Matching Attentional Draw with Utility in Interruption

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    Matching Attentional Draw with Utility in Interruption - Presentation Transcript

    1. Matching Attentional Draw with Utility in Interruption Jennifer Gluck, Andrea Bunt, Joanna McGrenere University of British Columbia CHI 2007 April 30, 2007
    2. Matching Attentional Draw with Utility in Interruption?
      • Attentional Draw (AD):
        • How quickly attention is drawn to a notification
      • Utility:
        • Usefulness of the interruption content
      • Matching:
        • Low AD ↔ Low Utility
        • High AD ↔ High Utility
    3. Interruption
      • When something causes a break in our actions, activities, or concentration.
    4. Negative Effects
      • Lowered primary task performance
        • Cutrell, Czerwinski, & Horvitz 2001
        • Gillie & Broadbent 1989
      • Increased anxiety, annoyance, perceived
      • difficulty in completing primary task
        • Bailey, Konstan, & Carlis, 2001
    5. Positive Aspects
      • Technologies that interrupt are popular
      • suggests there is value to interruption
      • Other systems also have the potential to promote beneficial interruption…
      • Assist users by making suggestions that can help users complete a task
        • FlexExcel (Thomas & Krogseoter, 1993)
        • Adaptive Bar (Debevc, Meyer, Donlagic & Svecko 1996)
      Mixed-Initiative Systems How can we design interruption to emphasize positive aspects?
    6. Design Guideline
      • Make the amount of attention attracted by a notification relative to the usefulness of the interruption content
      • Obermayer & Nugent, 2000
      • McFarlane & Latorella, 2002
    7. What did we do?
      • Empirical investigation of the effects
      • of matching attentional draw (AD) of
      • notification and interruption utility
    8. Attentional Draw (AD)
      • Empirical investigation of the effects
      • of matching attentional draw (AD) of
      • notification and interruption utility
      • How quickly your attention is drawn to the notification signal
      attentional draw
    9. Utility
      • Empirical investigation of the effects
      • of matching attentional draw (AD) of
      • notification and interruption utility
      • How useful, important, or urgent the interruption content is to the recipient
      • “ How helpful the interruption is in terms of performing a primary task”
      utility
    10. Findings
      • Reduces negative effects
      • Facilitates positive perception of interruption
      Empirical investigation of the effects of matching attentional draw (AD) of notification and interruption utility
    11. Research Overview
      • Study 1: Find some signals
      • Established a set of significantly different notification signals in terms of their attentional draw (AD)
      • Study 2: Match the signals to utility
      • Investigated matching AD and utility to see if this strategy can promote positive interruption
    12. Primary Task
    13.  
    14.  
    15.  
    16.  
    17.  
    18.  
      • Goal:
      • Establish a set of visual notification signals with significantly different detection times
      • Approach: Concurrent detection task
        • Play Memory game
        • Detect notification signals
      Study 1
    19. Notification Signals
      • 10 signals :
        • Transformations applied to a base icon
      • Properties explored
        • Colour
        • Motion
        • Location
    20. Signals Time (seconds)
    21. Study 1 Design
      • Within-subjects
      • 12 subjects
      • 10 signals
      • 120 trials per subject
    22. Study 1 Results: Detection Times High AD signal: Follow Med AD signal: Slow Zoom Low AD signal: Flag
      • Goal:
      • Investigate the effects of matching attentional draw and utility
        • In terms of:
        • Annoyance
        • Perceived benefit
        • Performance
      Study 2
    23. Interrupting Task
      • Context-sensitive hints
      • 3 hint utility levels:
        • very helpful
        • somewhat helpful
        • not helpful
      • Emulated a mixed-initiative system
    24.  
    25. 3 Game Conditions
      • Match
        • Match AD to utility
      • Static
        • Same AD for all
        • utilities
      • Control
        • No interruption
      Low utility hint ↔ Low AD signal Med utility hint ↔ Med AD signal High utility hint ↔ High AD signal   Low utility hint Med utility hint ↔ Med AD signal High utility hint
    26. Study 2 Design
      • Conditions: Match, Static, Control
      • Within-subjects design
      • 24 subjects
      • 15 interruptions per condition
    27. Study 2 Measures & Procedure
      • Procedure:
        • Training, {Condition, Survey} x 3, Interview
      • Measures:
        • Annoyance
        • Perceived benefit
        • Fatigue
        • Performance (# of matches)
        • Preference
    28. Study 2 Hypotheses
      • H1 : Interruption annoyance is lower in the Match
      • condition than in the Static condition
      • H2 : Perceived benefit is higher in the Match
      • condition than in the Static condition
      • H3 : Performance is higher in the Match condition
      • than in all other conditions
    29. Results: Annoyance & Benefit
        • Annoyance lower in Match ( p = .034)
        • Benefit higher in Match ( p = .037)
    30. Condition Preference
    31. Performance Results (# of matches)
      • No main effect of condition ( p = .454)
      • Other effects present
        • Condition x Presentation, Fatigue, Learning,
      • Performance results unclear
    32. Study 2: Summary of Results
      • H1 : Interruption annoyance is lower in
      • the Match condition than in the Static condition
      • H2 : Perceived benefit is higher in the
      • Match condition than in the Static condition
      • H3 : Performance is higher in the Match condition
      • than in all other conditions
        
