People with dyslexia face challenges expressing themselves in writing on social networking sites (SNSs). Such challenges come from not only the technicality of writing, but also the self-representation aspect of sharing and communicating publicly on social networking sites such as Facebook. To empower people with dyslexia-style writing to express them-selves more confidently on SNSs, we designed and implemented Additional Writing Help(AWH) - a writing assistance tool to proofread text produced by users with dyslexia before they post on Facebook. AWH was powered by a neural machine translation (NMT) model that translates dyslexia style to non-dyslexia style writing. We evaluated the performance and the design of AWH through a week-long field study with 19 people with dyslexia and received highly positive feedback. Our field study demonstrated the value of providing better and more extensive writing support on SNSs, and the potential of AI for building a more inclusive Internet.
Like sighted people, visually impaired people want to share photographs on social networking services, but find it difficult to identify and select photos from their albums. We aimed to address this problem by incorporating state-of-the-art computer-generated descriptions into Facebook's photo-sharing feature. We interviewed 12 visually impaired participants to understand their photo-sharing experiences and designed a photo description feature for the Facebook mobile application. We evaluated this feature with six participants in a seven-day diary study. We found that participants used the descriptions to recall and organize their photos, but they hesitated to upload photos without a sighted person's input. In addition to basic information about photo content, participants wanted to know more details about salient objects and people, and whether the photos reflected their personal aesthetic. We discuss these findings from the lens of self-disclosure and self-presentation theories and propose new computer vision research directions that will better support visual content sharing by visually impaired people.
Recognizing others is a major challenge for people with visual impairments (VIPs) and can hinder engagement in social activities. We present Accessibility Bot, a research prototype bot on Facebook Messenger, that leverages state-of-the-art computer vision and a user's friends' tagged photos on Facebook to help people with visual impairments recognize their friends. Accessibility Bot provides users information about identity and facial expressions and attributes of friends captured by their phone's camera. To guide our design, we interviewed eight VIPs to understand their challenges and needs in social activities. After designing and implementing the bot, we conducted a diary study with six VIPs to study its use in everyday life. While most participants found the Bot helpful, their experience was undermined by perceived low recognition accuracy, difficulty aiming a camera, and lack of knowledge about the phone's status. We discuss these real-world challenges, identify suitable use cases for Accessibility Bot, and distill design implications for future face recognition applications.
This work studies the experiences, challenges, and strategies of people with dyslexia when using social media. We interviewed 11 people with dyslexia to understand their gen- eral experiences with reading and writing content on Facebook. The interview study findings highlight the challenges they face when writing content on Social Networking Sites (SNSs), and their strategies for mitigating these challenges. Following up on this, we surveyed 492 participants, among whom 67 self-reported as having dyslexia. The survey results confirm challenges with and strategies for writing unique to people with dyslexia, although they also suggest that better writing support on SNSs may be more broadly beneficial.
BACKGROUND:Technological advances in personal informatics allow people to track their own health in a variety of ways, representing a dramatic change in individuals' control of their own wellness. However, research regarding patient interpretation of traditional medical tests highlights the risks in making complex medical data available to a general audience.OBJECTIVE:This study aimed to explore how people interpret medical test results, examined in the context of a mobile blood testing system developed to enable self-care and health management.METHODS:In a preliminary investigation and main study, we presented 27 and 303 adults, respectively, with hypothetical results from several blood tests via one of the several mobile interface designs: a number representing the raw measurement of the tested biomarker, natural language text indicating whether the biomarker's level was low or high, or a one-dimensional chart illustrating this level along a low-healthy axis. We measured respondents' correctness in evaluating these results and their confidence in their interpretations. Participants also told us about any follow-up actions they would take based on the result and how they envisioned, generally, using our proposed personal health system.RESULTS:We find that a majority of participants (242/328, 73.8%) were accurate in their interpretations of their diagnostic results. However, 135 of 328 participants (41.1%) expressed uncertainty and confusion about their ability to correctly interpret these results. We also find that demographics and interface design can impact interpretation accuracy, including false confidence, which we define as a respondent having above average confidence despite interpreting a result inaccurately. Specifically, participants who saw a natural language design were the least likely (421.47 times, P=.02) to exhibit false confidence, and women who saw a graph design were less likely (8.67 times, P=.04) to have false confidence. On the other hand, false confidence was more likely among participants who self-identified as Asian (25.30 times, P=.02), white (13.99 times, P=.01), and Hispanic (6.19 times, P=.04). Finally, with the natural language design, participants who were more educated were, for each one-unit increase in education level, more likely (3.06 times, P=.02) to have false confidence.CONCLUSIONS:Our findings illustrate both promises and challenges of interpreting medical data outside of a clinical setting and suggest instances where personal informatics may be inappropriate. In surfacing these tensions, we outline concrete interface design strategies that are more sensitive to users' capabilities and conditions.
