Monday, January 31, 2011

Microblog: Opening Skinner's Box

Chapter 1


Summary

The author explores the life of B. F. Skinner, both his academic work and his personal philosophy. First, Skinner’s early life is and path into psychology is examined. Skinner’s experiments and findings are then revealed. Skinner was a pioneer in radical behavioralism, studying the impulses that drive behavior. Inspired by Pavlov’s dogs, Skinner pushed the level to at which he could train responses. He was one of the first to have quantitative results concerning the training of behaviors. His major discoveries revealed that a higher response is felt to positive reward than negative. Additionally, he found that irregular positive rewards were the hardest schemes to break. Skinner’s political and personal life is widely exaggerated and fictionalized. After meeting with Skinner’s children and visiting his home, the author paints him as a gentle and loving person.


Discussion

This was a fascinating look at the life of a brilliant and necessary psychologist. I enjoyed the authors ability to present facts while still engage in a story line that was provoking of the mind. I find Skinner’s discoveries about irregular rewards to be intriguing. Much of human behavior seems explainable by this. I also find it odd that positive rewards are better than negative reinforcement. It makes me wonder if I could write better machine learning programs with positive rewards, instead of negative reinforcement. Seems like it would be the same either way.


Chapter 2


Summary

Stanley Milgram attempted to study obedience through an elaborate experiment which was staged as giving insight on learning techniques. Participants were asked to shock another participant with higher and higher voltages, even as the other demonstrated clear signs of pain. Sixty-five percent of participants were willing to shock the other to death. Participants were urged by the researcher to continue shocking the other, even when uneasy about it. Only 35% defied the researcher’s request and terminated the study early.


Discussion

I think Milgram’s experiments provide more insight about perceived expertise rather than obedience to authority. When we enter unfamiliar situations, like a psychological experiment, we look for guidance wherever we can get it. Milgram, with his official lab coat and all-knowing style probably seemed very trustworthy or at least to be an escape route. I believe that participants became so uncomfortable that they just wanted out, following Milgram’s commands was the easiest way. Furthermore, I propose that someone with say a knowledge about electricity, would be more likely to defy Milgram, as they would understand the lethal nature of the dose they were administering.



Chapter 3


Summary

In the 1970s, David Rosenhan engaged in an experiment to test the accuracy of psychiatric diagnoses. By sending eight people to eight different mental hospitals with the complaint of hearing a voice saying “Thud” he set out to prove psychiatry as over diagnosing. All eight of his patients were admitted and later released in a state of remission. In another experiment he told a psychiatric ER that he would send them fake patients, they claimed to be able to tell. At the end, the ER denied 41 patients as being fake, Rosenhan had sent none. The author attempts the same task, but fails to be admitted and is only prescribed light antipsychotics and antidepressants.



Discussion

Rosenhan’s experiment, in my opinion, was poorly designed. When a person appears claiming to hear voices, they should receive psychiatric care -- regardless of their statements following these claims. Additionally, patients were released in state of “remission” because to say they were cured would be a legal catastrophe for the physician, should any future problems occur. The author being prescribed a light antipsychotic and antidepressant is completely acceptable. These medications are known to mitigate the symptoms claimed, and do not cause major harm if the condition is false. The author should have been admitted for observation, unfortunately monetary reasons probably prevented this.



Chapter 4


Summary

Darley and Latane performed an experiment in which subjects could hear but not see a person having a seizure in an adjacent room. They also either knew they were the only person who could hear this, or that they and several others could hear the events. When more poeple were present, the response rate for seeking help was about 30%, with only one person it was closer to 80%. This leads to the idea of diffusion of responsibility. Another study looked at social cueing, by filling a room with smoke and having actors act as though nothing was wrong. The one subject always stayed in the room.


Discussion

I really admire the smoke experiment and find it to be a good setup and demonstration of social cueing. The seizure experiment leaves me with a few questions though. Most importantly, did the subjects think that experimenters were monitoring the activities? If so, then they probably expected them to take care of the seizure. I will acknowledge that after six minutes it should have been obvious to participants that the seizure was not being taken care of.


Chapter 5


Summary

Leon Festinger investigated and made popular the idea of cognitive dissonance. This was illustrated in an experiment where people were either given $20 or $1 to lie. Those who took the smaller payment were more likely to believe or justify the lie. Those with the larger payment admitted to lying just for the money. The author explores several cases both support and not supporting this theory.


