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Technology-based Research
Opportunities for Social Psychology
Grouptalk Interdisciplinary Meeting
Linda George
U.C. Berkeley

11/26/2007

1
What is Social Psychology?
Scientific study of the way individuals think, feel, desire,
and act in social situations.
n  Historically:
n  Research on individuals and groups
n  Attitudes, persuasion
n  Conformity, compliance
n  Then came…
n  Social learning (imitation, modeling)
n  Social cognition (unconscious, automatic)
n  Self- and other-perception (identity, self-image, etc.)
n 

11/26/2007

2
& Today…
n 

n 

Current trends:
n  Emotion / affect
n  Motivation
n  Culture
n  Stereotypes (social cognition)
n  Social power and justice
n  Social neuroscience
Some of our traditional research areas are most active
in other fields, such as organizational behavior, public
policy, & consumer marketing.

11/26/2007

3
Traditional Methods
n 
n 
n 

A lot of research is done via survey.
Behavioral research is more expensive – time
consuming, harder to orchestrate, etc.
Several “classic” social psychology experiments would
not be allowed by today’s Human Subjects standards.

11/26/2007

4
What about technology?
Web Science Research Initiative - MIT & other schools
n 
Interdisciplinary effort to study the scientific and societal consequences of
wiring the planet together.
n 
"We're doing this partly out of excitement and partly out of duty," said Tim
Berners-Lee, who invented the technical underpinnings of the Web in 1989
and now wears several hats, including senior research scientist at MIT.
“2016” Symposium
n 
Computer scientists from academia and companies like I.B.M. and Google
discussed topics including social networks, digital imaging, online media
and the impact on work and employment. But most talks touched on two
broad themes: the impact of computing will go deeper into the sciences
and more into the social sciences, and policy issues will loom large as the
technology becomes more powerful and more pervasive.

11/26/2007

5
A quick tour connecting technology
with social psychology…

11/26/2007

6
Relationships & Phones
n  “Redefinition of social relations and their
connection to place”
¨ 
¨ 
¨ 

11/26/2007

M. Ito, USC – anthropology
Implications for “power geometries” at home and school
Construction of “peer-based” places through mobile communication

7
Relationships: Creative Exits
“Someone won't leave you alone?
Give them "your" number: 212-479-7990
The official New York Rejection Line!”

11/26/2007

8
Media, Relationships, and Multitasking

“Divided partial attention”?
Closer together? Farther apart?
…Multitasking?

11/26/2007

9
Distraction & “Infomania”
n 

Diminished attention:
¨ 
¨ 

¨ 
¨ 

¨ 

11/26/2007

Ratey, Harvard Medical School
Bederson, U. of Maryland Human-Computer interaction lab: generating
a minimum of distraction for the computer user. How do computer
interfaces get in the way of being able to concentrate?”
Checking email; vs. having computer assess & interrupt: “predictive
interfaces”
British survey: 10-point
drop in IQ when juggling
email, phone calls, and
work (G. Wilson, King’s
College London Univ.)
D. Meyerson, Stanford:
“being accessible all the
time is a source of stress”

10
FlashMobs:
Conformity, deindividuation, contagion

11/26/2007

11
Trust, Self-presentation, Connection
facebook

Snowboardgang.com

11/26/2007

12
Community, Grassroots, Media

11/26/2007

Time Magazine Invention of the Year, 2006

13
Decision-making, Collective Judgment

11/26/2007

14
Attitudes, Cognitive Bolstering, Group Polarization
“We’ve followed the
old advice to discuss
this amongst
ourselves.
Democracy, we’ve
been told, is best
served when informed
citizens deliberate the
issues of the day,
pooling their wisdom to
reach a judicious
consensus.”
11/26/2007

15
Resistance to disconfirming evidence

(Zillow)

Zillow.com
11/26/2007

16
Cooperation, Competition
n  “Can You See Me Now?” …a chase game
played online and on the streets.

n  Geocaching

11/26/2007

17
Spirituality? Compassion, Role development
Welcome to the world's
first 3D online church
Enter the church
come in, pull up a pew
and find out what all the
fuss is about
Also available in 2D
join others in the chat café
or the discussion forum

NY Times experiment in interactive worship

View clips, news,
sermons
catch up on Church of
Fools past, present, future
11/26/2007

18
Information processing, Collaboration

“Software for
visualizing and
managing information,
allowing individuals
and teams to more
effectively think, plan,
and collaborate.”