To examine the processes by which appropriation happens around an interactive art installation in an organizational context, this paper presents a qualitative, longitudinal study of an interactive art installation called mood.cloud . While designed to collect and to visually display building occupants' collective emotion, the installation was not necessarily used or interpreted in this way. Instead, building occupants saw the sensory experience of mood.cloud and the ability to change the display as a way to influence their own feelings, the feelings of others, and the overall workplace ambience. We found that interaction with mood.cloud fostered reflection about the relationship between the individual and the larger collective that the person is a part of. This relationship, between appropriation for individual benefit and appropriation for the benefit of others, afforded participants the opportunity to become more aware of their own contribution as part of a larger community. These findings suggest an opportunity to design systems around the interplay between appropriation for the individual and appropriation for the community.
Recognized stress management techniques include cultivating mindfulness, breathing exercises, and meditation. While these approaches have been shown to mitigate the negative effects of stress, they can be difficult to learn or consistently apply. To support these techniques, we developed MoodLight, a playful system that uses ambient colored light to provide feedback regarding an individual's current arousal levels. Like many affective computing systems, MoodLight was designed to help users observe their internal state and learn to relax. However, our findings indicate that prompting or leading feedback can be more effective than real time feedback in helping users relax. This work contributes to affective computing by suggesting alternative approaches to designing biofeedback systems for stress management.
The project "mood.cloud" is a LED light sculpture created through a collaborative effort among artists and information scientists. This light installation reflects the mood of people in a public space. For this exhibit, people selected an image on an iPad that best represented their current mood. The colors of the sculpture changed reflecting not only the individual's mood but the mood of others in the space. The "mood.cloud" platform can be re-programmed to not only capture represent emotional status in different ways, but also has the potential to track many different kinds of input.
With the recent and dramatic changes to communication patterns introduced by new information technologies it is increasingly important to understand how deception is produced in new media. In the present study we investigate deception production in text messaging, focusing on how often people lie, about what and to whom. This study uses a novel data collection method that allows for the examination of individuals' communication records at the message level, which may provide a more accurate account of deception behavior than diary or survey methods. We find that the majority of our participants practiced deception in text messaging. Although lying was a relatively infrequent occurrence for the majority of our participants, there were a small number of prolific liars who told a disproportionately large number of lies using this medium. Additionally, we found some support for the argument that deception occurs less frequently in closer relationships, and we observed how the micro-coordination goals of text messaging change the properties of deceptive text messages relative to face-to-face lies.
As people's online behavior increasingly leaves traces behind, it is tempting for researchers to gather and analyze these traces. This raises both ethical and logistical challenges in gathering and storing data; and in motivating people to share their data. We report on our experience developing an Android OS app to gather text messages and information about deception, and a web visualization interface that allows participants to engage with their data. We discuss our experiences and challenges, and solicit feedback and design ideas.
Text messaging has become wildly popular in the United States, and it has some unique characteristics that may impact interpersonal communication such as deception. Here we report how deception detection operates in text messaging, specifically exploring the roles of context, relationship closeness, message content, and one’s liar type on deception detection. We addressed these questions using a novel data collection method which relied on the archives of undergraduate students’ sent text messages. We find that people are overall accurate at identifying text messages, primarily because most texts are truthful. For those text messages that are deceptive, our participants performed poorly in identifying them, correctly identifying less than 20% of lies. Beyond this central contribution, this study also demonstrates that the other factors described above are important for assessing text messages, which adds an important dimension to the deception detection research. DETECTING DECEPTION IN TEXT MESSAGING 3 Detecting Deception in Text Messaging: The Role of Context, Relationships, the Lie and the Liar Is it possible to detect deception in text messaging, perhaps the most quickly adopted communication medium in human history (Smith, 2011)? The extensive research on deception detection, spanning over fifty years, is not encouraging: people tend to detect lies at a rate roughly 54% of the time, when at chance they have 50-50 odds of being correct (Bond & DePaulo, 2006). Given that text messages lack the usual nonverbal cues and are, by design, quite short (160 characters), it seems unlikely that deception detection accuracy in text messaging should be any different than what prior work has found, if not worse. There are several important factors for text messaging, however, that differentiate it from the typical kind of messages used in standard deception detection paradigms. In the standard paradigm participants are asked to judge a series of stimuli, such as a videotaped recoding of a person denying stealing a wallet (e.g., Burgoon, Blair, Qin, & Nunamaker, 2003), on whether the speaker is being truthful or deceptive. Usually the participant has little to no context other than the stimulus, and must make their decision based only on the cues and information available in the stimulus. Our interest, however, is in text messages that have been exchanged between communication partners who know each other and are part of an ongoing interaction situated within their social life. Recent work suggests that this kind of context can play an important role in