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The Effect of Communication
Channel and Visual
Awareness Display on
Coordination in Online Tasks
+ iConference 2012
- Lindsay Reynolds, Jeremy
Birnholtz, Allen Lee
/유혜수
x 2016 Fall
- iConference 2012, Toronto, ON, Canada
Lindsay Reynolds| Cornell University
Jeremy Birnholtz | Cornell University
Allen Lee | Cornell University
요약
지리적으로 분산된 작업그룹이 time sensitive, highly interdependent 한 작업을 (온라인으로) 협업할때 상세한
코디네이션이 필요하다. 고로, 명백한 커뮤니케이션과 시각적 디스플레이가 중요하다.
본 연구는 사람들이 협업시에 어떻게 인식관리를 하며, 어떤 인식툴을 사용하는지에 대하여 알아보았다.
The Effect of Communication Channel and Visual Awareness
Display on Coordination in Online Tasks
Why this paper?
UX Lab Meeting
Badge의 종류 - 강도 선택
현재 열고 있는 파일에서의
다른사람 개입에 대한 알람
recent changes
온라인 협업시,
• 평소에 드랍박스 노티피케이션에 대한 불만
• (자꾸 노티 뜨는것은 성가시고 그렇다고 끌수 없고….)
• visual awareness displays of others’ activities를 적절한 시간 간격으로 알림을 받고 싶은데…
• 이러한 <알람 레벨과 알람 수용 조절> 에 대해서 알아보고자함
Summary
UX Lab Meeting
배경
목표
방법
결과
1) audio communication improved performance of non- routine tasks elements
2) text communication was better for the better defined and more routine task of killing
enemies
3) audio better facilitated group coordination
온라인 롤 플레잉 게임 (Neverwinter Nights)에서 2가지 과업을 수행하도록 시킴
• how teams perform time- sensitive, uncertain tasks in online environment
• effects of communicatin channel 과 visual awareness display
• how communication media and visual awarness disaplys affect participants performance and
coordination behavior in a fast paced, tightly coupled tasks in a multiplayer online role playing
game environment
키워드 # Awareness #Collaboration #Communication #Synchronous Interaction
Author
UX Lab Meeting
http://lindsayreynolds.com
Lindsay Reynolds | Currently, User Experience Researcher @ Facebook
Author
Lindsay Reynolds | Ph.D Student in HCI Institute @ Carnegie Mellon University
UX Lab Meeting
http://lindsayreynolds.com
Background
UX Lab Meeting
Coordinated Efforts
• coordinated efforts requires awareness of group members and their actions
• three ways to discern others’ location, status and activities
• 1) verbal language (explicit communication of information)
• 2) visual awareness displays (radar views)
• 3) direct observation of the environment
verbal language visual awareness displays
Background
UX Lab Meeting
Explicit Communication (명백한 소통)
• Language (complext discussion ~ short utterance)
• Amount and Frequency of communication
• 온라인 환경에서 사람들은 2가지 소통이 가능함: audio & text
audio
Rapid Communication
- more expedient & less effortful method
ex. notifing a change in status
during a time sensitive task
*speaking the information can be faster, easier, more timely than typing
Background
UX Lab Meeting
Visual Awareness Display
• workspace awareness (Gutwin and Greenberg)
• specific type of situation awareness in which the goal is an understanding of one’s collaborators’
interactions with a common workspace
• situation awareness랑 다르다!
• ** users must be aware of the actions of others within the workspace **
• contain relevent information: location, status, activity
• time sensitive 하고 interdependent 한 task 인 경우 (예를 들어, military operations) understanding
role of visual awareness display is helpful
Visual Awareness Display
UX Lab Meeting
Experimental Conditions - Awareness Display
group members’
health status
location
relative to the user
current activity
No
awareness display condition
게임에 대한 설명
UX Lab Meeting
Neverwinter Nights
• 3 players travelling together on a path through a forest
• 2 players have weapons, 1 player cast magical healing spells to restore health of others
• At any moment, they may encounter enemy goblins
• To avoid fate, players must repeatedly assess the the present situation to attack
• To do, they need to stay aware of location of others, remain together and coordinate their response
게임에 대한 설명
UX Lab Meeting
Neverwinter Nights
• 3 players travelling together on a path through a forest
• 2 players have weapons, 1 player cast magical healing spells to restore health of others
• At any moment, they may encounter enemy goblins
• To avoid fate, players must repeatedly assess the the present situation to attack
• To do, they need to stay aware of location of others, remain together and coordinate their response
실험: 온라인 게임에서의 구현 환경
Game Environment and Tasks
UX Lab Meeting
Game Environment and Tasks
• triads (3인조) completed 2 tasks
• 1) Kill goblins 2) survive
• Goal: kill as many enemy goblins as possible in 10 minutes
• Role: each player had a unique role & capabilities
• Fighter (Damage healer), Barbarian (Damage taker), Cleric (Healer)
