Monday, May 11, 2009

The different theoretical approaches to the concept of presence. What is the best approach?


“Presence is a multi-dimensional concept; i.e., there are different types of presence.”1

The concept of presence is definitely one that has not yet been concretely and throughly defined or operationalized though many attempts at covering the different aspects of presence have been made by professional academics across many fields. Lombard and Ditton2 list six conceptualizations that have been developed to define the ambiguous concept of presence. Taken as a whole, these conceptualizations represent facets of an overarching definition instead of a complete and absolute explanation unto themselves. Utilizing this approach to develop a faceted classification scheme would then cover a significant amount of the intricacies of presence better than any individual conceptualization. However, a more concise listing of the facets would have to be developed.
Currently, those facets of presence listed by Lombard and Ditton, among others, are nonorthogonal with common elements overlapping between the groups. The International Society for Presence Research (ISPR) takes this grouping further and lists five groups of approaches, but this list can also be more tightly and exactly configured. For example, presence as social richness, as mentioned in Lombard and Ditton’s paper “At the Heart of It All: The Concept of Presence”, is incomplete because its defining parameters focus on the medium itself and not on the actual interaction. Measurements of “capacity for immediate feedback, the number of senses involved, personalization and language variety” do not necessarily represent the intricacies of presence when dealing with a mediated interaction. The social aspect of presence, in terms of a faceted classification scheme, would include this concept of social richness as well as some of the following conceptualizations that focus on social elements of interaction as mentioned by the ISPR: “social presence”, "social actor within the medium", "parasocial interaction" , "co-presence", "transportation: shared space", and "medium as social actor".
Presence as realism creates a bifold definition that can be taken as either “social realism” or “perceptual realism”. In this way, it also takes the interaction at a more superficial level than would a deeper, more expounded upon theory. However, from this concept we can take its two distinct definitions and add these to the vocabulary of a classification for presence. As defined by the ISPR:
"’Social realism’ occurs when part or all of a person's perception fails to accurately acknowledge the role of technology that makes it appear that s/he is in a physical location and environment in which the social characteristics correspond to those of the physical world.”

Perceptual realism is linked with the similar terms “sensory presence," "naturalness," "ecological validity", and "tactile engagement".
Presence as transportation starts to include more of the relevant elements of a mediated interaction. However, as these three elements are defined in Lombard and Ditton’s paper, the three types of transportation that occur are apparently considered mutually exclusive when this is not necessarily the case. In 1997, when the paper was written, perhaps these distinctions were more obvious. Currently, the borders between “You are there”, “It is Here”, and “We are Together” are slowly dissolving. This is especially true of online games where more than one live player joins together using microphones to communicate for missions and strategic planning.
Some of the aspects of presence as transportation are grouped with "spatial presence," "physical presence," "a sense of physical space," "perceptual immersion," and "a sense of being there". These occur when all or part of a person’s perception is submerged into a mediated environment. In other words, when they are “there”.
Lombard and Ditton list two more conceptualizations beyond the previously stated presence as social richness, realism, transportation, and immersion. Presence as social actor within medium was previously grouped with other social aspects. It is a voluntary willingness to “overlook the mediated or even artificial nature of an entity within a medium and attempt to interact with it” that becomes evident in environments such as Second Life and other games where characters, whether human-based or computer avatar, are treated with the same amount of care and consideration. Lastly, presence as medium as social actor is well-represented by “A Space Odyssey’s” Hal. This is also part of the social aspects already mentioned.
The International Society for Presence Research also includes another group of conceptualizations that include "engagement," "involvement," and "psychological immersion". This does not directly translate to one of the previously mentioned facets. However, this simply reveals one of the flaws of the current system. Engagement and involvement signify how much people get “sucked into” the medium and, therefore, become more closely tied to the occurrences therein.
Using these differentiations of experience does break the conceptualizations into only five categories, but these still involve a good deal of overlap. To be more concise, a listing should be made where a single experience can be “chopped up” into unique facets. For an initial foray into this realm, I would include essence of interaction (physical, mental), timeline of interaction (synchronous, asynchronous, one-time, continual), medium of interaction or senses involved (typing - touch, visual, auditory), and the intention of interaction (learning, gaming, etc.). This is very inchoate listing and more research would have to be done, but I believe this to be the most efficient direction for future presence research.
References:
Denton, William. "How to Make a Faceted Classification and Put It On the Web" Nov. 2003. http://www.miskatonic.org/library/facet-web-howto.html
Ditton, T. and Lombard, Matthew. “At the Heart of It All: The Concept of Presence.” JCMC 3 (2) September 1997.
International Society for Presence Research. (2000). The Concept of Presence: Explication Statement. Retrieved from http://ispr.info/

