Upload
hyesoo-yoo
View
115
Download
1
Embed Size (px)
Citation preview
The Effect of Communication Channel and Visual Awareness Display on Coordination in Online Tasks + iConference 2012 - Lindsay Reynolds, Jeremy Birnholtz, Allen Lee
/유혜수
x 2016 Fall
- iConference 2012, Toronto, ON, Canada
Lindsay Reynolds| Cornell University
Jeremy Birnholtz | Cornell University
Allen Lee | Cornell University
요약�
지리적으로�분산된�작업그룹이�time�sensitive,�highly�interdependent�한�작업을�(온라인으로)�협업할때�상세한�
코디네이션이�필요하다.�고로,�명백한�커뮤니케이션과�시각적�디스플레이가�중요하다.��
본�연구는�사람들이�협업시에�어떻게�인식관리를�하며,�어떤�인식툴을�사용하는지에�대하여�알아보았다.�
The Effect of Communication Channel and Visual Awareness Display on Coordination in Online Tasks
Why this paper?
UX Lab Meeting
Badge의 종류 - 강도 선택
현재 열고 있는 파일에서의 다른사람 개입에 대한 알람
recent changes
온라인�협업시,�
• 평소에�드랍박스�노티피케이션에�대한�불만��
• (자꾸�노티�뜨는것은�성가시고�그렇다고�끌수�없고….)�
• visual�awareness�displays�of�others’�activities를�적절한�시간�간격으로�알림을�받고�싶은데…�
• 이러한�<알람�레벨과�알람�수용�조절>�에�대해서�알아보고자함
Summary
UX Lab Meeting
배경
목표
방법
결과 1) audio communication improved performance of non- routine tasks elements 2) text communication was better for the better defined and more routine task of killing enemies
3) audio better facilitated group coordination
온라인 롤 플레잉 게임 (Neverwinter Nights)에서 2가지 과업을 수행하도록 시킴
• how teams perform time- sensitive, uncertain tasks in online environment
• effects of communicatin channel 과 visual awareness display • how communication media and visual awarness disaplys affect participants performance and coordination behavior in a fast paced, tightly coupled tasks in a multiplayer online role playing game environment
키워드 # Awareness #Collaboration #Communication #Synchronous Interaction
Author
UX Lab Meeting
http://lindsayreynolds.com
Lindsay�Reynolds�|�Currently,�User�Experience�Researcher�@�Facebook�
Author
Lindsay Reynolds | Ph.D Student in HCI Institute @ Carnegie Mellon University
UX Lab Meeting
http://lindsayreynolds.com
Background
UX Lab Meeting
Coordinated�Efforts�
• coordinated�efforts�requires�awareness�of�group�members�and�their�actions��
• three�ways�to�discern�others’�location,�status�and�activities��
• 1)�verbal�language�(explicit�communication�of�information)�
• 2)�visual�awareness�displays�(radar�views)�
• 3)�direct�observation�of�the�environment�
�verbal�language visual�awareness�displays
Background
UX Lab Meeting
Explicit�Communication�(명백한�소통)
• Language�(complext�discussion�~�short�utterance)�
• Amount�and�Frequency�of�communication�
• 온라인�환경에서�사람들은�2가지�소통이�가능함:��audio����&��text
audio
Rapid�Communication��
- more�expedient�&�less�effortful�method�
ex.� notifing�a�change�in�status�
during�a�time�sensitive�task�
*speaking�the�information�can�be�faster,�easier,�more�timely�than�typing�
Background
UX Lab Meeting
Visual�Awareness�Display�
• workspace�awareness�(Gutwin�and�Greenberg)�
• specific�type�of�situation�awareness�in�which�the�goal�is�an�understanding�of�one’s�collaborators’�
interactions�with�a�common�workspace�
• situation�awareness랑�다르다!��
• �**�users�must�be�aware�of�the�actions�of�others�within�the�workspace�**�
• contain�relevent�information:�location,�status,�activity��
• time�sensitive�하고�interdependent�한�task�인�경우�(예를�들어,�military�operations)�understanding�
role�of�visual�awareness�display�is�helpful�
Visual Awareness Display
UX Lab Meeting
Experimental�Conditions�-�Awareness�Display�
group�members’��
health�status�
location�
relative�to�the�user��
current�activity�
No��
awareness�display�condition
게임에 대한 설명
UX Lab Meeting
Neverwinter�Nights�
• 3�players�travelling�together�on�a�path�through�a�forest��
• 2�players�have�weapons,�1�player�cast�magical�healing�spells�to�restore�health�of�others�
• At�any�moment,�they�may�encounter�enemy�goblins��
• To�avoid�fate,�players�must�repeatedly�assess�the�the�present�situation�to�attack�
• To�do,�they�need�to�stay�aware�of�location�of�others,�remain�together�and�coordinate�their�response
게임에 대한 설명
UX Lab Meeting
Neverwinter�Nights�
• 3�players�travelling�together�on�a�path�through�a�forest��
• 2�players�have�weapons,�1�player�cast�magical�healing�spells�to�restore�health�of�others�
• At�any�moment,�they�may�encounter�enemy�goblins��
• To�avoid�fate,�players�must�repeatedly�assess�the�the�present�situation�to�attack�
• To�do,�they�need�to�stay�aware�of�location�of�others,�remain�together�and�coordinate�their�response
실험:�온라인�게임에서의�구현�환경�
Game Environment and Tasks
UX Lab Meeting
Game�Environment�and�Tasks
• triads�(3인조)�completed�2�tasks��
• 1)�Kill�goblins�2)�survive��
• Goal:�kill�as�many�enemy�goblins�as�possible�in�10�minutes��
• Role:�each�player�had�a�unique�role�&�capabilities��
• Fighter�(Damage�healer),�Barbarian�(Damage�taker),�Cleric�(Healer)
Hypotheses
UX Lab Meeting
Hypotheses
H.� content.�
1Groups�using�audio�to�communicate�will�have�fewer�participant�deaths�than�groups�using�text�to�communicate
2 Groups�using�audio�to�communicate�will�kill�more�goblins�than�groups�using�text�to�communicate�
3Groups�using�the�visual�awareness�display�will�have�fewer�participant�deaths�than�groups�not�using�this�display�
4 Groups�using�the�visual�awareness�display�will�kill�more�goblins�than�groups�not�using�this�display�
5There�will�be�an�interaction�effect�such�that�groups�using�audio�to�communicate�and�the�visual�awareness�display�will�have�fewer�deaths�than�other�groups�
6There�will�be�interaction�effect�such�that�groups�using�audio�to�communicate�and�the�visual�awareness�display�will�kill�goblins�than�other�groups�
Research Questions
UX Lab Meeting
Research�Questions�
• RQ�2:�How�do�groups�that�communicate�via�audio�coordinate�differently�than�
groups�who�coordinate�via�text?
• RQ�1:�How�do�groups�that�do�not�have�access�to�the�visual�awareness�display�
communicate�differently�than�groups�that�do�have�access�to�the�display?
Method
UX Lab Meeting
Mixed-�model�2x2�experimental�design��
• communication�channel�(audio�vs.�text)�-�between�subjects�manipulation��
• availability�of�the�awareness�display�(available�vs.�not)�-�within�manipulation
Communication��Channel�
availability�of��awareness�display�
audio� text
available��NOT��
available�NOT��
available�available��
Method
UX Lab Meeting
Participants�
• 84명�참여�(남자�29명,�여자�55명)�
• 미국�대학생�(18~31살�사이)�
• 보상:�$10�현금�OR�course�credit�
• 실험하기�1주일전�-�콘솔�비디오�게임�사용�여부�및�시간�조사��
• 19%�평균�0.73시간��
• 21%�PC�based�video�game�평균�0.28�시간��
• 단�1명만�Neverwinter�Nights�게임�해봄��
Method
UX Lab Meeting
Procedures
동의서�작성�
task�&�role�에�대한�설명�
데모�영상�시청�
데모�게임�플레이�
실험�시작!�1
2
3
4
5
Method
UX Lab Meeting
Experimental�Conditions�-�Awareness�Display�
group�members’��
health�status�
location�
relative�to�the�user��
current�activity�
No��
awareness�display�condition
Data Collection and Analysis
UX Lab Meeting
Experimental�Conditions�
• [Performance]�
• collecting�game-�generated�logs�of�start�time,�goblin�kills,�player�deaths�and�any�text-�based�
communication��
• [Transcripts]�
• recorded�text�and�audio�communication�(audio-�fully�transcribed)�
• 3�main�categories:�task�related,�socio-emotional,�and�tangential�communication�
Data Collection and Analysis - Description of the coding categories
UX Lab Meeting
Experimental�Conditions�
• [Performance]�
• collecting�game-�generated�logs�of�start�time,�goblin�kills,�player�deaths�and�any�text-�based�
communication��
• [Transcripts]�
• recorded�text�and�audio�communication�(audio-�fully�transcribed)�
• 3�main�categories:�task�related,�socio-emotional,�and�tangential�communication�
3�main�categories
별로�관계가�없음�
Results
UX Lab Meeting
Performance
• 2�indicators�of�performance�
• 1)�#�of�group�member�deaths���
• 2)�#�of�goblin�kills
Hypothesis�검증!�
Results
UX Lab Meeting
fewer�player�deaths�
H1�검증��
• H1:�Groups�using�audio�to�communicate�will�have�fewer�participant�deaths�than�groups�using�text�to�communicate
• group�communicating�via�audio�would�have�fewer�player�deaths�and�more�goblin�kills��than�groups�communicating�via�texts�
audio texts�
Results
UX Lab Meeting
audio�
group
text
group
fewer�player�deaths�
H1�검증��
• H1:�Groups�using�audio�to�communicate�will�have�fewer�participant�deaths�than�groups�using�text�to�communicate�
• H2:�Groups�using�audio�to�communicate�will�kill�more�goblins�than�groups�using�text�to�communicate�than�groups�communicating�via�texts�
• group�communicating�via�audio�would�have�fewer�player�deaths�and�more�goblin�kills��than�groups�communicating�via�texts�
Audio�(M=�12.58,�SD�7.15) Text�(M=�21.23,�SD=�12.44)
Audio�communication�better�facilitate�sharing�relevant�coordination�information�than�did�text�
communication�
Results
UX Lab Meeting
H2�가설�기각
• H2:�Groups�using�audio�to�communicate�will�kill�more�goblins�than�groups�using�text�to�communicate�than�groups�communicating�via�texts�
• 1)�quick�and�less�effortful�communication�was�not�as�essential��• 2)�text�communication�is�not�as�effortful�as�had�been�expected�• 3)�killing�goblins�was�as�task�that�did�not�require�much�explicit�communication�
Results
UX Lab Meeting
H3,�H4�가설�기각
• groups�with�the�awareness�display�would�have�fewer�player�deaths�and�more�goblins�kills�than�groups�without�it�
Results
UX Lab Meeting
H3,�H4�가설�기각
• groups�with�the�awareness�display�would�have�fewer�player�deaths�and�more�goblins�kills�than�groups�without�it�
no�interaction�for�goblin�kills�
Results
UX Lab Meeting
H3,�H4�가설�기각
• groups�with�the�awareness�display�would�have�fewer�player�deaths�and�more�goblins�kills�than�groups�without�it�
even�without�the�visual�display,��players�could�still�obtain�knowledge�needed�to�
coordinate�in�game�play�
Results
UX Lab Meeting
H5,�H6�가설�기각
• interaction�between�communication�channel�and�availability�of�the�awareness�display�on�the�number�of�player�deaths�and�the�number�of�goblin�kills
no�interaction�for�player�deaths� no�interaction�for�goblin�kills�
Discussions
UX Lab Meeting
Theoretical�Implications
1
2
presence�or�absence�of�the�awareness�display�impacted�the�way�participants�communicated�about�the�coordination�process��- present�awareness�display:�explicity�communicated�fewer�statements��b/c�discern�the�information�by�observing�the�display�
-�absent�awareness�display:�used�language�to�communicate�the�information�
communication�medium�affects�communication�about�coordination��- via�audio:�made�more�statements�related�to�the�notification�of�changes�in�the�environment�and�status��
- simplified�coordination�&�help�to�better�faciliated�coordination�on�uncertain�tasks�in�online�environment�
Discussions
UX Lab Meeting
Pratical�and�Design�Implications
1
2
presence�and�absence�of�an�awareness�display�did�not�affect�performance�did�affect�the�information�that�was�exchanged�verbally�by�participants
awareness�display��-�provides�information�that�is�useful�in�coordination��-�reduces�the�amount�of�conversation�that�is�neccessary�(potentially�reduce�distraction)�
Conclusions
UX Lab Meeting
1
2
audio�communication�afforded�participants�for�collaboration�and�performance�during�uncertain�elements�of�the�tasks�
participants�changed�their�communication�behavior�to�reflect�whether�they�had�access�to�a�visual�awareness�display�
?•프로포절 주제 | 관련 dexsis, CSCW 연구를 더 구체화 하는데 도움 될 것같음
•실험을 정교하게 설계함 --> 실제 실험을 진행 할때 참고해볼 수 있을것임
SNU UX _ Lab Meeting
+
-
•독립 변수와 종속 변수에 대한 관계를 명확하게 명시
•논문 쓸때, 어떻게 정교하게 실험을 설계 할지 참고 할 수 있을것
•드랍박스에서는 audio cue X visual awareness display O 라서 좀 아쉽….
•3명이 아닌 더 큰 그룹내에서 적용하면 좋았을것 같음
나의 후기...
감사합니다.