Hypotheses
UX Lab Meeting
Hypotheses
H. content.
1
Groups using audio to communicate will have fewer participant deaths than groups using text to
communicate
2 Groups using audio to communicate will kill more goblins than groups using text to communicate
3
Groups using the visual awareness display will have fewer participant deaths than groups not using this
display
4 Groups using the visual awareness display will kill more goblins than groups not using this display
5
There will be an interaction effect such that groups using audio to communicate and the visual
awareness display will have fewer deaths than other groups
6
There will be interaction effect such that groups using audio to communicate and the visual awareness
display will kill goblins than other groups
Research Questions
UX Lab Meeting
Research Questions
• RQ 2: How do groups that communicate via audio coordinate differently than
groups who coordinate via text?
• RQ 1: How do groups that do not have access to the visual awareness display
communicate differently than groups that do have access to the display?
Method
UX Lab Meeting
Mixed- model 2x2 experimental design
• communication channel (audio vs. text) - between subjects manipulation
• availability of the awareness display (available vs. not) - within manipulation
Communication
Channel
availability of
awareness display
audio text
available
NOT
available
NOT
available
available
Method
UX Lab Meeting
Participants
• 84명 참여 (남자 29명, 여자 55명)
• 미국 대학생 (18~31살 사이)
• 보상: $10 현금 OR course credit
• 실험하기 1주일전 - 콘솔 비디오 게임 사용 여부 및 시간 조사
• 19% 평균 0.73시간
• 21% PC based video game 평균 0.28 시간
• 단 1명만 Neverwinter Nights 게임 해봄
Method
UX Lab Meeting
Procedures
동의서 작성
task & role 에 대한 설명
데모 영상 시청
데모 게임 플레이
실험 시작!1
2
3
4
5
Method
UX Lab Meeting
Experimental Conditions - Awareness Display
group members’
health status
location
relative to the user
current activity
No
awareness display condition
Data Collection and Analysis
UX Lab Meeting
Experimental Conditions
• [Performance]
• collecting game- generated logs of start time, goblin kills, player deaths and any text- based
communication
• [Transcripts]
• recorded text and audio communication (audio- fully transcribed)
• 3 main categories: task related, socio-emotional, and tangential communication
Data Collection and Analysis - Description of the coding categories
UX Lab Meeting
Experimental Conditions
• [Performance]
• collecting game- generated logs of start time, goblin kills, player deaths and any text- based
communication
• [Transcripts]
• recorded text and audio communication (audio- fully transcribed)
• 3 main categories: task related, socio-emotional, and tangential communication
3 main categories
별로 관계가 없음
Results
UX Lab Meeting
Performance
• 2 indicators of performance
• 1) # of group member deaths
• 2) # of goblin kills
Hypothesis 검증!
