Apple’s “trademarked” chat bubbles: source equivocality in mobile apps and services

TechCrunch and others have been joking about Apple’s rejection of an app because it uses shiny chat bubbles, which the Apple representative claimed were trademarked:

Chess Wars was being rejected after the six week wait [because] the bubbles in its chat rooms are too shiny, and Apple has trademarked that bubbly design. [...] The representative said Stump needed to make the bubbles “less shiny” and also helpfully suggested that he make the bubbles square, just to be sure.

My chat looks too much like Apple's SMS app

One thing that is quite striking in this situation is that it is at odds with Apple’s long history of strongly encouraging third-party developers to follow many UI guidelines — guidelines that when followed make third-party apps blend in like they’re native.1

It’s important to not read too much into this (especially since we don’t know what Apple’s more considered policy on this will end up being), but it is interesting to think about how responsibility gets spread around among mobile applications, services, and devices — and how this may be different than existing models on the desktop.My sense is that experienced desktop computer users understand at least the most important ways sources of their good and bad experiences are distinguished. For example, “locomotion” is a central metaphor in using the Web, as opposed to the conversation and manipulation metaphors of the command line / natural language interfaces and WIMP: we “go to” a site (see this interview with Terry Winograd, full .mov here). The locomotion metaphor helps people distinguish what my computer is contributing and what some distant, third-party “site” is contributing.

This is complex even on the Web, but many of these genre rules are currently being all mixed up. Google has Gmail running in your browser but on your computer. Cameraphones are recognizing objects you point them at — some by analyzing the image on the device and some by sending the device to a server to be analyzed.

This issue is sometimes identified by academics as one of source orientation and source equivocality. Though there has been some great research in this area, there is a lot we don’t know and the field is in flux: people’s beliefs about systems are changing and the important technologies and genres are still emerging.

If there’s one important place to start thinking about the craziness of the current situation of ubiquitous source equivocality is “Personalization of mass media and the growth of pseudo-community” (1987) by James Beniger that predates much of the tech at issue.

  1. I was led to think this by a commenter on TechCrunch, Dan Grossman, pointing out this long history. []

Situational variation, attribution, and human-computer relationships

Mobile phones are gateways to our most important and enduring relationships with other people. But, like other communication technologies, the mobile phone is psychologically not only a medium: we also form enduring relationships with devices themselves and their  associated software and services (Sundar 2004). While different than  relationships with other people, these human–technology relationships are also importantly social relationships. People exhibit a host of automatic, social responses to interactive  technologies by applying familiar social rules, categories, and norms that are otherwise used in interacting with people (Reeves and Nass 1996; Nass and Moon 2000).

These human–technology relationships develop and endure over time and through radical changes in the situation. In particular, mobile phones are near-constant companions. They take on roles of both medium for communication with other people and independent interaction partner through dynamic physical, social, and cultural environments and tasks. The global phenomenon of mobile phone use highlights both that relationships with people and technologies are influenced by variable context and that these devices are, in some ways, a constant in amidst these everyday changes.

Situational variation and attribution

Situational variation is important for how people understand and interact with mobile technology. This variation is an input to the processes by which people disentangle the internal (personal or device) and external (situational) causes of an social entity’s behavior (Fiedler et al. 1999; Forsterling 1992; Kelley 1967), so this situational variation contributes to the traits and states attributed to human and technological entities. Furthermore, situational variation influences the relationship and interaction in other ways. For example, we have recently carried out an experiment providing evidence that this situational variation itself (rather than the characteristics of the situations) influences memory, creativity, and self-disclosure to a mobile service; in particular, people disclose more in places they have previously disclosed to the service, than in  new places (Sukumaran et al. 2009).

Not only does the situation vary, but mobile technologies are increasingly responsive to the environments they share with their human interactants. A system’s systematic and purposive responsiveness to the environment means means that explaining its behavior is about more than distinguishing internal and external causes: people explain behavior by attributing reasons to the entity, which may trivially either refer to internal or external causes. For example, contrast “Jack bought the house because it was secluded” (external) with “Jack bought the house because he wanted privacy” (internal) (Ross 1977, p. 176). Much research in the social cognition and attribution theory traditions of psychology has failed to address this richness of people’s everyday explanations of other ’s behavior (Malle 2004; McClure 2002), but contemporary, interdisciplinary work is elaborating on theories and methods from philosophy and developmental psychology to this end (e.g., the contributions to Malle et al. 2001).

