Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts

Monday, June 1, 2009

Jailbreaking and Calendar Making

Technology planning for our world tour continues unabated as our departure date looms closer and closer. I'm happy to report some progress and successes have been made during the past few days with my old iPhone and the World Tour calendar.

First and foremost I was able to get my jailbroken iPhone to work on T-mobile's network. I received a PrePaid sim card that worked with little fanfare. That's right, I am no longer a captive prisoner held back by ridiculous contracts and code. This is an important development because I now know that I can use this phone with third party GSM sim cards from around the world during our world tour.

For anyone who is interested in learning more about how to jailbreak your iPhone here is the set of resources that I used. It was pretty straightforward, the heavy lifting has been done by others.

Please note that there are risks inherent in this process and I cannot vouch that it will work on your phone nor can I guarantee that it won't have negative long term impact on your device. In other words, do this at your own risk.

The most helpful resource that I discovered was the iPhone Blog. Here you can find step by step instructions on how to jailbreak your iPhone using the Pwnage tool. Make sure to read all the the instructions once over before you attempt to jailbreak your iPhone. I believe there is little risks of permanent damage. However, you may end up having to do it several times as I was forced to.

Another helpful resource is the modmyi.com's wiki Pwnage 2.x Guide page. This resource also features step by step instructions on how to jailbreak your iPhone. However, I think the instructions featured here only work if you have previously jailbroken your iPhone using Pwnage (they differ in only one way from the instructions on the iPhone Blog, which did work for me).

The second area in which I have been making some progress is on the official tour calendar. I've set this up using google calendar and it includes all locations, flights, and dates from our trip. I've also created a second calendar with logistical information for Lauren and me (e.g. hotel names, wedding even schedules, etc). The purpose of this calendar is to serve as a planning and sharing tool. Here is a link to the latest and greatest version:



Here is my next steps for this week:
  • Identify capture and publishing solutions for audio, video, images, and text on iPhone.
  • Create blog and test out the publishing solutions.
  • Develop list of additional technology requirements such as cameras, book readers.

Saturday, March 21, 2009

ID FMP: Conversation Turn-Taking Model

Holding a conversation is a basic human activity. It requires a large amount of coordination between participants, a fact that is often unnoticed. People need to know when to listen, when they can start talking, and when to cede the floor. Conversation mechanisms facilitate the coordination of conversations by helping people know how and when to start and stop speaking. These mechanisms enable people to effectively negotiate the turn-taking required carry out a conversation.

Harvey Sacks, Emanuel Schegloff, and Gail Jefferson have developed a model that aims to explain how people manage turn taking during conversations. The focus of their research was to create a framework that can be applied across cultures and contexts, and that can accommodate several key observations about the structure and dynamics of conversations. Here is an excerpt from the abstract of their paper The Simplest Systematics for the Organization of Turn-Taking for Conversation.

“The organization of taking turns to talk is fundamental to conversation, as well as to other speech-exchange systems. A model for the turn-taking organization for conversation is proposed, and is examined for its compatibility with a list of grossly observable facets about conversation [outlined below].”

The Foundations
Before we explore the model itself let’s take a look at its foundation. Here is a list of the “grossly observable facets about conversation” that was referred to in the quote above:
  1. Speaker changes will always occur and often recur.
  2. For most of the time only one party talks at a time.
  3. More than one person will often talk at a time, but these occurrences are brief.
  4. Most transitions occur with no gap or overlap, or with slight gap or overlap.
  5. Turn order varies throughout conversation.
  6. Turn size or length usually varies.
  7. Length of conversation is not specified.
  8. What parties say is not specified.
  9. Relative distribution of turns is not specified.
  10. Number of parties varies considerably.
  11. Talk can be continuous or not.
  12. Turn-allocation techniques are used to facilitate the conversation.
  13. Sometime turn-constructional units are used to facilitate conversation.
  14. Repair mechanisms exist for correcting turn-taking errors.
The Model
The general model that they developed, which is pictured above, is composed of the three basic rules that govern the transition of turns in a conversation. These rules are:
  1. The current speaker chooses the next speaker by asking a question or making a request.
  2. If the speaker does not choose the next speaker, then another person can self-select to start speaking.
  3. The speaker can decide to continue speaking if no other person self-selects to start speaking.
[source: Interaction Design: Beyond Human-Computer Interaction; and Harvey Sacks, Emanuel Schegloff, and Gail Jefferson’s paper The Simplest Systematics for the Organization of Turn-Taking for Conversation, 1974]

** What the hell is ID FMP? **

Thursday, March 19, 2009

Chapter 4 Homework: What is interaction design?

This assignment was taken from the fourth chapter of the book Interaction Design: Beyond Human-Computer Interactions, written by Helen Sharp, Jenny Preece, and Yvonne Rogers.

Overview
The aim of this activity is for you to analyze the design of a virtual world with respect to how it is designed to support collaboration and communication.