Results
UX Lab Meeting
fewer player deaths
H1 검증
• H1: Groups using audio to communicate will have fewer participant deaths than groups using
text to communicate
• group communicating via audio would have fewer player deaths and more goblin kills
than groups communicating via texts
audio texts
Results
UX Lab Meeting
audio
group
text
group
fewer player deaths
H1 검증
• H1: Groups using audio to communicate will have fewer participant deaths than groups using
text to communicate
• H2: Groups using audio to communicate will kill more goblins than groups using text to
communicate than groups communicating via texts
• group communicating via audio would have fewer player deaths and more goblin kills
than groups communicating via texts
Audio (M= 12.58, SD 7.15) Text (M= 21.23, SD= 12.44)
Audio communication better facilitate sharing
relevant coordination information than did text
communication
Results
UX Lab Meeting
H2 가설 기각
• H2: Groups using audio to communicate will kill more goblins than groups using text
to communicate than groups communicating via texts
• 1) quick and less effortful communication was not as essential
• 2) text communication is not as effortful as had been expected
• 3) killing goblins was as task that did not require much explicit communication
Results
UX Lab Meeting
H3, H4 가설 기각
• groups with the awareness display would have fewer player deaths and more goblins
kills than groups without it
Results
UX Lab Meeting
H3, H4 가설 기각
• groups with the awareness display would have fewer player deaths and more goblins
kills than groups without it
no interaction for goblin kills
Results
UX Lab Meeting
H3, H4 가설 기각
• groups with the awareness display would have fewer player deaths and more goblins
kills than groups without it
even without the visual display,
players could still obtain knowledge needed to
coordinate in game play
Results
UX Lab Meeting
H5, H6 가설 기각
• interaction between communication channel and availability of the awareness display
on the number of player deaths and the number of goblin kills
no interaction for player deaths no interaction for goblin kills
Discussions
UX Lab Meeting
Theoretical Implications
1
2
presence or absence of the awareness display impacted the way participants
communicated about the coordination process
- present awareness display: explicity communicated fewer statements
b/c discern the information by observing the display
- absent awareness display: used language to communicate the information
communication medium affects communication about coordination
- via audio: made more statements related to the notification of
changes in the environment and status
- simplified coordination & help to better faciliated coordination on
uncertain tasks in online environment
Discussions
UX Lab Meeting
Pratical and Design Implications
1
2
presence and absence of an awareness display did not affect performance
did affect the information that was exchanged verbally by participants
awareness display
- provides information that is useful in coordination
- reduces the amount of conversation that is neccessary (potentially
reduce distraction)
Conclusions
UX Lab Meeting
1
2
audio communication afforded participants for collaboration and performance du
uncertain elements of the tasks
participants changed their communication behavior to reflect whether
they had access to a visual awareness display
?
•프로포절 주제 | 관련 dexsis, CSCW 연구를 더 구체화 하는데 도움 될 것같음
•실험을 정교하게 설계함 --> 실제 실험을 진행 할때 참고해볼 수 있을것임
SNU UX _ Lab Meeting
+
-
•독립 변수와 종속 변수에 대한 관계를 명확하게 명시
•논문 쓸때, 어떻게 정교하게 실험을 설계 할지 참고 할 수 있을것
•드랍박스에서는 audio cue X visual awareness display O 라서 좀 아쉽….
•3명이 아닌 더 큰 그룹내에서 적용하면 좋았을것 같음
나의 후기...
감사합니다.

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The Effect of Communication Channel and Visual Awareness Display on Coordination in Online Tasks

  • 1. The Effect of Communication Channel and Visual Awareness Display on Coordination in Online Tasks + iConference 2012 - Lindsay Reynolds, Jeremy Birnholtz, Allen Lee /유혜수 x 2016 Fall
  • 2. - iConference 2012, Toronto, ON, Canada Lindsay Reynolds| Cornell University Jeremy Birnholtz | Cornell University Allen Lee | Cornell University 요약 지리적으로 분산된 작업그룹이 time sensitive, highly interdependent 한 작업을 (온라인으로) 협업할때 상세한 코디네이션이 필요하다. 고로, 명백한 커뮤니케이션과 시각적 디스플레이가 중요하다. 본 연구는 사람들이 협업시에 어떻게 인식관리를 하며, 어떤 인식툴을 사용하는지에 대하여 알아보았다. The Effect of Communication Channel and Visual Awareness Display on Coordination in Online Tasks
  • 3. Why this paper? UX Lab Meeting Badge의 종류 - 강도 선택 현재 열고 있는 파일에서의 다른사람 개입에 대한 알람 recent changes 온라인 협업시, • 평소에 드랍박스 노티피케이션에 대한 불만 • (자꾸 노티 뜨는것은 성가시고 그렇다고 끌수 없고….) • visual awareness displays of others’ activities를 적절한 시간 간격으로 알림을 받고 싶은데… • 이러한 <알람 레벨과 알람 수용 조절> 에 대해서 알아보고자함