Monday, March 16, 2009

Origins of Domain Specificity

Tuesday, January 27, 2009

Nielsen's "Usability" and Some Questions (Part 3/3)


Nielsen says, “Peoples’ attitudes toward computers in general should probably be seen as a component of the social acceptability of computers rather than their usability.” One interesting outgrowth of this statement would be the fact that as time progresses and technology finds its way into true ubiquity, we will find fewer instances of true novices and social accessibility will increase regardless of a designer’s intent.
Where Jakob Nielsen discusses usability trade-offs several good comments surface, including the fact that one cannot design the perfect interface for all user types. Also, where other considerations, such as security measures, take precedence, ease of use sometimes suffers. This area naturally leads into section 2.5, where he discusses categories of users and user differences. This is an essential element to be covered in these beginning chapters. Figure three on page 44 shows the matrix of users’ experience which is also enlightening.
The way that Nielsen goes on to describe the systems as they pertain to the matrix is quite eye-opening especially if someone has never considered these interfaces from the perspective of the user. He also introduces the concept of quartiles in signifying which user is at the high end of a given spectrum or the lower end.
At the end of this chapter, Nielsen also mentions that it is not necessarily the best idea to permit the user to customize their own interface beyond a certain cosmetic point. This point is followed up in later chapters, but it does provide the context for additional questions.
Question:
How does one decide how much of an interface should be customizable (for example, in the case of Facebook versus Myspace)?

Nielsen's "Usability" and Some Questions (Part 2/3)


Memorability, on the other hand, is one of those elements that might not seem immediately obvious when user-testing first occurs, but many of us have experienced the loss of system proficiency after not having used a product for any extended period of time. I continue to experience some amount of anxiety when moving between Adobe products when the quick-keys for certain shared functions is not the same or when the interface (eg. in Illustrator) is different between a Mac and a PC. Additionally, whereas errors are also easily recognized as a hindrance to production, subjective satisfaction would seem to be a derivative of the other attributes for usability.
Question:
Does subjective satisfaction deserve to be an individual element or is it a derivation of the other attributes of usability?

Nielsen's "Usability" and Some Questions (Part 1/3)


What is usability?
One of the key concerns for Usability professionals is being able to answer the question “What is Usability?” According to Jakob Nielsen, usability can be defined by the following five attributes: learnability, efficiency, memorability, errors, and satisfaction. Each of these attributes would seem obvious once you read the list of them, but, of course, being able to come up with a complete and concise list is the difficult part. For each of these attributes, he then further explicates the details. In the case of learnability, I’m glad that Nielsen has differentiated between novice and expert users. However, he does not necessarily include level of comfort in mastering an interface. Holding usability to a higher standard would involve taking learnabilty to the level of mastery and a high degree of comfort. Currently “learning software” is the strongest bastion for these more stringent levels of learnability.
One question for this section would be:
How does one use leading edge teaching techniques to increase cognition and make learnability more core to usability?

Wednesday, December 10, 2008

Research Methods


I’ve had the opportunity to learn and use a very powerful program this semester for statistical analysis called SPSS (Statistical Package for the Social Sciences). I also had the please of finding out about Google's Spreadsheet-based Forms.
During our usability testing, we can draw conclusions from the participants’ behavior and from direct questioning, but in order to catch some of the larger ramifications of our design choices it would behoove us to learning statistical analysis methods. And these two programs provide a strong mechanism for doing so.

Thursday, November 13, 2008

Shortcut Information Architecture

The first step in developing a website is to determine the site’s goals and objectives. Usually, this is where personas and uses cases come in, but for a super-quick method this arena is sometimes truncated as the designers take on informal roles as the personas (thereby defining the audience) and also define a few use cases off the bat just to get started. You can then jump into sitemaps and wireframes. This also fleshes out the project scope and description. A key element to this segment of information architecture is Competitive (Heuristic) Analysis. What are the other guys doing? What are they doing wrong? What are they doing right? This is also a form of technical analysis. Some will hand off their sitemaps and wireframes to a designer for the completion of the project. In the case where all this goes on in-house, the iterative development process can continue, designing a more robust and innovative product. The end?