11/26/2007

19
Individual differences, Innovative
personnel selection
n 

Correlations between gaming and managerial behavior: “People
who play [video] games are into technology, can handle more
information, can synthesize more complex data, solve operational
design problems, lead change and bring organizations through
change.” (Luman, CS vp)

n 

James Rosser: research indicated that surgeons adept at video
games were less likely to make mistakes during certain forms of
operations and suturing.

11/26/2007

20
Technology and…
n 
n 
n 
n 
n 

Sociology a!
Anthropology a!
Communications a!
Education a!
Psychology ?

n  How can we best use the unprecedented
amounts of data available to us?!

11/26/2007

21
THANKS!

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Grouptalk Presentation

  • 1. Technology-based Research Opportunities for Social Psychology Grouptalk Interdisciplinary Meeting Linda George U.C. Berkeley 11/26/2007 1
  • 2. What is Social Psychology? Scientific study of the way individuals think, feel, desire, and act in social situations. n  Historically: n  Research on individuals and groups n  Attitudes, persuasion n  Conformity, compliance n  Then came… n  Social learning (imitation, modeling) n  Social cognition (unconscious, automatic) n  Self- and other-perception (identity, self-image, etc.) n  11/26/2007 2
  • 3. & Today… n  n  Current trends: n  Emotion / affect n  Motivation n  Culture n  Stereotypes (social cognition) n  Social power and justice n  Social neuroscience Some of our traditional research areas are most active in other fields, such as organizational behavior, public policy, & consumer marketing. 11/26/2007 3
  • 4. Traditional Methods n  n  n  A lot of research is done via survey. Behavioral research is more expensive – time consuming, harder to orchestrate, etc. Several “classic” social psychology experiments would not be allowed by today’s Human Subjects standards. 11/26/2007 4
  • 5. What about technology? Web Science Research Initiative - MIT & other schools n  Interdisciplinary effort to study the scientific and societal consequences of wiring the planet together. n  "We're doing this partly out of excitement and partly out of duty," said Tim Berners-Lee, who invented the technical underpinnings of the Web in 1989 and now wears several hats, including senior research scientist at MIT. “2016” Symposium n  Computer scientists from academia and companies like I.B.M. and Google discussed topics including social networks, digital imaging, online media and the impact on work and employment. But most talks touched on two broad themes: the impact of computing will go deeper into the sciences and more into the social sciences, and policy issues will loom large as the technology becomes more powerful and more pervasive. 11/26/2007 5
  • 6. A quick tour connecting technology with social psychology… 11/26/2007 6
  • 7. Relationships & Phones n  “Redefinition of social relations and their connection to place” ¨  ¨  ¨  11/26/2007 M. Ito, USC – anthropology Implications for “power geometries” at home and school Construction of “peer-based” places through mobile communication 7
  • 8. Relationships: Creative Exits “Someone won't leave you alone? Give them "your" number: 212-479-7990 The official New York Rejection Line!” 11/26/2007 8
  • 9. Media, Relationships, and Multitasking “Divided partial attention”? Closer together? Farther apart? …Multitasking? 11/26/2007 9
  • 10. Distraction & “Infomania” n  Diminished attention: ¨  ¨  ¨  ¨  ¨  11/26/2007 Ratey, Harvard Medical School Bederson, U. of Maryland Human-Computer interaction lab: generating a minimum of distraction for the computer user. How do computer interfaces get in the way of being able to concentrate?” Checking email; vs. having computer assess & interrupt: “predictive interfaces” British survey: 10-point drop in IQ when juggling email, phone calls, and work (G. Wilson, King’s College London Univ.) D. Meyerson, Stanford: “being accessible all the time is a source of stress” 10
  • 13. Community, Grassroots, Media 11/26/2007 Time Magazine Invention of the Year, 2006 13
  • 15. Attitudes, Cognitive Bolstering, Group Polarization “We’ve followed the old advice to discuss this amongst ourselves. Democracy, we’ve been told, is best served when informed citizens deliberate the issues of the day, pooling their wisdom to reach a judicious consensus.” 11/26/2007 15
  • 16. Resistance to disconfirming evidence (Zillow) Zillow.com 11/26/2007 16
  • 17. Cooperation, Competition n  “Can You See Me Now?” …a chase game played online and on the streets. n  Geocaching 11/26/2007 17
  • 18. Spirituality? Compassion, Role development Welcome to the world's first 3D online church Enter the church come in, pull up a pew and find out what all the fuss is about Also available in 2D join others in the chat café or the discussion forum NY Times experiment in interactive worship View clips, news, sermons catch up on Church of Fools past, present, future 11/26/2007 18
  • 19. Information processing, Collaboration “Software for visualizing and managing information, allowing individuals and teams to more effectively think, plan, and collaborate.” 11/26/2007 19
  • 20. Individual differences, Innovative personnel selection n  Correlations between gaming and managerial behavior: “People who play [video] games are into technology, can handle more information, can synthesize more complex data, solve operational design problems, lead change and bring organizations through change.” (Luman, CS vp) n  James Rosser: research indicated that surgeons adept at video games were less likely to make mistakes during certain forms of operations and suturing. 11/26/2007 20
  • 21. Technology and… n  n  n  n  n  Sociology a! Anthropology a! Communications a! Education a! Psychology ? n  How can we best use the unprecedented amounts of data available to us?! 11/26/2007 21