Discussion

The idea of cognitive dissonance has been the subject of many studies and trials. It seems to make sense for humans to seek out the least amount of dissonance, though the theory doesn’t seem to hold true for everyone.


Chapter 6 - Monkey Love


Summary

Harlow was interested in studying attachment theories in monkeys. He performed several experiments that involved separating monkeys from their mothers and replacing the mother with a fake mother. Harlow's studies revealed certain principles at play in the concept of "love". These principles included touching, playing and motions. His results are probably responsible for a change in style of mothering among humans.


Discussion

More experiments which could not be performed today, though very interesting. I felt like Harlow became consumed with his work and eventually could not distinguish his research questions or motivations. Nevertheless, these studies are probably responsible for a change in parenting styles.




Chapter 7 - Rat Pack


Summary

Bruce Alexander and Robert Coambs conducted a study which seemed to suggest that drug addiction was a product of environment, not a physiological response. In the experiment mice which are left in premium conditions reject and even dose off of morphine, while mice in caged conditions do not. Opponents argue that drug addiction has chemical roots, manifested in preventing the body’s regular production of endorphins, dopamine and serotonin.


Discussion

Drugs definitely elicit a chemical response from the body. The real question is whether that response is preferable to a satisfying lifestyle where all needs are met. Does the intake of chemicals which cause mass production of certain neurotransmitters prevent our bodies from ever achieving normal production again? I’m not sure.


Chapter 8 - Lost in the Mall


Summary

Elizabeth Loftus was interested in studying the concept of a false memory. It was observed through experimentation that people would start to recall details of memories they never experienced if sufficiently prompted. This led to the ultimate theory that imagination often fills in the gaps while memory serves a general indicator of past events. If a person can be convinced they experienced something, the mind will create the details.


Discussion

I think these experiments reveal the story-telling nature of humans. For some reason we understand and enjoy narratives very much, so much so that we are able to create them very easily-- even if it didn't really happen. Overall it was somewhat discouraging to realize how easily the human mind can be persuaded to create false recollections.


Chapter 9 - Memory Inc.


Summary

Through the removal of the hippocampus (for stopping seizures) it was determined that short term memory is focused in a particular section of the brain, while long term memory is distributed. This fact created the motivation for studies like the Sea Slug experiments, which focused more heavily on single neurons and their purposes. The chapter also sheds some light on the process or learning and its speed.


Discussion

This chapter reminds me how truly fascinating the brain is. It seems that we know so little about how it functions even today. The use of particular drugs to increase memory ability seems very promising and could be very helpful in aiding human evolution further. Overall we have just started to manipulate the brain, there is much ground to be covered


Chapter 10 - Chipped


Summary

Antonio Moniz is considered to be the founder of psychosurgery, a surgical method for altering psychological characteristics of a person. Though early attempts at these types of surgies were misguided and harmful there have been increase in ability and results caused by them. For patients with chronic psychological issues these surgeries may prove very helpful.


Commentary

An interesting concept which doesn't sit well with me quite yet. These practices raise many ethical questions in my mind about choosing correct treatments for illnesses. Though I think psychosurgery will be possible on an accurate and helpful level one day, I'm not convinced we are there yet.

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

Comments

Steven Hennessy

Shena Hoffman


Reference

Adaptive Mouse: A Deformable Computer Mouse Achieving Form-Function Synchronization

Sheng Kai Tang, Wen Yen Tang

CHI 2010 - Atlanta


Summary

The authors have created a deformable, adaptive computer mouse and performed human studies (n=30) to evaluate its performance. The basic design is circular, splitting the circle into eight slices. Each slice contains two Hall sensors for detecting deformation. The mouse is made of foam sensor modules, placed on top of a deformable chamber which holds the circuit boards. The Boarduino was chosen to collect the sensor data from the mouse. The mouse also auto-calibrates its optical sensor based on the user’s deformation and orientation of the mouse. An initial study was conducted to collect data on how users performed specific task. Using these results, the mouse’s software was refined and a user study was conducted. The major results were qualitative, with user’s liking the “intuitive hold then clicks” and comparing the mouse to “magic”. The authors plan to continue their studies considering details like shape size, signal resolution, and tactile sensation.


Discussion

The mouse discussed in this paper is interesting, but might not be practical or easy to use. The authors claim to have provided a deformable mouse which is intuitive enough to use that no mappings must be explained. However, during their studies the authors positioned subjects in front a screen which indicated the current mappings being detected by the mouse. It would be interesting to see some studies of people using this mouse in everyday life for a while. The choice of foam is interesting, though it seems like it would not be pleasant to work with and would probably attract dirt pretty easily. I admired to use of the Boarduino to process the signal inputs. Overall, the authors have provided a solid implementation, which could benefit from additional user studies.

