Investigating new user experience challenges in iTV: Sociability David Geerts & Licia Calvi.

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    25-Dec-2015

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<ul><li> Slide 1 </li> <li> Investigating new user experience challenges in iTV: Sociability David Geerts &amp; Licia Calvi </li> <li> Slide 2 </li> <li> Sociability and iTV </li> <li> Slide 3 </li> <li> Sociability Core parameter when evaluating impact on users' communication and collaboration Needs to be operationalized Like usability To help developers design social applications No guidelines yet Relevant for Online games, internet (social software), interactive television, mobile applications, </li> <li> Slide 4 </li> <li> Sociability and iTV Television is inherently social Watching television is still family activity Co-viewing is still dominant practice Consequences Social context Opportunity to let people communicate, form communities, collaborate E.g. Social software for television </li> <li> Slide 5 </li> <li> BusinessWeekOnline </li> <li> Slide 6 </li> <li> AmigoTV: a social TV experience through triple-play convergence </li> <li> Slide 7 </li> <li> Sociability and communities Community creation and development Social interaction Cooperation Collaboration Different commmunities / different purposes People with the same interest Exchange information People who share phatic relationship Social mood/bond more important People who work together Work-related interaction and collaboration </li> <li> Slide 8 </li> <li> Basic sociability questions How can technology support and encourage communication and interaction among different users? Which kind of experience do users expect? Which kind of information are people willing to disclose? Which kind of activities should the technology support? Which sort of interaction should the system make possible? </li> <li> Slide 9 </li> <li> Designing for sociability Not self-evident Designers of social user interfaces need Guidance from design guidelines Evaluation methods Heuristics Create social software that truly supports Social interaction Community building Collaboration </li> <li> Slide 10 </li> <li> Common themes in papers </li> <li> Slide 11 </li> <li> New social situations with mobile itv Primary and secondary context Awareness of video camera People behave differently when they know that what they do (primary context) can be recorded on mobile video and distributed on the internet (secondary context) Sociability issues for designing usable mobile iTV applications Positive versus negative sociability issues Tool for enhancing communication vs. isolating individuals or disturbing others Privacy collaboration scalablity personalization behavior Which characteristics and interaction schemes are socially acceptable? When will people give up their privacy? What are the mobile applications that will win public acceptance? </li> <li> Slide 12 </li> <li> Cross-media / new genres Avatopia Exchange between internet (3D web forum) and broadcast tv Positive spiral that works well TV: low effort, high reach / Web: high effort, low reach Interactive movie elements in pervasive game Live action role playing: interact with the gameplay via iTV application Trans reality gaming Accidental lovers Participatory fiction: audience interacts with mobile phone to generate stories with random elements and cyclic structure Do cross-media applications work best for social itv applications? Which new genres can we expect to work well? </li> <li> Slide 13 </li> <li> Collaboration Avatopia Collaborative creation of animations: capture realtime action in avatar world (cf. machinimas) Collaboration tools with strong audiovisual impact for television InstantShareCam Collaborative video making / co-directed events Instant: responsiveness and smoothness of system has to reflect the social co-creativity Interactive movie elements in a pervasive game Support collaboration and social interaction among players with different roles Sociability issues for designing usable mobile iTV applications Need of defining social-oriented collaborative features Turn-taking, visual feedback from other users input, How to support collaboration in (mobile) iTV applications? </li> <li> Slide 14 </li> <li> Diverse user roles and behaviors Sociability issues for designing usable mobile iTV applications Passive vs. active viewers Need for personalization Interactive movie elements in a pervasive game Spectators vs. players InstantShareCam Amateurs vs. semi-professionals vs. producers TV-LIBRAS Deaf people vs. hearing people How to support these different (social) roles / behaviors in one user interface? </li> <li> Slide 15 </li> <li> Tools for sociability Avatopia Communicative tools: arranging hearings, initiating text conversations, creating propaganda bots, placing posters and flyers, posting protest lists, collaborative creation of animations InstantShareCam Amateur snapshooters: instant sharing, connectivity, multiple streams Semi-professionals: remote directing, extensibility of social network, collaborative editing capability Interactive movie elements in a pervasive game Web-based application: interactive surveillance application and communication tool with players at location Mobile application: broadcast on portable console and download feature for players at location and selected external users Broadcast: on television channels across Europe TV-LIBRAS Chat between deaf and hearing people E-learning possibilities Which tools can be used to enhance sociability? Are there generic tools or is every social interface unique? </li> <li> Slide 16 </li> <li> Social action / social inclusion TV-LIBRAS Sign language important for deaf people Social inclusion of deaf people Avatopia Open democracy: no technological enforcement of community rules Collaboration a promising direction for facilitating commitment and societal action Sociability issues for designing usable mobile iTV applications Scenario: after terrorist attack identification of victims Mobility in itv may bring benefit to a community Validity of information crucial factor Which tools draw people closer, bring them into action, support inclusion? How to prevent intentional or unintentional misuse? </li> <li> Slide 17 </li> <li> Designing and evaluating sociability Avatopia Participatory design process and cultural probes Cyberethnographical methods InstantShareCam Experience prototyping Not only product but also marketing website Service infrastructure software and hardware interface business setting Accidental lovers Iterative testing Paper prototyping / storyboarding, simulating user input, using chat software Sociability issues for designing usable mobile iTV applications Investigating relationships between tasks, devices, interfaces and the environment with scenarios Which methods are appropriate for designing and evaluating sociability in (mobile) iTV? </li> </ul>

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