Visit an existing 3D virtual world such as the Palace, habbo hotel, or one hosted by Worlds. Try to work out how they have been designed for taking account of the following:

Assignment Questions
Question A: General social issues
  • What is the purpose of the virtual world?
  • What kinds of conversation mechanisms are supported?
  • What kinds of coordination mechanisms are provided?
  • What kinds of social protocols and conventions are used?
  • What kinds of awareness information are provided?
  • Does the mode of communication and interaction seem natural or awkward?
Question B: Specific interaction design issues
  • What form of interaction and communication is supported, e.g. text/audio/video?
  • What other visualizations are included? What information do they convey?
  • How do users switch between different modes of interaction, e.g. exploring and chatting? Is the switch seamless?
  • Are there any social phenomena that occur specific to the context of the virtual world that wouldn’t in face-to-face setting, e.g. flaming?
Question C: Design issues
  • What other features might you include in the virtual world to improve communication and collaboration?
Answers
Virtual world selected: Second Life.

Question A
What is the purpose of the virtual world?
According to Linden, Second Life does not have a specific purpose. They describe Second Life as “a free online virtual world imagined and created by its Residents.” Most people use Second Life for entertainment. It enables them to escape to virtual world where then can interact with other real people. It offers an experience that can be likened to the birth child of the SIMS game crossed with a social network. A small segment of Second Life users actually make a living from creating virtual artifacts and owning virtual land.

What kinds of conversation mechanisms are supported?
Second Life supports many of the same conversation mechanisms that people are accustomed to using in real life to govern turn taking. In my personal experience, I continued to follow conversation practices that I am accustomed to using when speaking to someone in person, even though the conversation was taking place on a text-based medium.

The conversation turn-taking model developed by H. Sachs et al. [link] seems to be applicable to this environment (at least according to my very unscientific research). I assume that conversations using voice, which is available in Second Life, support standard conversation mechanisms even more effectively.

Another conversation mechanism that is supported by Second Life is body language. Let me clarify what I mean. Citizens are able select from a large pre-defined list of gestures that enable them to communicate attention, emotion, mood, and more. This is pretty cool feature that can be likened to emoticons on an instant messaging application or social network.

What kinds of coordination mechanisms are provided?
Second Life does a pretty good job here again. They offer robust support for both verbal and non-verbal types of communication. As stated above, users can communicate using a text or voice/audio interface. Avatars are also capable of using a variety of different gestures for communicate. These include nodding yes, or shrugging, clapping, blowing a kiss, and more.

Rules are the foundation of this virtual world on its most basic level. The software code provides a set of rules upon which the entire virtual world is build; these basic rules are documented in the online user guide and help tools. They define the “virtual-physical” world of Second Life, which is the platform upon which user coordination can take place.

One also encounters many rules while exploring the world itself. These external representations are created by users and Linden Lab. They inform other users and help coordinate personal and shared activities. Maps are another key mechanism that supports coordination. They are available to help the users easily locate and transport themselves between islands.

What kinds of social protocols and conventions are used?
Most people seem to mimic real world conventions in Second Life. Conversations are initiated in a manner more akin to real world conversations compared to other types of text-based conversations. Users are conscious of the organization and appearance of the physical artifacts in this virtual world. This is reflected by convention such as the practices of users face one another when speaking, and the fact that many users are extremely conscious of their avatars clothing and style.

What kinds of awareness information are provided?
At the most basic level of awareness, Second Life users are able know who is around them via the visual representation of the virtual world. For the most part, users are able to understand what is happening though this varies considerably based on expertise level. It is possible to overhear others’ conversations as long as they are not having a private chat. Most of the groups of people that I encountered whose physical proximity insinuated that they were having a conversation must have been holding private chats. An interesting design element from the game is how the avatars make a typing movement in the air when they are writing a reply in a conversation.

Does the mode of communication and interaction seem natural or awkward?
The mode of communication and interaction offered in Second Life is natural on most accounts. The natural feel of the text-based conversations is in large part due to our modern-day familiarity holding conversations using messaging applications such as IM and SMS. The overall look and feel of the virtual world is natural. The communicative gestures of the character are fluid and clear in their meaning.

Question B
What form of interaction and communication is supported, e.g. text/audio/video?
Second Life supports all main forms of interaction: text, audio, video, and computational.

What other visualizations are included? What information do they convey?

Second Life is well crafted from a visual perspective. The visual flair is actually provided mostly by the creativity of the members of the community, who develop most experiences and structures that exist in this world. Visualizations that are built into the interface include different modes for displaying chats, maps that provide location information, and the main interface of the virtual world environment.

How do users switch between different modes of interaction, e.g. exploring and chatting? Is the switch seamless?
The switch between different modes of interaction is seamless. If a user is exploring he can easily start chatting with someone else nearby by typing; if a user has a voice-enabled system then they just have to talk. Gestures are not integrated as seamlessly; these have to be selected from a drop-down menu.

Are there any social phenomena that occur specific to the context of the virtual world that wouldn’t in face-to-face setting, e.g. flaming?
As with any medium that allows people to communicate from a distance, people are definitely less concerned with politeness and manners. One social phenomena that I witnessed was a user who kept repeating everything that was said in a conversation between me and a third user.

Question C
Overall, I think that Second Life does a thorough job at providing users with effective communication and collaboration tools. So much so that technology companies such as IBM have built virtual campuses where they hold meetings with employees from around the world. Here are a few ideas that could be explored:
  • Allowing users to select moods and emotions. These features would work in a similar way to gestures. The main difference is the duration of a mood or emotion in comparison to a gesture. Moods and emotions last longer and would be controlled using on/off switches.
  • Make it easy for users to create and share documents on the fly. Provide capabilities for users to work on documents simultaneously with seamless ability to switch back and forth between focus on the document and on the virtual world.