and deletes one digital photo from a personal archive everyday.
Users can have the thermal printout participating in their live,
22
23
Restore its original back to the digital archive,
23
Restore its original back to the digital archive,
23
Restore its original back to the digital archive,
!
24
Or, only keep the tangible embodiment in their lifeworld.
3 Framing Artifacts, 3 Lessons
✤ How to initiate a reminiscence dialog? (The Retro Jukebox)
✤ Experiential resonance for being evocative
✤ How to intervene this dialog? (The Oblivescence Board)
✤ Self-presentation for being dialogical
✤ What to expect from this dialog? (The SoundTag)
✤ Alternative perspective for being reconstructive
25Ylirisku, S., Halttunen, V., Nuojua, J., and Juustila, A. Framing design in the third paradigm. Proc. CHI 2009, 1131–1140.
26
Reminiscence Mode interpersonal interpersonal intrapersonal
Digital Media music photo soundContext hospital dorm room in the wild
Participant14 inpatients (> 65 y/o),
1 research nurse
two 22 y/o female close friends 10 young adults
Method unstructured weekly meeting
experimental research
semi-structured interview
Evaluation usability testing,user feedback memory retention event records,
user experienceHCI Paradigm pragmatic cognitive situated
Focus evocative dialogical reconstructive
The Retro Jukebox The Oblivescence Board The SoundTag
NSC 99-2218-E-002-002 Research Report 2008-2011
The Retro JukeboxMusic Listening in a Ward
27
How might we evoke a reminiscence dialog through digital media?
28
The Retro Jukebox is a conversation aid used in bedside activity for elder inpatients and their care givers. In addition to a music playing function, three cognitive (one categorization and two memorization) games are integrated in the interaction design to maintain inpatients’ mental fitness.
Usability Testing
29
30
Findings & Reflection
✤ Empathic resonance
✤ “I’m not feeling well!” (Patient)
✤ “I feel like a saleswoman every time I step into the ward with the device.” (Research Nurse)
✤ Situated usage in wards
✤ impromptu, appropriated
✤ Music-mediated experiential resonance
✤ embodied rapport31
CHI 2013
The Oblivescence BoardPhoto Sharing in a Close Relationship
32
How might we shift responsibility from digital to personal memory in a reminiscence dialog?
33
The Oblivescence Board is a digital memory board for people to remember more. The photos shared on it will fade over time according to a forgetting curve as human memory. The fading photos can be revived through users’ selective viewing behavior. Our hypothesis is that a “forgetful” and self-presentative artifact would result in more users’ cognitive participation and retention of their valuable memories.
Transactive Memory System
Processor 1 Processor 2
Dir 1
Memory 1
Dir 2 Dir 2
Memory 2
Dir 1
Wegner, D.M. A computer network model of human transactive memory. Social Cognition 13, 3 (1995), 319–339.
Our Model
35
Ebbinghaus Forgetting Curve
(Min.)
(%)
self-presentation of forgetting
being reminded
Ebbinghaus, H. Memory: a contribution to experimental psychology. Teachers College, Columbia University, 1913.
General Hypothesis
• If the limitation of memory of a system is embodied in a reminiscence dialogue, transactive memory would be formed and encourage users to remember more
37
Field Experiment
38
Findings
• Keeping memories on fading photos no significant memory decay (Z=-1.890, p=.059>.05)
• Losing memories on constant photossignificant memory decay (Z=-2.271, p=.023<.05)
• Tapping more on fading photost=-12.248, p=.000<.01
• Viewing correlates with event richnessr=.468, p=.037<.05
39
Reflection
✤ Limitations in our experimental approach
✤ ownership of the system
✤ fixed dialogical pattern
✤ Require a situated approach to unfold the phenomenon and felt experiences in one’s life
40
DIS 2012, IASDR 2013
The SoundTagSoundscape Association in Everyday Life
41
How might we provoke self-reflection and reinterpretation on personal memories?
42
The SoundTag, a self-associative artifact, is used to explore the design space of using sounds as tags to annotate and associate event records. It intends to provide alternative perspectives for personal reminiscence in everyday life. We utilize timbre as the metric to determine the similarity between soundscapes of events and implement a proof-of-concept on smartphones.
What if we tag the world with sound?43
Human Artifact
Event Cluster
Reminiscence Dialog
44Brown, N.R. and Schopflocher, D. Event clusters: an organization of personal events in autobiographical memory. Psychological Science 9, 6 (1998), 470–475.
Human Artifact
Event ClusterAuditory-Association
Reminiscence Dialog
44Brown, N.R. and Schopflocher, D. Event clusters: an organization of personal events in autobiographical memory. Psychological Science 9, 6 (1998), 470–475.
Human Artifact
Event Cluster
Reminiscence Dialog
45
The SoundTaga self-associative artifact 46
47
user-subjectiveDeterministic
system-subjectiveRandom
intersubjectiveSelf-Associative
Findings & Reflection
✤ Encoded personal meaning in sound tags
✤ System limitation increase sensibility in situ
✤ Internalization of self-association
✤ Personal value on digital mementos
48
Technological Imagination?"…cultivating and shaping the technological imagination is a cultural imperative of the highest order" (Balsamo, 2011)
More Than Physical Form
50Vallgårda, A. Giving form to computational things: developing a practice of interaction design. Personal and Ubiquitous Computing 18, 3 (2013), 577–592.