The infamous Apple hockey puck mouse.

Wednesday, January 26, 2011

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

Comments

Steven Hennessy

Shena Hoffman


Reference

Manual Deskterity: An Exploration of Simultaneous Pen + Touch Direct Input

Ken Hinckley, Kohi Yatani, Michel Pahud, Nicole Coddington, Jenny Rodenhouse, Andy Wilson, Hrvoje Benko, Bill Buxton

CHI 2010 - Atlanta


Summary

Microsoft Research has created a prototype digital drafting table, using the Microsoft Surface and newly developed Deskterity software. The system is unique in that it exist to study the use of both direct touch and pen input. The paper identifies that many mainstream devices are now relying on touch as a mechanism of input. Recently, digitizers which can detect both a pen input and finger touch input have been developed. This opens the door for a world of devices which can allow users the experience of using both their hands and a pen as input. Microsoft develops a general rule of using touch for selection, translation, scaling,etc. and the pen for writing. Additionally, a third type of action is generated from combining both pen and touch input simultaneously. Several combinations of input are explored, as well as the results of the input. Much emphasis is placed on developing a set of compound gestures. Studies were conducted with several designers and results were generally favorable. Future work includes expanding from a demo into a set of techniques usable across many applications.



Discussion

This project is an exciting glimpse at the future world of human computer interaction techniques. The authors from Microsoft do an excellent job at assessing the current landscape of our devices, as well as predicting the future path of these devices. Additionally, the related works section of this paper is a great joy to see -- the authors really appear to have performed a thorough review of recent research efforts. I found most of the reactions to compound inputs to be predictable and desirable. The idea of using the photo or object as a straight edge on another object is great! A few of the more “novel” actions felt like they were trying to hard for the “wow factor”, while ignoring what feels natural. Once the context menu came into play, the natural feel was lost. The stapling action was also a bit off feeling in my opinion. But, aside from a few nitpicks, this project is a significant contribution and will be of importance to our everyday lives soon.


Take a few minutes to watch the demo video:



Monday, January 24, 2011

Ethnography Ideas

Comments

I'll share three quick ideas for an ethnographic study. Note that strictly speaking the first idea is the only one which doesn't involve manipulation of the environment. I'm not certain a pure ethnography would merit changing the environment, but provoking people leads to interesting results, so I'll go with it.


Idea 1 - iStudy

How often do people using a dedicated study area use their electronic devices? Whether sending a text message, checking Facebook, or surfing the web, the idea of this ethnography is to observe the electronic usage patterns of those formally engaged in studying. Observations would take place at the library or annex.


Idea 2 - Human vs. Machine

Arriving in a strange location, you need further directions. Do you consult the friendly human behind the information desk, or instead ask the automated kiosk? Perhaps it depends on the design of the kiosk, your age, who is behind the desk, or a number of other factors. This ethnography would study the choices made by individuals in need of information, who are given a choice between machine and human.


Idea 3 - Wizard of Oz Kiosk

We’ve done it! A Turing test passing machine is among us-- its first mission? Conversing with university students about anything. By staging a machine as intelligent, we offer students the opportunity to converse with the machine. Will they challenge its intelligence with trivia? or search for its emotional center? maybe they’ll just be obscene. This ethnography studies the reaction of a human being to a truly intelligent machine.



All three ideas involve the reactions and integrations of technology into everyday life. The first examines the habits and patterns associated with the pervasiveness of personal electronic devices. The second examines our acceptance or avoidance of machines or humans in a situation where we are in need. The third seeks insight into the human reaction to machine intelligence. While I believe all three ideas to be interesting, I find that the last two would supply ample opportunity to study trust factors. I’m also certain the right design could lead to an application of the Media Equation, creating an opportunity to watch social engagement between machine and human.






Dr. David Hanson is a robotics designer and researcher with a talent for creating realistic humanoid robots. Creations like his often reactively create a social response from humans.