These two developments — the increasing role of situational variation in human-technology relationships and a new appreciation of the richness of everyday explanations of behavior — are important to consider together in designing new research in human-computer interaction, psychology, and communication. Here are three suggestions about directions to pursue in light of this:

Design systems that provide constancy and support through radical situational changes in both the social and physical environment. For example, we have created a system that uses the voices of participants in an upcoming event as audio primes during transition periods (Sohn et al. 2009). This can help ease the transition from a long corporate meeting to a chat with fellow parents at a child’s soccer game.

Design experimental manipulations and measure based on features of folk psychology –  the implicit theory or capabilities by which we attribute, e.g., beliefs, thoughts, and desires (propositional attitudes) to others (Dennett 1987) — identified by philosophers. For example, attributions propositional attitudes (e.g., beliefs) to an entity have the linguistic feature that one cannot substitute different terms that refer to the same object while maintaining the truth or appropriateness of the statement. This opacity in attributions of propositional attitudes is the subject of a large literature (e.g., following Quine 1953), but this  has not been used as a lens for much empirical work, except for some developmental psychology  (e.g., Apperly and Robinson 2003). Human-computer interaction research should use this opacity (and other underused features of folk psychology) in studies of how people think about systems.

Connect work on mental models of systems (e.g., Kempton 1986; Norman 1988) to theories of social cognition and folk psychology. I think we can expect much larger overlap in the process involved than in the current research literature: people use folk psychology to understand, predict, and explain technological systems — not just other people.

References

Apperly, I. A., & Robinson, E. J. (2003). When can children handle referential opacity? Evidence for systematic variation in 5- and 6-year-old children’s reasoning about beliefs and belief reports. Journal of Experimental Child Psychology, 85(4), 297-311. doi: 10.1016/S0022-0965(03)00099-7.

Dennett, D. C. (1987). The Intentional Stance (p. 388). MIT Press.

Fiedler, K., Walther, E., & Nickel, S. (1999). Covariation-based attribution: On the ability to assess multiple covariates of an effect. Personality and Social Psychology Bulletin, 25(5), 609.

Försterling, F. (1992). The Kelley model as an analysis of variance analogy: How far can it be taken? Journal of Experimental Social Psychology, 28(5), 475-490. doi: 10.1016/0022-1031(92)90042-I.

Kelley, H. H. (1967). Attribution theory in social psychology. In Nebraska Symposium on Motivation (Vol. 15).

Malle, B. F. (2004). How the Mind Explains Behavior: Folk Explanations, Meaning, and Social Interaction. Bradford Books.

Malle, B. F., Moses, L. J., & Baldwin, D. A. (2001). Intentions and Intentionality: Foundations of Social Cognition. MIT Press.

McClure, J. (2002). Goal-Based Explanations of Actions and Outcomes. In M. H. Wolfgang Stroebe (Ed.), European Review of Social Psychology (pp. 201-235). John Wiley & Sons, Inc. Retrieved from http://dx.doi.org/10.1002/0470013478.ch7.

Nass, C., & Moon, Y. (2000). Machines and Mindlessness: Social Responses to Computers. Journal of Social Issues, 56(1), 81-103.

Norman, D. A. (1988). The Psychology of Everyday Things. New York: Basic Books.

Quine, W. V. O. (1953). From a Logical Point of View: Nine Logico-Philosophical Essays. Harvard University Press.

Reeves, B., & Nass, C. (1996). The media equation: how people treat computers, television, and new media like real people and places (p. 305). Cambridge University Press.

Ross, L. (1977). The intuitive psychologist and his shortcomings: Distortions in the attribution process. In L. Berkowitz (Ed.), Advances in Experimental Social Psychology (Vol. 10, pp. 174-221). New York: Academic Press.

Sohn, T., Takayama, L., Eckles, D., & Ballagas, R. (2009). Auditory Priming for Upcoming Events. Forthcoming in CHI ‘09 extended abstracts on Human factors in computing systems. Boston, Massachusetts, United States: ACM Press.

Sukumaran, A., Ophir, E., Eckles, D., & Nass, C. I. (2009). Variable Environments in Mobile Interaction Aid Creativity but Impair Learning and Self-disclosure. To be presented at the Association for Psychological Science Convention, San Francisco, California.

Sundar, S. S. (2004). Loyalty to computer terminals: is it anthropomorphism or consistency? Behaviour & Information Technology, 23(2), 107-118.

Motivations for tagging: organization and communication motives on Facebook

Increasing valuable annotation behaviors was a practical end of a good deal of work at Yahoo! Research Berkeley. ZoneTag is a mobile application and service that suggests tags when users choose to upload a photo (to Flickr) based on their past tags, the relevant tags of others, and events and places nearby. Through social influence and removing barriers, these suggestions influence users to expand and consistently use their tagging vocabulary (Ahern et al. 2006).