The Design Space
Interaction Attribute Evocative Dialogical Reconstructive
IntendedOutcome Self-initiation Responsibility-
Shifting Reinterpretation
HumanValue Empathy Subjectivity Reflexivity
TechnologicalMediation
Experiential Resonance Self-presentation Alternative
Perspective
DesignQuality
Familiarity, Serendipity
Extemporaneity, Negotiability
Ambiguity, Perceived
Drawbacks
51
DIS 2014
The Reflexive PrinterPerceived Drawbacks in Technology-Mediated Reminiscence
52
53
3 Themes (Norms)
✤ The normality of digital photo consumption:
✤ Powerful Artifact and Feeble User
✤ Fast Consumption and Slow Rumination
✤ Simple Materiality and Monological Performance
54
3 Designed Drawbacks
✤ One-bit Halftone
✤ memory recollection
✤ Slow Rumination
✤ memory storage
✤ Material Decay
✤ memory retention
55
Prototype for Probing
✤ 4 Users
✤ 1 Week
✤ Initial & Final Interviews
✤ Diary Method
56
57
58
59
Lessons Learned
60
✤ Just Enough Information
✤ Feeling of Being Accompanied
✤ Biomorphic Form
61
62
Field Study
✤ Two (one male and one female) young adults
✤ Digital photo natives
✤ Retrospective interviews (elicited by diaries)
Participant YT
2013.12.10
installation in YT’s room
12.12 12.20
1st week interview& app reinstall
3rd week interview
12.25
double prints
2014.1.3(print at 10:00pm) (print at 9:00am)
!
63
initial interview
Participant YJ
initial interview(pilot study)
2013.11.14
installation in YJ’s room
12.25
2nd week interview
2014.1.6
pilot final interview
11.26(print at 8:00am)
64
Findings
Humble form and function initiate intersubjective dialog
!65
✤ “The photo was printed when I woke up, and a series of characters were printed: ‘UUUUUU.’ It feels like it was talking to me by saying ‘you you you you you’, I was like, are you talking to me?” (YT)
✤ “It is not a robot, and it is for sure not a printer. Oh, yes, it should have a ‘wanting to communicate with me about something’ kind of setting.” (YJ)
66
Findings
Minimal information encourages active and personal interpretation
67
✤ “Although it is in black and white, it enables me to recall the colors and sound from the memory. [...] It is easier for me to recall the feeling of that moment when the photo is blurry. [...] That feeling is like, there is no word to explain or be written, maybe, it is just different from the real photo. Maybe it is the medium.” (YT)
68
Findings
Materiality enriches the context for reminiscence
69
✤ “I’ll bring it with me. I was thinking that maybe when I am free I could just conveniently take it out [of my pocket], because if I put it on the shelf, it could too easy get blown away by the wind.” (YJ)
✤ “I could simply take it from my pocket, but then I find out that it is not in these pants, so I have to go back and look for it” (YJ).
70
Findings
Embodiment anchors expectations in the routine grounds of everyday activities
!71
✤ “I imagine it as something that is always there. It gives me a sort of expectation and curiosity to find out which photo will be printed. And it could become something that I can interact with when I am free, or put aside when I am busy.” (YJ)
✤ “In the morning, I thought I heard the printing sound from the machine. I felt excited, but I continued my sleep. When I woke up, I found no printed photos—it was like I was dreaming” (YT)
72
Contributions
✤ 3 framing artifacts and 1 design example
✤ The design space of technology-mediated reminiscence
✤ 1 experiential design quality
✤ Design implications for reminiscence aids
73
Demo VideoThe Preferred State
https://docs.google.com/file/d/0B-rOc4S9n-4yeFVVR0RZZVRiaVE/edit
The Design Space
Evocative Dialogical Reconstructive
IntendedOutcome Self-initiation Responsibility-
Shifting Reinterpretation
HumanValue Empathy Subjectivity Reflexivity
TechnologicalMediation
Experiential Resonance Self-presentation Alternative
Perspective
DesignQuality
Familiarity, Serendipity
Extemporaneity, Negotiability
Ambiguity, Perceived
Drawbacks
76
Related Publications
77
✤ Tsai, W.-C. (2014). Technology-mediated reminiscence: designing interactions with digital mementos (Doctoral dissertation, National Taiwan University, Taiwan).
✤ Tsai, W.-C., Wang, P.-H., Lee, H.-C., Liang, R.-H., and Hsu, J.Y. (2014, accepted). The Reflexive Printer: toward making sense of perceived drawbacks in technology-mediated reminiscence. In proceedings of the 10th ACM Conference on Designing Interactive Systems (DIS 2014). (Full paper oral presentation)
✤ Tsai, W.-C., Hsiao, J.C.-Y., Lee, H.-C., Huang, C.-H., Hu, J.-C., Liang, R.-H., and Hsu, J.Y. (2013). Designing a reminiscence aid in personal soundscape. In proceedings of the 5th International Congress of International Association of Societies of Design Research (IASDR 2013), 5150–5160. (Full paper oral presentation)
✤ Tsai, W.-C., Lee, H.-C., Hsiao, J.C.-Y., Liang, R.-H., and Hsu, J.Y. (2013). Framing design of reminiscence aids with transactive memory theory. In extended abstracts of the 2013 ACM Conference on Human Factors in Computing Systems (CHI 2013), 331–336. (Work-in-Progress extended abstract and poster presentation)
✤ Tsai, W.-C., Hsiao, C.-Y., Lee, H.-C., Huang, C.-H., and Hsu, J.Y. (2012). In search of lost sounds: designing a reminiscence aid in everyday soundscape. In poster abstracts of the 9th ACM Conference on Designing Interactive Systems (DIS 2012). (Poster abstract and poster presentation)
Q & A
78