Understanding Social Interaction in UbiComp Environments. Experiences from e-social Science Research Node, DReSS (
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1 Understanding Social Interaction in UbiComp Environments Experiences from e-social Science Research Node, DReSS ( Developing new forms of Digital Records for e-social Science Understanding social interaction in UbiComp environments is a central focus of the research Seeks to combine traditional ethnographic resources (video, photos, fieldnotes, etc.) with resources internal to UbiComp environments (various kinds of system log) to understand social interaction Report on experiences to date and the ongoing development of tools to support this
2 The Challenge of Understanding Social Interaction in UbiComp Environments The fragmented character of social interaction Interaction is distributed across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems Not distribution that is the problem but that different devices and environments exploit different interaction mechanisms (e.g., audio recordings and text messaging) Furthermore, invisible sensing systems impact upon the use of those interaction mechanisms (e.g., GPS or WiFi blackspots ) So interaction is fragmented in the sense that it is differentially distributed and mediated, and in the sense that it is, in various ways, interrupted by the underlying infrastructure The primary challenge to understanding social interaction in these environments is one of reconciling the fragments - of pulling the various pieces of interaction, and technical effects on interaction, together
3 Fragmented Interaction? A Perspicuous Setting Can You See Me Now? A mobile mixed reality game (MRL and Blast Theory) Runners located on city streets chase and catch online players Interaction mechanisms: Runners have GPS-enabled PDAs exploiting a local WiFi infrastructure that provide a map view of the game zone and display players positions (indicators + 5 metre catch zone) Players have a 3D virtual model of the game zone and avatars which they manipulate to move around and to avoid runners avatars Players communicate with one another and runners via text messages Runners communicate with one another via walkie-talkie, which also streamed to the players (runners also use the walkie-talkies to talk to technical support located in a nearby control room) Ethnographic studies done to understand social interaction
4 Studying Runners Work Straightforward ethnography Getting out on the streets with runners Shadowing them Videoing their work Discussing the work with them afterwards Complemented by GPS and WiFi log visualizations showing good and bad areas of connectivity Blue areas poor coverage and sites where technical interruptions are likely to occur
5 Studying Runners Work Ordinary interactional troubles: handling interruptions Runner 2 is chasing a player: Runner 2 on walkie-talkie. Runner 2. I ve just lost all players; I ve lost all players! Runner 2: (Looking at PDA). I ve got disconnection here. (Runner 2 abandons the chase). Runner 2 on walkie-talkie: Runner 2. Heading seawards on Otto. I am currently disconnected. (He turns around and starts walking back down the street to the last known point at which he had connectivity. He arrives at the car park where he last checked the PDA). Runner 2 on walkie-talkie: Runner 2. I ve connectivity again. I m in Vern.
6 Studying Runners Work Distributing Awareness On encountering an interruption, runners make the kind of interruption they are experiencing (a disconnection in this case) public knowledge Interruptions are announced and broadcast to other runners The announcement makes others aware that a technical trouble is to hand and of the location or place where it has occurred The interruption is repaired by retracing steps and moving to a location where connectivity was previously available This practice trades on and exploits working knowledge of the technology - of knowing that disconnections are transient technical phenomena that may be resolved by moving to a better location It also exploits local knowledge of the physical environment in which the technology is situated - knowledge of where in the environment is a better location Both forms of knowledge are thoroughly intertwined in practice and developed through hands on experience and shared awareness Together they combine to shape a common stock of knowledge amongst runners as to the kinds of technical troubles that occur in the course of use and practices for the solution of those troubles
7 Studying Runners Work Ordinary interactional troubles: handling interruptions Runner 2 on walkie-talkie: Runner 2. I m heading seawards on Wilamena, waiting for a server update. Runner 2 on walkie-talkie: My GPS is currently 35 metres. My server position is about 50 metres out. Runner 2 on walkie-talkie: This is Runner 2. Can Runner 1 and Runner 4 hear me, or Runner 3 please? Come in.(runner 2 switches to the technical channel). Runner 2 on walkie-talkie: This is runner 2 on 4 Zero. I can t get any response from anyone else on 238 (gameplay channel). Can you please confirm that the other runners are on 238? Runner 2 on walkie-talkie: And who else is on 4 Zero (technical channel) please? Runner 2: Runners 1 and 3 are having technical trouble. 4 s in. (Runner 2 sees Runner 3 on the other side of the street and goes over to him). Runner 3: Are you on 238? Runner 2: I m on 238, yeah. I just switched back. What s the problem? Runner 3: Just not moving. Runner 2: Yeah, I m having the same. Looks like we have a bit of a server screw up. Runner 3: All right.(runner 2 walks away from Runner 3). Runner 2 on walkie-talkie: This is runner 2. I ve had no GPS update in 2 or 3 minutes. (Runner 2 walks towards the seafront, where there is usually good GPS coverage).