Context-aware suggestion techniques such as those used in ZoneTag can increase tagging, but what about users’ motivations for considering tagging in the first place? And how can these motivations for annotation be considered in designing services that involve annotation? In this post, I consider existing work on motivations for tagging, and I use tagging on Facebook as an example of how multiple motivations can combine to increase desired annotation behaviors.

Using photo-elicitation interviews with ZoneTag users who tag, Ames & Naaman (2007) present a two factor taxonomy of motivations for tagging. First, they categorize tagging motivations by function: is the motivating function of the tagging organizational or communicative? Organizational functions include supporting search, presenting photos by event, etc., while communicative functions include when tags provide information about the photos, their content, or are otherwise part of a communication (e.g., telling a joke). Second, they categorize tagging motivations by intended audience (or sociality): are the tags intended for my future self, people known to me (friends, family, coworkers, online contacts), or the general public?

Taxonomy of motivations for tagging from Ames & Naaman

Taxonomy of motivations for tagging from Ames & Naaman

On Flickr the function dimension generally maps onto the distinction between functionality that enables and is prior to arriving at the given photo or photos (organization) and functionality applicable once one is viewing a photo (communication). For example, I can find a photo (by me or someone else) by searching for a person’s name, and then use other tags applied to that photo to jog my memory of what event the photo was taken at.

Some Flickr users subscribe to RSS feeds for public photos tagged with their name, making for a communication function of tagging — particularly tagging of people in media — that is prior to “arriving” at a specific media object. These are generally techie power users, but this can matter for others. Some less techie participants in our studies reported noticing that their friends did this — so they became aware of tagging those friends’ names as a communicative act that would result in the friends finding the tagged photos.

This kind of function of tagging people is executed more generally — and for more than just techie power users — by Facebook. In tagging of photos, videos, and blog posts, tagging a person notifies them they have been tagged, and can add that they have been tagged to their friends’ News Feeds. This function has received a lot of attention from a privacy perspective (and it should). But I think it hints at the promise of making annotation behavior fulfill more of these functions simultaneously. When specifying content can also be used to specify recipients, annotation becomes an important trigger for communication.

—————

See some interesting comments (from Twitter) about tagging on Facebook:

(Also see Facebook’s growing use and testing of autotagging [1, 2].)

References

Ames, M., & Naaman, M. (2007). Why we tag: motivations for annotation in mobile and online media. In Proceedings of CHI 2007 (pp. 971-980). San Jose, California, USA: ACM.

Ahern, S., Davis, M., Eckles, D., King, S., Naaman, M., Nair, R., et al. (2006). Zonetag: Designing context-aware mobile media capture to increase participation. Pervasive Image Capture and Sharing: New Social Practices and Implications for Technology Workshop. In Adjunct Proc. Ubicomp 2006.

Producing, consuming, annotating (Social Mobile Media Workshop, Stanford University)

Today I’m attending the Social Mobile Media Workshop at Stanford University. It’s organized by researchers from Stanford’s HStar, Tampere University of Technology, and the Naval Postgraduate School. What follows is some still jagged thoughts that were prompted by the presentation this morning, rather than a straightforward account of the presentations.1

A big theme of the workshop this morning has been transitions among production and consumption — and the critical role of annotations and context-awareness in enabling many of the user experiences discussed. In many ways, this workshop took me back to thinking about mobile media sharing, which was at the center of a good deal of my previous work. At Yahoo! Research Berkeley we were informed by Marc Davis’s vision of enabling “the billions of daily media consumers to become daily media producers.” With ZoneTag we used context-awareness, sociality, and simplicity to influence people to create, annotate, and share photos from their mobile phones (Ahern et al. 2006, 2007).

Enabling and encouraging these behaviors (for all media types) remains a major goal for designers of participatory media; and this was explicit at several points throughout the workshop (e.g., in Teppo Raisanen’s broad presentation on persuasive technology). This morning there was discussion about the technical requirements for consuming, capturing, and sending media. Cases that traditionally seem to strictly structure and separate production and consumption may be (1) in need of revision and increased flexibility or (2) actually already involve production and consumption together through existing tools. Media production to be part of a two-way communication, it must be consumed, whether by peers or the traditional producers.

As an example of the first case, Sarah Lewis (Stanford) highlighted the importance of making distance learning experiences reciprocal, rather than enforcing an asymmetry in what media types can be shared by different participants. In a past distance learning situation focused on the African ecosystem, it was frustrating that video was only shared from the participants at Stanford to participants at African colleges — leaving the latter to respond only via text. A prototype system, Mobltz, she and her colleagues have built is designed to change this, supporting the creation of channels of media from multiple people (which also reminded me of Kyte.tv).