deception detection (Levine & McCornack, 1992; Vrij, 1994). For example, in one study the availability of context drastically increased a participant’s ability to detect deception (Levine & McCornack, 1992). Can the contextually embedded nature of text messages between communication partners play a similar role in improving deception detection for this novel DETECTING DECEPTION IN TEXT MESSAGING 4 medium? If this is the case, we should expect higher deception detection accuracy for text messages that are received as part of an ongoing interaction than for text messages that are from a partner but not part of an ongoing interaction (e.g., a message sent from the partner to another person) Furthermore, even lower rates of deception detection should be expected for text messages produced by a random stranger. Other factors emerging in deception research that may affect text messaging detection accuracy include the nature of the relationship to the partner and the actual content or nature of the lie. For example, there is an ongoing debate in the literature about whether it is more difficult to detect deception from an intimate than from a stranger (e.g., Miller, Mongeau, & Sleight, 1986). There is also recognition that lies can be about very different content, such as one’s feelings versus one’s stated achievements, and that lies can be enacted with quite different methods, from an outright lie (e.g., “I got an A on the exam” when in fact the speaker received a lower grade) to much more subtle forms (e.g., “I don’t know how I did on the exam” when the speaker knew they received a low grade) (DePaulo et al, 1996; Hancock, 2004). Are some kinds of content more difficult to detect than others, and are subtle lies more difficult to detect than more blatant ones? Finally, a recent phenomenon highlighted in deception research is the prolific liar, which refers to people that lie at substantially higher rates (e.g., two standard deviations) in their everyday communication than most people (Serota, Levine, & Boster, 2010). While these individuals make up only a small fraction of the population, does their proficiency in lying affect their ability to detect the lies of others? Their frequent use of lying may improve their detection accuracy on the one hand, or their enhanced experience might bias their perceptions of how often others lie and interfere with their ability to perceive when others are being truthful. DETECTING DECEPTION IN TEXT MESSAGING 5 In the present study we seek to address these questions using a novel method of analyzing real texts exchanged between communication partners. We asked pairs of participants to produce recent messages they had sent one another via text messaging, and to retrospectively identify which of these texts was deceptive. We then asked their partner to identify any messages they suspected to be deceptive. This procedure allowed us to calculate detection accuracy for messages exchanged between the partners as part of their everyday communication (high context messages), which we compared to their ability to detect deception in text messages sent by their partner to other individuals (low context messages) or to text messages sent by random others (no context messages). The procedure also allowed us to examine the role of the partners’ relationship on their ability to detect one another’s lies, and to examine how the content and type of the lie affect detection accuracy. Lastly, we identified a small subset of participants as prolific liars that told two standard deviations more lies on average than other participants and assessed their deception detection accuracy relative to more typical liars. Given the small number of prolific liars, this last analysis was limited to a descriptive assessment.
Designers have demonstrated an increased interest in designing for reflection. However, that work currently occurs under a variety of diverse auspices. To help organize and investigate this literature, this paper present a review of research on systems designed to support reflection. Key findings include that most work in this area does not actually define the concept of reflection. We also find that most evaluations do not focus on reflection per se rather but on some other outcome arguably linked to reflection. Our review also describes the relationship between reflection and persuasion evidenced implicitly by both rhetorical motivations for and implementation details of system design. After discussing the significance of our findings, we conclude with a series of recommendations for improving research on and design for reflection.
While we tend to think of self-presentation as a process executed by the self, reputation management on social network sites, like Facebook, is increasingly viewed as a collective endeavor. The information users share about one another can have significant impacts on impression formation, and at times this other-generated content may be face threatening, or challenging to one's desired self-presentation. However, we know little about the nature of these other-generated face threats and the ways that people perceive them. Using an online survey of 150 Facebook users, we report on what these users consider to be other-generated face threats and how they feel after experiencing them. Results suggest that many face threats result from other Facebook users neglecting or misunderstanding a target's audience and/or self-presentation goals, as well as a target's fear of creating an unwanted association with another Facebook user. Experience of these threats is affected by both individual and situational factors. We also report on a new unique measure capturing Facebook skills.
In an always-connected world, managing one's unavailability for interaction with others can be as important and difficult as coordinating mutual availability. Prior studies have identified the butler lie, a linguistic strategy commonly used to manage unavailability, and examined message-level data to examine how message senders' use of butler lies varies across media and situations. This study is the first to examine how butler lies are perceived by those who receive them. Pairs of student participants provided messages sent to each other in real conversations and indicated whether these messages were deceptive or not. These messages were then passed to the partner, who indicated perceived deception and provided an explanation. Results suggest that participants expect butler lies regularly although not as often as they are actually produced, and participants are not very accurate in identifying butler lies. Moreover, detailed analysis of messages and explanations suggests that butler lies play a relational role that is expected by both parties in a dialog.