8 Studying Runners Work Diagnosing interruptions While interruptions are apparent - e.g., being stuck because of a lack of updates - the source and extent of interruptions is not clear Is a server problem to hand? Do we have poor satellite availability? Is my equipment bust? Are others experiencing the same troubles? Finding out is important, as answers inform decision-making - i.e., identifying an appropriate course of action to solve the problem Finding out is done through diagnostic work, which consists of Determining which channel others are on (gameplay or technical and done directly or through control) Collaborating with others face-to-face And, on occasion, by surreptitiously monitoring other runners
9 Studying Runners Work The purpose of diagnostic work These collaborative activities enable runners to: Establish the gameplay status of their colleagues To see for themselves if others are encountering interruptions To see what sort of interruptions they are encountering They enable runners to establish a sense of the generality of interruptions, which allows them to Establish whether not interruptions are theirs alone and related to their personal circumstances and kit Or being experienced by others and related to the game s technical infrastructure In turn, this knowledge suggests an appropriate next move in managing the interruption: e.g., Moving off to a better location and waiting for a GPS update Restarting the PDA Or getting control to restart the game
10 Studying Players Work Not straightforward Players were globally distributed A handful were local (some terminals at venue), but very noisy and difficult to study Anyway, terminal not where the interaction was at Needed access to online environment in some way So, we decided to consult system logs, which recorded text messages sent by players
11 Studying Players Work Text logs difficult to work with (very messy) But they did reveal various arrangements of collaboration whereby players: Oriented new players to runners and the game What do they look like, what do I do? Helped each other avoid runners Be careful, runner 3 is at Took evasive action Look out, to your right. Get out of there! Organized collaborative play to disrupt the runners Let s meet the runners together, should confuse them. Searched for and found players Has anyone seen? Yeah, she s at Arranged meeting places in the virtual city Let s meet up at
12 Studying Players Work The logs also revealed ways in which players encountered and made sense of interruptions: #1. MARCEL: Attention. Runner 1 is cheating by using his invisible coat HBAB: What s an invisible coat? MARCEL: Never mind what the coat is - he can pop out of nowhere #2. MARJOLEIN: Anyone seen the runners? MELISSA: I think they can turn off their signal HANNE: I only see two runners - are the rest taking a coffee? BLASTER: Runner 1 is just a lazy joke HANNE: If they can turn off their signal that s pretty scary and not really fair MELISSA: Tell me about it MARJOLEIN: Well maybe the satellites don t work properly #3. JO: Runner 1 needs a GPS update & 3 maybe she s already on me HBAB: Looks like runners without a red circle don t have GPS JO: Too bad the GPS is so unreliable. I was supposedly seen with no runner in sight #4. Blaster: Not only have we a scary looking dark building to hide behind but its also crap GPS. Pray hard to the anti satellite god Over time, players wove interruptions into gameplay, even exploiting them to tactical advantage
13 Reconciling Interaction and Effects Exploiting digital records: initial experiences Extremely time consuming and laborious Valuable but of limited use Analysis fairly broad: Some collaborative features But does not enable analysis of moment-by-moment interaction between participants (runners and players) Doesn t really reconcile the fragments then Largely because of what was logged Need a richer set of resources And better tools for working with them
14 Developing Digital Records e-social Science and Uncle Roy Another mobile mixed reality game This time players online and on the streets Must collaborate to find Uncle Roy s office Interaction mechanisms: Audio messages from street players Text messages from online players Street players have a PDA and map view of game zone, and receive clues from Uncle Roy to guide them Online players have 3D virtual model and can track players avatars through it Street players must collaborate with online players to find a postcard somewhere in the city, which triggers the provision of information to online players with which to guide street players to Roy s office
15 Logging Interactional Fragments Log records audio, text messages, clues, etc.
16 Working with the Log Synchronizing log content with external resources (video, etc.) Extracting sequences of interaction that run alongside videoed sequences Removing non-relevant content (including non-relevant conversational threads) Adding audio file content (utterances) Adding video content (practical actions and talk on the streets)
17 Reconciling Interactional Fragments Managing Logged Order and Interactional Order The two are not the same When a message is logged by the system is not necessarily when it enters interaction Need to consult video to represent interactional order
18 Tools to Support Work of Reconciliation Data Goggles
19 Tools to Support Work of Reconciliation Selecting relevant sequences
20 Tools to Support Work of Reconciliation Adding content and editing order
21
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