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Intermittent Participation: How
Sociability and Usability Shape
Mediated Mobile Interaction


Dana Rotman, Prof. Jennifer Preece
INTRODUCTION

Smart phone are everywhere, offering constant
connectivity, creating a culture of constant engagement –
through social networking tools and collaborative applications.

Social networking – used to take place in a stationary
environments, now can be done everywhere, anytime, on the
go.

How do these changes affect social interactions?
PREVIOUS WORK

Mobile communication “affect every aspect of our personal and
professional lives either directly or indirectly” (Katz and
Aakhus, 2002)


HCI – research of specific applications, lesser emphasis on the
overall effect of perpetual connectivity on mediated interaction

Education – emphasis on mobile applications in the learning
environment, less on the social aspects of mobile connectivity
in educational settings
PREVIOUS WORK

“There is a youth culture that finds in mobile communication an
adequate form of expression and reinforcement” (Castells et al.
2007)


 Young users are considered part of a “multimedia
generation”, they are “digital natives” that were born with
technology, and specifically mobile technology, at the palm of
their hands.
UNIVERSITY OF MARYLAND
MOBILITY INITIATIVE

• Honors students and other selected groups of students
 received mobile devices (iPhones) to be used on and off
 campus.
• Integrated curricular and student-life applications within a
 university portal
• Mobile devices are used in class or for class projects
• The university promoted mediated interaction between
 students and faculty
PARTICIPANTS

                  Honors students    Communication
                                       students
  N                   12 (13%)          21 (64%)

  Age               18.7 (SD = .5)     20.1 (SD = 1)

  Gender (M:F)           2:3               2:3

  Previous              100%              100%
  ownership of
  mobile device
  Previous              100%              100%
  ownership of
  computer
  Social                100%              100%
  networking
  profiles
METHODOLOGY
• Focus groups –
    • Open ended discussions that were used to elicit and validate collective
    testimonials, and produce particular experiences, practices and insights.

• Personal interviews –
    • Based on data collected in the focus groups, some participants were
    contacted for personal interviews in which the same topics were
    discussed in depth

• Cooperative Inquiry –
    • An interactive method for engaging users in technology design, in
    which participants reflect on their use of technology, their likes and
    dislikes (Druin et al. 2005)

• Survey data –
    • Collecting demographics and data about personal interaction patterns
FINDINGS –
COMMUNICATION PATTERN
  All the Time

                           100
  Every Hour

                            90
  Several Times
  a Day
                            80
  Once a Day
                            70

  Not Everyday
                            60

  Never
                            50

                            40

                            30
          % or Responses




                            20

                            10

                             0
SOCIABILITY



              People



       Purpose         Policy



                                (Preece, 2000)
SOCIABILITY



              Communication
                 Partner




        Message
                         Etiquette
        Content
SOCIABILITY


                   Communication
                      Partner




      Subjective
                                     Etiquette
        norm




                   Message Content
USABILITY


Usability - ensuring that interactive products are easy to
learn, effective to use and enjoyable from the user's perspective
(Shneiderman, 2009).




  “My daily life revolves around my iPhone, I just have
  everything on my iPhone, my music, my email, my
  calendar, Facebook, reminders. I can write myself notes, just
  everything on one spot" (Kate, female)
USABILITY ISSUES

Dissimilar mobile and online applications
USABILITY ISSUES

Keyboard layout and lack of tactile movement
USABILITY ISSUES

Screen size – problematic when interacting online
INTERMITTENT
     PARTICIPATION

“I can check it (Facebook) on my mobile too, but I don't reply to
anyone on this; I don't send out any information. I check my
email, my Gmail, if I have to send an email or if it's something I can
write
quickly, that is more urgent, then I do send it off my mobile…. But
if I have my laptop I would probably take out my laptop and use
it" (Ben, male)


"If I have messages or check into chat, I'm not going to reply to all
of them. I just like to check and know that, yes, I have to reply to
these messages" (Samantha, female).
CONCLUSIONS

• When using iPhones, sociability and usability pulled users in
different directions
• Users could not enjoy the affordances of mobile connectivity
in their entirety due to design hindrances
• The tension between sociability and usability creates an
awareness of others, while circumventing usability
constraints, and calibrating participation to the most desired
and useful level.