Editor's Notes

  1. ca 2002
  2. 2003 1. Mob #3 2003: you are invited to take part in MOB, the project that creates an inexplicable mob of people in NYC for ten minutes or less. Please forward this to other people you know who might like to join. w/FAW section (why would I want to join? Tons of other people are doing it) About 200 mobbers – filed into lobby, went upstairs, & stood there for a short while. spontaneously applauded (for themselves), and left.
  3. Myspace: average rate of 320,000 worldwide new profiles added daily. (rptd by myspace.com) the effort to maintain an active social life on the Web is taking its toll. Some have grown tired of what once was novel. Some feel bombarded by unsolicited messages, friend requests and advertisements. And some are cutting back.
  4. Time Magazine three twentysomething guys named Steve Chen, Chad Hurley and Jawed Karim. At a Silicon Valley dinner party one night in 2004 they started talking about how easy it was to share photos with your friends online but what a pain it was to do the same thing with video. So they did something about it. They hacked together a simple routine for taking videos in any format and making them play in pretty much any Web browser on any computer. Then they built a kind of virtual video village, a website where people could post their own videos and watch and rate and comment on and search for and tag other people's videos. Voilˆ: YouTube. But even though they built it, they didn't really understand it. They thought they'd built a useful tool for people to share their travel videos. They thought people might use it to pitch auction items on eBay. They had no idea. They had opened a portal into another dimension. The minute people saw YouTube they did its creators a huge favor: they hijacked it. Instead of posting their home movies, they posted their stand-up routines and drunken ramblings and painful-looking snowboarding wipeouts. They uploaded their backyard science projects, their delivery-room footage and their interminable guitar solos. They sent in eyewitness footage from the aftermath in New Orleans and the war in BaghdadÑfrom both sides. They promulgated conspiracy theories. They sat alone in their basements and poured their most intimate, embarrassing secrets into their webcams. YouTube had tapped into something that appears on no business plan: the lonely, pressurized, pent-up video subconscious of America. Having started with a single video of a trip to the zoo in April of last year, YouTube now airs 100 million videosÑand its users add 70,000 moreÑevery day. What happened? YouTube's creators had stumbled onto the intersection of three revolutions. First, the revolution in video production made possible by cheap camcorders and easy-to-use video software. Second, the social revolution that pundits and analysts have dubbed Web 2.0. It's exemplified by sites like MySpace, Wikipedia, Flickr and DiggÑhybrids that are useful Web tools but also thriving communities where people create and share information together. The more people use them, the better they work, and more people use them all the timeÑa kind of self-stoking mass collaboration that wouldn't have been possible without the Internet. The third revolution is a cultural one. Consumers are impatient with the mainstream media. The idea of a top-down culture, in which talking heads spoon-feed passive spectators ideas about what's happening in the world, is over. People want unfiltered video from Iraq, Lebanon and DarfurÑnot from journalists who visit there but from soldiers who fight there and people who live and die there.
  5. (Describes group polarization exercise in Colorado – “The researchers — David Schkade, Cass Sunstein and Reid Hastie — concluded that “the major effect of deliberation was to make group members more extreme than they were before they started to talk.” Of course, these ideological divides are small compared with the ones in the blogosphere, which is one giant version of the Colorado experiment. You can always find a group online to affirm your brilliant opinions. It’s immensely satisfying, but it can also make Election Day a miserable experience. Tonight, you can’t help noticing how many ignorant people out there disagree with you. John tierney, nytimes