    33. Future Research
      • Computational appraisal of utility
      • Notification signals
      • Scope of utility
        • Primary task relevance:
          • Re-examine performance results
        • Personal relevance:
          • Confirm annoyance and benefit results
    34. Take Home Message
      • Matching AD and utility
        • Reduces annoyance and
        • Increases perception of benefit
      • UI design implications?
    35. Acknowledgements
      • Many thanks to:
      • Natural Science and Engineering Research Council of Canada (NSERC)
      • Lyn Bartram
      • Matching AD and utility
        • Reduces annoyance and
        • Increases perception of benefit
      Take Home Message Questions?
    36. Additional Information
    37. Interview Results
      • Comprehension of AD-utility relationship
        • Low 70%
        • Med 40%
        • High 45%
        • All 40%
        • None 25%
      • 40% utilized this knowledge to ignore low-utility hints
    38. Related Work
      • Coordination
        • McFarlane 2002
      • Timing of Onset
        • Fogarty et al. 2004
        • Bailey et al. 2001
      • Peripheral Awareness
        • Maglio & Campbell 2000
        • McCrickard et al. 2003
      • Notification
        • Bartram, Ware, Calvert 2003
        • Horvitz, Kadie, Paek, Hovel 2003
      • Relevance
        • Czerwinski, Cutrell, Horvitz 2000
      • Utility
        • Horvitz, Koch, Apacible 2004
        • Horvitz, Jacobs, Hovel 1999
        • Avrahami & Hudson 2005
        • Gievska & Sibert 2005
    39. Study 1: Simple Editor Task
    40. Study 1 Design
      • Within-subjects: 2 (task) x 10 (signal) x 3 (block)
      • Block Design
        • 2 replications per block
        • 3 blocks per primary task (6 total)
        • 120 trials per subject
      • Measures
        • Detection time
      • 12 subjects, 90 minute experiment
    41. Study 1: Structure of a Trial
    42. Study 1 Results
      • Significant main effect of signal ( p < .001)
      • 3-way significant comparison between Flag, Slow Zoom, and Follow
    43. Study 1: Pairwise Comparisons
    44. Study 1: Timeouts Main effect of signal (F(2.542,27.961) = 3.630, p = .031, η 2 = .248)
    45. Study 2 Design
      • Conditions: Match, Static, Control
      • Within-subjects design
      • 5 replications in 17-min block (i.e. 15 interruptions per condition)
      • 65-second average interruption frequency
      • 24 subjects
      • 1 hour experiment
    46. Study 2: Interruption Structure
    47. Missed-Hints Dialog
    48. Study 2 General Annoyance No main effect of condition ( F (2,24) = 2.788, p = .079, η 2 = .166, power = .429)
    49. Study 2: Presentation Order Effect F (5,14) = 2.720, p = .064, η 2 = .493
    50. Study 2 Interaction Effect F (10,28) = 2..35, p = .068, η 2 = .421
    51. Study 2 Hint Duration Main effect of utility ( F (2,36) = 6.839, p = .003, η 2 = .275)
    52. Study 2 Workload .143 .115 2.335 Physical Demand .027 .687 .381 Frustration .088 .276 1.347 Perceived Performance .008 .889 .118 Effort .071 .357 1.069 Temporal Demand .004 .945 .057 Mental Demand η 2 p F(2,28) NASA-TLX Factor
    53. NASA Task Load Index
      • Mental Demand
      • How much mental and perceptual activity was required to play the game and attend to the hints? (e.g., thinking, remembering, looking, searching, deciding, etc.)?
      • Physical Demand
      • How much physical activity was required to play the game? (e.g. moving the mouse, clicking the mouse button, etc.)
      • Temporal Demand
      • How much time pressure did you feel due to the rate or pace at which the tasks or task elements occurred?
    54. NASA Task Load Index (2)
      • Effort
      • How hard did you have to work (mentally and physically) to accomplish your level of performance?
      • Perceived Performance
      • How successful do you think you were in accomplishing the goals of the task set by the experimenter (or yourself)?
      • Frustration
      • How insecure, discouraged, irritated, stressed and annoyed versus secure, gratified, content, relaxed and complacent did you feel during the task?
    55. Performance Results
      • No main effect of condition ( p = .454)
      • Main effect: presentation order ( p = .064, η 2 = .493)
        • Interaction effect: condition & presentation order ( p = .068, η 2 = .421)
      • Learning effect ( p = .053)
      • Fatigue effect ( p = .009)
      • Impossible to interpret performance results
    56.  

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