As an example of the second case, Timo Koskinenen (Nokia) presented a trial of mobile media capture tools for professional journalists. In this case the work flow of what is, in the end, a media production practice, involves also consumption in the form of review of one’s own materials and other journalists, as they edit, consider what new media to capture.

Throughout the sessions themselves and conversations with participants during breaks and lunch, having good annotations continued to come up as a requirement for many of the services discussed. While I think our ZoneTag work (and the free suggested tags Web service API it provides) made a good contribution in this area, as has a wide array of other work (e.g., von Ahn & Dabbish 2004, licensed in Google Image Labeler), there is still a lot of progress to make, especially in bringing this work to market and making it something that further services can build on.

References

Ahern, S., Davis, M., Eckles, D., King, S., Naaman, M., Nair, R., et al. (2006). ZoneTag: Designing Context-Aware Mobile Media Capture. In Adjunct Proc. Ubicomp (pp. 357-366).

Ahern, S., Eckles, D., Good, N. S., King, S., Naaman, M., & Nair, R. (2007). Over-exposed?: privacy patterns and considerations in online and mobile photo sharing. In Proc. CHI 2007 (pp. 357-366). ACM Press.

Ahn, L. V., & Dabbish, L. (2004). Labeling images with a computer game. In Proc. CHI 2004 (pp. 319-326).

  1. Blogging something at this level of roughness is still new for me… []

Expert users: agreement in focus from two threads of human-computer interaction research

Much of current human-computer interaction (HCI) research focuses on novice users in “walk-up and use” scenarios. I can think of three major causes for this:

  1. A general shift from examining non-discretionary use to discretionary use
  2. How much easier it is to find (and not train) study participants unfamiliar with a system than experts (especially with a system that is only a prototype)
  3. The push from practitioners in the direction, especially with the advent of the Web, where new users just show up at your site, often deep-linked

This focus sometimes comes in for criticism, especially when #2 is taken as a main cause of the choice.

On the other hand, some research threads in HCI continue to focus on expert use. As I’ve been reading a lot of research on both human performance modeling and situated & embodied approaches to HCI, it has been interesting to note that both instead have (comparatively) a much bigger focus on the performance and experience of expert and skilled use.

Grudin’s “Three Faces of Human-Computer Interaction” does a good job of explaining the human performance modeling (HPM) side of this. HPM owes a lot to human factors historically, and while The Psychology of Human-Computer Interaction successfully brought engineering-oriented cognitive psychology to the field, it was human factors, said Stuart Card, “that we were trying to improve” (Grudin 2005, p. 7). And the focus of human factors, which arose from maximizing productivity in industrial settings like factories, has been non-discretionary use. Fundamentally, it is hard for HPM to exist without a focus on expert use because many of the differences — and thus research contributions through new interaction techniques — can only be identified and are only important for use by experts or at least trained users. Grudin notes:

A leading modeler discouraged publication of a 1984 study of a repetitive task that showed people preferred a pleasant but slower interaction technique—a result significant for discretionary use, but not for modeling aimed at maximizing performance.

Situated action and embodied interaction approaches to HCI, which Harrison, Tatar, and Senger (2007) have called the “third paradigm of HCI”, are a bit different story. While HPM research, like a good amount in traditional cognitive science generally, contributes to science and design by assimilating people to information processors with actuators, situated and embodied interaction research borrows a fundamental concern of ethnomethodology, focusing on how people actively make behaviors intelligible by assimilating them to social and rational action.

There are at least three ways this motivates the study of skilled and expert users:

  1. Along with this research topic comes a methodological concern for studying behavior in context with the people who really do it. For example, to study publishing systems and technology, the existing practices of people working in such a setting of interest are of critical importance.
  2. These approaches emphasize the skills we all have and the value of drawing on them for design. For example, Dourish (2001) emphasizes the skills with which we all navigate the physical and social world as a resource for design. This is not unrelated to the first way.
  3. These approaches, like and through their relationships to the participatory design movement, have a political, social, and ethical interest in empowering those who will be impacted by technology, especially when otherwise its design — and the decision to adopt it — would be out of their control. Non-discretionary use in institutions is the paradigm prompting situation for this.

I don’t have a broad conclusion to make. Rather, I just find it of note and interesting that these two very different threads in HCI research stand out from much other work as similar in this regard. Some of my current research is connecting these two threads, so expect more on their relationship.

References
Dourish, P. (2001). Where the Action Is: The Foundations of Embodied Interaction. MIT Press.
Grudin, J. (2005). Three Faces of Human-Computer Interaction. IEEE Ann. Hist. Comput. 27, 4 (Oct. 2005), 46-62.
Harrison, S., Tatar, D., and Senger, P. (2007). The Three Paradigms of HCI. Extended Abstracts CHI 2007.