•Filtering information and maintaining intermittent
participation is somewhat similar to the communication
overload phenomenon (Whittaker et al. 1998)
AND THEN…..
THANK YOU




      drotman@umd.edu
      www.danarotman.com

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Intermittent participation how sociability and usability shape mediated mobile interaction

  • 1. Intermittent Participation: How Sociability and Usability Shape Mediated Mobile Interaction Dana Rotman, Prof. Jennifer Preece
  • 2. INTRODUCTION Smart phone are everywhere, offering constant connectivity, creating a culture of constant engagement – through social networking tools and collaborative applications. Social networking – used to take place in a stationary environments, now can be done everywhere, anytime, on the go. How do these changes affect social interactions?
  • 3. PREVIOUS WORK Mobile communication “affect every aspect of our personal and professional lives either directly or indirectly” (Katz and Aakhus, 2002) HCI – research of specific applications, lesser emphasis on the overall effect of perpetual connectivity on mediated interaction Education – emphasis on mobile applications in the learning environment, less on the social aspects of mobile connectivity in educational settings
  • 4. PREVIOUS WORK “There is a youth culture that finds in mobile communication an adequate form of expression and reinforcement” (Castells et al. 2007) Young users are considered part of a “multimedia generation”, they are “digital natives” that were born with technology, and specifically mobile technology, at the palm of their hands.
  • 5. UNIVERSITY OF MARYLAND MOBILITY INITIATIVE • Honors students and other selected groups of students received mobile devices (iPhones) to be used on and off campus. • Integrated curricular and student-life applications within a university portal • Mobile devices are used in class or for class projects • The university promoted mediated interaction between students and faculty
  • 6. PARTICIPANTS Honors students Communication students N 12 (13%) 21 (64%) Age 18.7 (SD = .5) 20.1 (SD = 1) Gender (M:F) 2:3 2:3 Previous 100% 100% ownership of mobile device Previous 100% 100% ownership of computer Social 100% 100% networking profiles
  • 7. METHODOLOGY • Focus groups – • Open ended discussions that were used to elicit and validate collective testimonials, and produce particular experiences, practices and insights. • Personal interviews – • Based on data collected in the focus groups, some participants were contacted for personal interviews in which the same topics were discussed in depth • Cooperative Inquiry – • An interactive method for engaging users in technology design, in which participants reflect on their use of technology, their likes and dislikes (Druin et al. 2005) • Survey data – • Collecting demographics and data about personal interaction patterns
  • 8. FINDINGS – COMMUNICATION PATTERN All the Time 100 Every Hour 90 Several Times a Day 80 Once a Day 70 Not Everyday 60 Never 50 40 30 % or Responses 20 10 0
  • 9. SOCIABILITY People Purpose Policy (Preece, 2000)
  • 10. SOCIABILITY Communication Partner Message Etiquette Content
  • 11. SOCIABILITY Communication Partner Subjective Etiquette norm Message Content
  • 12. USABILITY Usability - ensuring that interactive products are easy to learn, effective to use and enjoyable from the user's perspective (Shneiderman, 2009). “My daily life revolves around my iPhone, I just have everything on my iPhone, my music, my email, my calendar, Facebook, reminders. I can write myself notes, just everything on one spot" (Kate, female)
  • 13. USABILITY ISSUES Dissimilar mobile and online applications
  • 14. USABILITY ISSUES Keyboard layout and lack of tactile movement
  • 15. USABILITY ISSUES Screen size – problematic when interacting online
  • 16. INTERMITTENT PARTICIPATION “I can check it (Facebook) on my mobile too, but I don't reply to anyone on this; I don't send out any information. I check my email, my Gmail, if I have to send an email or if it's something I can write quickly, that is more urgent, then I do send it off my mobile…. But if I have my laptop I would probably take out my laptop and use it" (Ben, male) "If I have messages or check into chat, I'm not going to reply to all of them. I just like to check and know that, yes, I have to reply to these messages" (Samantha, female).
  • 17. CONCLUSIONS • When using iPhones, sociability and usability pulled users in different directions • Users could not enjoy the affordances of mobile connectivity in their entirety due to design hindrances • The tension between sociability and usability creates an awareness of others, while circumventing usability constraints, and calibrating participation to the most desired and useful level. •Filtering information and maintaining intermittent participation is somewhat similar to the communication overload phenomenon (Whittaker et al. 1998)
  • 19. THANK YOU drotman@umd.edu www.danarotman.com