  • 4. Summary UX Lab Meeting 배경 목표 방법 결과 1) audio communication improved performance of non- routine tasks elements 2) text communication was better for the better defined and more routine task of killing enemies 3) audio better facilitated group coordination 온라인 롤 플레잉 게임 (Neverwinter Nights)에서 2가지 과업을 수행하도록 시킴 • how teams perform time- sensitive, uncertain tasks in online environment • effects of communicatin channel 과 visual awareness display • how communication media and visual awarness disaplys affect participants performance and coordination behavior in a fast paced, tightly coupled tasks in a multiplayer online role playing game environment 키워드 # Awareness #Collaboration #Communication #Synchronous Interaction
  • 5. Author UX Lab Meeting http://lindsayreynolds.com Lindsay Reynolds | Currently, User Experience Researcher @ Facebook
  • 6. Author Lindsay Reynolds | Ph.D Student in HCI Institute @ Carnegie Mellon University UX Lab Meeting http://lindsayreynolds.com
  • 7. Background UX Lab Meeting Coordinated Efforts • coordinated efforts requires awareness of group members and their actions • three ways to discern others’ location, status and activities • 1) verbal language (explicit communication of information) • 2) visual awareness displays (radar views) • 3) direct observation of the environment verbal language visual awareness displays
  • 8. Background UX Lab Meeting Explicit Communication (명백한 소통) • Language (complext discussion ~ short utterance) • Amount and Frequency of communication • 온라인 환경에서 사람들은 2가지 소통이 가능함: audio & text audio Rapid Communication - more expedient & less effortful method ex. notifing a change in status during a time sensitive task *speaking the information can be faster, easier, more timely than typing
  • 9. Background UX Lab Meeting Visual Awareness Display • workspace awareness (Gutwin and Greenberg) • specific type of situation awareness in which the goal is an understanding of one’s collaborators’ interactions with a common workspace • situation awareness랑 다르다! • ** users must be aware of the actions of others within the workspace ** • contain relevent information: location, status, activity • time sensitive 하고 interdependent 한 task 인 경우 (예를 들어, military operations) understanding role of visual awareness display is helpful
  • 10. Visual Awareness Display UX Lab Meeting Experimental Conditions - Awareness Display group members’ health status location relative to the user current activity No awareness display condition
  • 11. 게임에 대한 설명 UX Lab Meeting Neverwinter Nights • 3 players travelling together on a path through a forest • 2 players have weapons, 1 player cast magical healing spells to restore health of others • At any moment, they may encounter enemy goblins • To avoid fate, players must repeatedly assess the the present situation to attack • To do, they need to stay aware of location of others, remain together and coordinate their response
  • 12. 게임에 대한 설명 UX Lab Meeting Neverwinter Nights • 3 players travelling together on a path through a forest • 2 players have weapons, 1 player cast magical healing spells to restore health of others • At any moment, they may encounter enemy goblins • To avoid fate, players must repeatedly assess the the present situation to attack • To do, they need to stay aware of location of others, remain together and coordinate their response 실험: 온라인 게임에서의 구현 환경
  • 13. Game Environment and Tasks UX Lab Meeting Game Environment and Tasks • triads (3인조) completed 2 tasks • 1) Kill goblins 2) survive • Goal: kill as many enemy goblins as possible in 10 minutes • Role: each player had a unique role & capabilities • Fighter (Damage healer), Barbarian (Damage taker), Cleric (Healer)
  • 14. Hypotheses UX Lab Meeting Hypotheses H. content. 1 Groups using audio to communicate will have fewer participant deaths than groups using text to communicate 2 Groups using audio to communicate will kill more goblins than groups using text to communicate 3 Groups using the visual awareness display will have fewer participant deaths than groups not using this display 4 Groups using the visual awareness display will kill more goblins than groups not using this display 5 There will be an interaction effect such that groups using audio to communicate and the visual awareness display will have fewer deaths than other groups 6 There will be interaction effect such that groups using audio to communicate and the visual awareness display will kill goblins than other groups
  • 15. Research Questions UX Lab Meeting Research Questions • RQ 2: How do groups that communicate via audio coordinate differently than groups who coordinate via text? • RQ 1: How do groups that do not have access to the visual awareness display communicate differently than groups that do have access to the display?
