Social Interaction & Prototyping

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Flashcards about Social Interaction and Prototyping

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27 Terms

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Social Interaction

Social technologies developed to enable us to persist in being social when apart

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Digital Detox

Excess tech use may be getting in the way of your wellness

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Sacks et al. (1978)

Conversation analysis proposes turn allocation rules for conversations.

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Back channeling signals

Uh huh, umm, aha, ahh

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Sacks et al. (1978)

Proposes turn allocation rules: current speaker chooses the next speaker; another person decides to start speaking; the current speaker continues talking.

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Breakdowns in conversation / misunderstandings

includes requests for reiteration (e.g., A: this one? B: no, that one!) and tokens (e.g., eh? huh? what?)

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Draper et al. 1998

Telepresence refers to an experience that appears to involve displacement of the user’s self-perception into a computer-mediated environment.

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Social presence

The subjective experience of being present with a real person in technology-mediated communication and environments

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Co-Presence

Co-located groups who want to collaborate, enabled by technologies like tabletops and whiteboards.

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Coordination Mechanisms

When a group of people act or interact together, they need to coordinate themselves using verbal & non-verbal communication, schedules, rules, conventions and shared external representation

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Awareness Mechanisms

Knowing who is around, what is happening, and who is talking with whom

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Peripheral Awareness

Keeping an eye on things happening in the periphery of vision, allowing tracking of what others are doing without explicit cues.

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Situational Awareness

Being aware of what is happening around you in order to understand how information and your actions will affect ongoing and future events

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BJ Fogg

Computer products can leverage principles of social influence to motivate and persuade.

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Prototyping designs

A crucial step in the user-centred design process to develop design ideas and make them concrete

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Prototype

Early model or version of something used in many design fields to test ideas

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Sketching

Crudity means people concentrate on high-level concepts rather than details

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Interactive Paper Prototypes

Allows designers to test competing representations, good for eliciting user reactions, modifications, suggestions

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Storyboards

A series of sketches/individual frames presenting a sequential storyline, showing how a user might progress, focusing on task & context

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Wizard of Oz Prototypes

A technique whereby a person is controlling the interface or particular aspects of the interaction; the user thinks they are interacting with a computer

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Why Prototype

Find problems early with input from diverse user groups, quick improvements, low cost

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Low fidelity prototypes

Cheaper, but limited feedback capabilities

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High fidelity prototypes

More expensive & time-consuming, but greater information yield

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Low-Fidelity Prototyping

Uses media which are unlike the final media (e.g., paper, cardboard); quick, cheap, easily changed

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Mid- & High-Fidelity Prototyping

Look more like the final system/design than a low-fidelity version; definition of mid-fidelity is debatable, but generally has some kind of simulated functionality

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Horizontal prototype

Wide range of functions but with little detail

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Vertical prototype

A lot of detail but only for few functions