In an always-connected world, managing social inattention – that is, explaining the inability to interact at a particular time – can be as important as coordinating mutual availability. Inattention, particularly if repeated, can have significant relational consequences as it may be considered rude and can lead to painful social outcomes. Prior research has examined the butler lie, one strategy commonly used to manage social inattention while preserving relationships. This paper builds on that via an interview study of 47 participants that qualitatively examines perceptions of butler lies from both the senders' and receivers' perspectives. Participants see butler lies as a common and useful inattention management strategy, but these messages can have a negative effect receivers do not perceive the senders' intentions to be positive. Factors affecting the perception of intent include relationship strength and history, the stakes of the situation, and past behavior. The paper argues that inattention management should be considered a joint coordination problem characterized by a willingness to accept the pragmatic relational meaning of messages, which may differ from their literal semantic meaning. This hints at a collaborative view of deception, in which some interlocutors are aware they are being deceived and willing to accept deception.
This paper highlights the reactions of non-beginners to gamification in persuasive health technologies data from a month-long 15-person study of first time Wii Fit users. Participants represent beginners and non-beginners with respect to past fitness experiences and current goals, and we find that these starting points affect their experiences with the system. While beginners respond positively to gamified elements in Wii Fit, these same elements have a detrimental effect on non-beginners' experiences, leading them to abandon the system as a fitness tool. This suggests the need for gamification in persuasive systems to better consider the nuanced context of use, and we recommend ways in which tools like Wii Fit can use gamification to motivate users with varied levels of experience with the target behavior.
Geographically distributed workgroups are increasingly collaborating on time-sensitive, highly interdependent tasks that require detailed coordination to achieve success; although success under these conditions is often difficult. Improving these collaborations requires both better support from communication and information tools and a better understanding of how people use modes of coordination, such as explicit communication using audio and text, and the use of visual awareness displays of others' activities. To examine these issues, we conducted an experiment in which groups completed two tasks in the multiplayer online role-playing game Neverwinter Nights. Task performance results showed that the effects of communication channel were mixed and that the availability of the awareness display did not have a direct effect. However, transcripts revealed differences in the processes of collaboration such that in the absence of the awareness display, participants adapted their communication behavior to explicitly share information with group members.
telephone or IM, which provided mediated co-presence when one was in the vicinity of a landline phone or PC, today’s mobile devices provide constant co-presence. Instant messaging is often combined with text messaging or proprietary messaging clients (e.g., BlackBerry Messenger, Apple’s iMessage, etc.), such that today’s teens send hundreds of messages per day to stay in touch with family and friends [3]. People are assumed to be constantly co-present, and thus, constantly available for conversation. This is taking a toll. There is evidence that all of these opportunities for interaction cause overload and stress. A recent Pew report suggests that nearly a third of respondents periodically turn off their phones just to take a break from all of the interaction opportunities they provide [4]. Sherri Turkle’s recent book suggests we are paying more attention to our devices than to each other [5]. Others report feeling disco-presence (i.e., being on the phone at the same time) could offer a similar experience. And one could inquire about another’s availability for mediated co-presence by calling in a more modern sense; namely, by dialing the phone and waiting for a response on the other end [1]. Instant messaging (IM) and chat systems, which became very popular in the late 1990s and early 2000s, changed this process again [2]. With these systems, one had a list of contacts who were co-present at any given time. Co-presence, for many users of these systems, suggested availability for conversation and was often reason enough to start one. The contact list made co-presence even easier to coordinate. More recently, there has been a larger socio-technical shift that we believe has significant consequences for how people coordinate around communication. In contrast to Historically, the problem of coordinating opportunities for real-time communication has been dominated by the problem of co-presence. Before there was any interactive media, people had to be in the same place to talk. Visiting somebody’s house (“calling,” in the early sense) to see if they were available or scheduling a time to meet were both good ways of coordinating. Early media such as the telephone changed this process a bit, in that people no longer needed to be physically co-present to talk. Mediated Understanding Unavailability in a World of Constant Connection
During group work, sometimes members' roles are unclear, which leads to confusion about which activities one should do. This may be especially true in distributed groups, where it is harder to see what others are doing, and when roles are not assigned to members. Awareness displays can provide information to group members to help them determine their roles. I will explore this using collaborative groups in multi-player online games. This study will first observe groups to identify factors associated with role ambiguity, develop an awareness display which provides role--related information, and lastly, test the display in an experimental setting.