  • 16. Method UX Lab Meeting Mixed- model 2x2 experimental design • communication channel (audio vs. text) - between subjects manipulation • availability of the awareness display (available vs. not) - within manipulation Communication Channel availability of awareness display audio text available NOT available NOT available available
  • 17. Method UX Lab Meeting Participants • 84명 참여 (남자 29명, 여자 55명) • 미국 대학생 (18~31살 사이) • 보상: $10 현금 OR course credit • 실험하기 1주일전 - 콘솔 비디오 게임 사용 여부 및 시간 조사 • 19% 평균 0.73시간 • 21% PC based video game 평균 0.28 시간 • 단 1명만 Neverwinter Nights 게임 해봄
  • 18. Method UX Lab Meeting Procedures 동의서 작성 task & role 에 대한 설명 데모 영상 시청 데모 게임 플레이 실험 시작!1 2 3 4 5
  • 19. Method UX Lab Meeting Experimental Conditions - Awareness Display group members’ health status location relative to the user current activity No awareness display condition
  • 20. Data Collection and Analysis UX Lab Meeting Experimental Conditions • [Performance] • collecting game- generated logs of start time, goblin kills, player deaths and any text- based communication • [Transcripts] • recorded text and audio communication (audio- fully transcribed) • 3 main categories: task related, socio-emotional, and tangential communication
  • 21. Data Collection and Analysis - Description of the coding categories UX Lab Meeting Experimental Conditions • [Performance] • collecting game- generated logs of start time, goblin kills, player deaths and any text- based communication • [Transcripts] • recorded text and audio communication (audio- fully transcribed) • 3 main categories: task related, socio-emotional, and tangential communication 3 main categories 별로 관계가 없음
  • 22. Results UX Lab Meeting Performance • 2 indicators of performance • 1) # of group member deaths • 2) # of goblin kills Hypothesis 검증!
  • 23. Results UX Lab Meeting fewer player deaths H1 검증 • H1: Groups using audio to communicate will have fewer participant deaths than groups using text to communicate • group communicating via audio would have fewer player deaths and more goblin kills than groups communicating via texts audio texts
  • 24. Results UX Lab Meeting audio group text group fewer player deaths H1 검증 • H1: Groups using audio to communicate will have fewer participant deaths than groups using text to communicate • H2: Groups using audio to communicate will kill more goblins than groups using text to communicate than groups communicating via texts • group communicating via audio would have fewer player deaths and more goblin kills than groups communicating via texts Audio (M= 12.58, SD 7.15) Text (M= 21.23, SD= 12.44) Audio communication better facilitate sharing relevant coordination information than did text communication
  • 25. Results UX Lab Meeting H2 가설 기각 • H2: Groups using audio to communicate will kill more goblins than groups using text to communicate than groups communicating via texts • 1) quick and less effortful communication was not as essential • 2) text communication is not as effortful as had been expected • 3) killing goblins was as task that did not require much explicit communication
  • 26. Results UX Lab Meeting H3, H4 가설 기각 • groups with the awareness display would have fewer player deaths and more goblins kills than groups without it
  • 27. Results UX Lab Meeting H3, H4 가설 기각 • groups with the awareness display would have fewer player deaths and more goblins kills than groups without it no interaction for goblin kills
  • 28. Results UX Lab Meeting H3, H4 가설 기각 • groups with the awareness display would have fewer player deaths and more goblins kills than groups without it even without the visual display, players could still obtain knowledge needed to coordinate in game play
  • 29. Results UX Lab Meeting H5, H6 가설 기각 • interaction between communication channel and availability of the awareness display on the number of player deaths and the number of goblin kills no interaction for player deaths no interaction for goblin kills
  • 30. Discussions UX Lab Meeting Theoretical Implications 1 2 presence or absence of the awareness display impacted the way participants communicated about the coordination process - present awareness display: explicity communicated fewer statements b/c discern the information by observing the display - absent awareness display: used language to communicate the information communication medium affects communication about coordination - via audio: made more statements related to the notification of changes in the environment and status - simplified coordination & help to better faciliated coordination on uncertain tasks in online environment
  • 31. Discussions UX Lab Meeting Pratical and Design Implications 1 2 presence and absence of an awareness display did not affect performance did affect the information that was exchanged verbally by participants awareness display - provides information that is useful in coordination - reduces the amount of conversation that is neccessary (potentially reduce distraction)
  • 32. Conclusions UX Lab Meeting 1 2 audio communication afforded participants for collaboration and performance du uncertain elements of the tasks participants changed their communication behavior to reflect whether they had access to a visual awareness display
  • 33. ? •프로포절 주제 | 관련 dexsis, CSCW 연구를 더 구체화 하는데 도움 될 것같음 •실험을 정교하게 설계함 --> 실제 실험을 진행 할때 참고해볼 수 있을것임 SNU UX _ Lab Meeting + - •독립 변수와 종속 변수에 대한 관계를 명확하게 명시 •논문 쓸때, 어떻게 정교하게 실험을 설계 할지 참고 할 수 있을것 •드랍박스에서는 audio cue X visual awareness display O 라서 좀 아쉽…. •3명이 아닌 더 큰 그룹내에서 적용하면 좋았을것 같음 나의 후기...