Reading #2: Planz to put our digital information in its place

Comments

Steven Hennessy

Shena Hoffman


Reference

Planz to put our digital information in its place

William Jones, Dawei Hou, Bhuricha Deen Sethanandha, Sheng Bi, Jim Gemmell

CHI2010 - Atlanta


Summary

Planz is an application which overlays the filesystem with a document-like structure meant to help in creating structural integrity and easier organization of items in the digital world. The application, built for Microsoft Windows, allows users to create an outline structure with inline links to documents, emails and webpages. The application is meant to extend the bounds of the filesystem’s idea of folders and subfolders, while still creating these in the background, based on a user’s outline. Planz relies on XML fragments stored in the filesystem to keep its structures. Planz was evaluated by eight people and found to increase “overall status & progress” of projects with a p < .02. Planz was not rated to do well with email, with a result approaching significance, p = .07.


Discussion

The most concerning portion of this paper is the fact that only eight people were studied in uncontrolled environments with only qualitative questions being asked for evaluation purposes. Serious revisions in the methods applied for evaluation are needed. Aside from evaluation, Planz accomplishes its goal of having users structure digital assets into outline form, avoiding the filesystem. However, after downloading and spending some time with Planz, the actual experience is not always the most desirable. For instance, sometimes tasks from differing main headings are related, yet placed in different folders, because they are not under the same heading. Additionally, there doesn’t seem to be any support for a calendar style view, which could help users determine when something was done, or when it needs to be done. Finally, there would need to be major integration with existing applications for Planz to be largely useful or successful. The provided integrations are nice, but not stellar and far from complete. Overall, Planz provides a style of “placing” which would probably help many people in increasing productivity. After a few more revisions, Planz could become a useful tool.





Microblog: HCI Remixed

Chapter 1 : My Vision Isn’t My Vision: Making a Career Out of Getting Back to Where I Started


The author recounts his experiences with an early music creating computing device, explaining the system’s focus on HCI. The system, a SEL 840A, was equipped with multiple unique input/output devices used by musicians to compose pieces. The system did not require extensive training, and provided an enjoyable experience to it’s users.


It is interesting to hear the perceptions the author had prior to his experience with the machine. It shows that getting a user to a machine can be quite a bit of work. In short, a system can be wonderful to interact with, but not attractive enough to ever pull a user.


Chapter 4: Drawing on SketchPad: Reflections on Computer Science and HCI


The author argues that Sutherland’s SketchPad illustrates the need for HCI to be part of the field of Computer Science. Through examples, such as the need for improved graphics, operating systems, algorithms and data structures, the author shows that HCI pushes each of these subfield farther than most other problems. The need to recognize and understand the user drives us to conquer more and more of the computer science landscape.


The author’s arguments remind me of the reasons I was first interested in Computer Science. I didn’t know what an algorithm was, didn’t have a map of the subfields, or a knowledge of how they fit together-- I simply knew user experience. I wanted to be someone who created that experience. The author uses Sutherland’s SketchPad to show how HCI is fundamental in furthering the many subfields within Computer Science.



Chapter 5: The Mouse, the Demo, and the Big Idea


The author remembers her first exposure to Engelbart’s demonstration video of the first computer mouse. She then uses this as inspiration to claim support for demo-centric research labs. She explains the dangers of the demo, but justifies it by claiming research should make ordinary people think.


Working in a robotics lab the concept of demos is not unfamiliar. I like the justification of getting people thinking that the author puts forward. However, I do find that as the author says, a successful demo produces converts-- which isn’t bad, but if left to grow can overshadow research goals.


Chapter 18: Observing Collaboration: Group-Centered Design


The author discusses the foundations of group-centered design research and the ways it has shaped the communities research directions. John Tang is cited as being highly influential and critical to the success of collaborative surface systems. He originally identified the human factors associated with people working in a shared space. Defining these factors is key to the further development of collaborative group work.


I had no idea that collaborative systems like these existed so long ago. The study of a piece of paper on a table versus pinned to a white board is genius-- and the results very helpful for HCI.



Chapter 20: Taking Articulation Work Seriously


The author recalls the importance of a paper by Schmidt and Bannon that argues cooperative work involves mutual dependence. This dependence adds a layer of articulation work into the ongoing activities. The author highlights that all work is socially situated.


This piece, while not particularly interesting, highlights an interesting fact: most work is socially situated. This makes me think of the Media Equation, and reminds me of the never-ending social aspect of computers.




Chapter 23: Video, Toys, and Beyond Being There


The author recounts Hollan’s Beyond Being There paper while citing practical examples from her own life. She carefully points out the distinction between a crutch (video chat) and a shoe (Lily toy). The author acknowledges the emotional element of technology design and sees a future dependent upon it.