  6. November 2006 Nov. 2006: In a letter sent by the National Community Reinvestment Coalition to the Federal Trade Commission last Thursday, the group asserted that Zillow’s Web site misrepresented home values and placed residents in low-income neighborhoods “more at risk for discriminatory and predatory lending practices.” The accuracy of the Zillow information has been questioned from the day the site was introduced last February. Questions about its accuracy, though, have not hurt its popularity. With more than 3.5 million visitors last month, the company said it is the fifth-most-visited real estate Web site in the United States.
  7. Players are dropped at random locations into a virtual map of Cambridge. Tracked by satellites, Blast Theory's runners appear online next to your player. Situated in the real city, handheld computers showing the position of online players guide the runners in tracking you down. The runners carry a handheld computer connected to a Global Positioning System receiver. The handheld computer is part of a wireless network. This means that wherever the runners go they are connected to each other and to the virtual world. They can see all the players on their screen. Use your arrow keys to flee down the virtual streets, send messages and exchange tactics with other online players. An audio stream from Blast Theory's walkie talkies lets you eavesdrop on your pursuers: getting lost and out of breath on the real streets. If a runner gets within 5 metres of you, a sighting photo is taken and your game is over. With the advent of virtual spaces and, more recently, hybrid spaces in which virtual and real worlds are overlapping, the emotional tenor of these worlds has become an important question. In what ways can we talk about intimacy in the electronic realm? In Britain the internet is regularly characterised in the media as a space in which paedophiles 'groom' unsuspecting children and teenagers. Against this back drop can we establish a more subtle understanding of the nuances of online relationships. When two players who know one another place their avatars together and wait for the camera view to zoom down to head height so that the two players regard one another, what is going on? Is this mute tenderness manifest to anyone else and should it be? And alongside these small moments, there is a louder and more forceful set of interactions between runners and players based on insults, teasing, goading and humour. These public declarations seem to happily coexist with the private moments that appear marginal to the casual observer. Yet, this demotic discourse also can surprise: the online players understanding that the runners are tired, cold, struggling with the environment on the street can become a powerful emotion. A player from Seattle wrote: "I had a definite heart stopping moment when my concerns suddenly switched from desperately trying to escape, to desperately hoping that the runner chasing me had not been run over by a reversing truck (that's what it sounded like had happened).“ “Enoucrage people to push the bounds of accepted behavior.” U. of Nottingham, Steve Benford, Mixed Reality Lab In Uncle Roy – players on ground might be directed to get in a stranger’s car, etc. clues; genuine or a hoax. Pac-Man. gps & cell phones: route ‘pac-man’ to power pellets, with support of gps and remote team members; and avoid ghosts!
  8. May 2004, NYTimes Experiment in interactive worship over the internet. People separated by vast distances “routinely play in imaginary 3-d worlds and sometimes work in them. CoF aims to explore whether they can also regularly worship in them.” Visitors control speech and movement of on-screen figures, avatars. Kneel, talk, whisper in text messages, extend a hand in blessing, etc. Sit in pews, gather for conversation. Holy water water cooler, vending machines. Sermons from a variety of priests and ministers. “interactive role playing”
  9. While battling leukemia in a cancer ward, Mike Jetter kept himself occupied by writing software – trying to figure out a new way to organize one’s thoughts. Link ideas and present in one space.