This article provides practical examples of the differing roles technologies can play in our lives (either as crutches or shoes). Being in a research group focused around HRI in a rescue situation we often realize we will be the crutch rather than the shoes. This article makes me realize there is still a need for an emotionally responsive crutch.


Chapter 24: A Simulated Listening Typewriter: John Gould Plays Wizard of Oz

The author recalls the early days of speech recognition development. She pays tribute to John Gould for his innovative Wizard of Oz approach. Additionally, the paper stresses the importance of investigating the uses of a technology ahead of its creation.


I didn’t know who was responsible for the Wizard of Oz approach, I have always taken it for granted. This chapter resonates well with me, as I work in a lab which runs these types of experiments to evaluate future technology as we build it. It’s exciting to share that sentiment with others.


Chapter 25: Seeing the Hole in Space

The author explains how artists helped him to understand a portion of his own research work in a new way. Steve Harrison, working on The Media Space, had created multiple workspaces which were connected by video.The artists had created the same thing, only in public, and gauged social response to it.


I am again surprised about the early origins of this concept! I remember a few years ago seeing a similar concept between London and New York and really being excited about it. I had no idea this was something which had already been done so many years ago.



Chapter 26: Edward Tufte’s 1+1=3

The author uses Edward Tufte’s 1+1=3 argument, applying it to actual interaction design. The author uses the example of simplifying elevator buttons to show the value of the argument in interaction design.


There are times when you want to close an elevator door. Like when you are in a scary parking garage elevator and someone creepy is approaching you. I hope this author is ready to accept the potential consequences of removing the close door button in the name of some design principle.


Chapter 27: Typographic Space: A Fusion of Design and Technology

The author recalls her own studies and experiences with typography and applying effects to achieve psychological effects. A quick review of the various attributes of typography that can be manipulated over time is given.


This seems like such a natural idea that animation of text can convey meaning. I have a hard time believing it took research labs and so much deliberation to discover. Maybe I am too young, but text has always danced around on television to convey meaning.



Chapter 28: Making Sense of Sense Making

The author revisits Kidd’s paper concerning knowledge and the organization of it on digital mediums. Kidd claims that computers are used only as memory prostheses and lack support for sense making. The author dissents, with the rise of the internet proving storing memories of some importance.


I hope one day my machine can make sense of the information I give it. I believe AI will achieve something close to this. Despite Kidd’s assertions, digital memories are important, if for nothing else, the sentimental connection to a previous generation.



Chapter 34: Revisiting an Ethnocritical Approach to HCI: Verbal Privilege and Translation


The author compares the role of an HCI worker to that of ethnohistorians working with the Native Americans in early America. The author illustrates that users are often in a place of limited power compared to designers. Finally, tips are shared for being more successful in HCI work.

I think this is a brave comparison to make. I don’t see this role of the frightened user that much in our culture. As a freelancer I’ve only had direct experiences with clients, which is very open and fostering of enjoyable design.

Wednesday, January 19, 2011

Reading #1 - There's methodology in the madness: toward critical HCI ethnography


Comments

Jessica Gonzales

Paola Garza


Reference Information

There’s Methodology in the Madness: Toward Critical HCI Ethnography

Amanda Williams, Lilly Irani

CHI 2010 - Atlanta


Summary

Using comparison to the field of anthropology and the authors’ personal experiences in ethnographic HCI research, this paper calls for a reevaluation of the conventions around qualitative research in the HCI community. The paper notes two trends: complication in the rhetoric of the user and expansion of field sites, as becoming common issues in HCI publications. Through personal research experiences the authors identify a disruption of boundaries and interruption of the traditional “neutral observer” role while employing ethnographic methods. By comparison to the shifts in ethnography in anthropology, the authors argue that ethnographic HCI research should establish a criteria for what can be considered a rigorous methodology. Ultimately a call for a shift from methods as recipes to methodology as theoretically justifiable principles design research engagements is presented.


Discussion

This paper presents interesting parallels between the field of anthropology and the HCI community. The authors link the changes which took place in 80s and 90s in anthropology to inspiration for changes in methods of HCI research. Though I believe “recipe” style studies in well controlled environments with reproducible results are more desirable, it is possible that more subjective, ethnographic methods are the only solution to some design situations. While I do see the merit in a discussion of what constitutes a rigorous ethnographic method, I do wonder if such criteria can be established.


Picture

The authors cite the Arduino open source hardware project as an example of complicated designer/user dichotomies. Above is an image of an Arduino Mega.