What’s the point of UX certification?

Recently at work we’ve been discussing the merits of various UCD training courses, with particular focus on those offering certification.

Our UX team is in its infancy, and still relatively small, but we’ve managed to establish a solid base of enthusiastic advocates in various areas of the business, eager to learn more and develop new skills. Because of this, we’re in the process of defining a new training syllabus, to help support the wider team as much as possible. In order to gain more sponsorship, recognition and  legitimacy for our advocates, within their respective LOB, a certified course could be a useful standard to introduce.

Our counterparts in North America have already adopted a certified course as their standard, encouraging all UX practitioners to take part. But, with the right resources, we could be better off using the training budget to develop our own curriculum, tailored specifically for our industry/LOB, and structured around our established processes, rather than something more generic. This would involve considerable effort and investment. You could also argue that keeping everything in-house puts a ceiling on our abilities and knowledge, which overtime could potentially deteriorate if the courses weren’t maintained.

Is UX certification worth it?

The issue we keep returning to is – how relevant would a certified course actually be? Would it provide significant ROI? And, although it may provide our practitioners with a greater degree of legitimacy, unless the certification is aligned with our processes its practical value would, most likely, be limited. In short, is it really worth it?

A few months ago a similar question was posed on UX Stack Exchange.  Having had first-hand experience of such a course, gaining ‘certified’ status in 2008/9, I felt well placed to provide an answer to the question. With the pros and cons still fresh in my mind I wanted to explore the topic further.

Why did I need Certifying?

I graduated in 2000, with a degree in Graphic and Interactive Design, and began my career at Deepend, a Digital Communications Consultancy in London. While there I was exposed to a new breed of people, ‘Information Architects’, who were strong proponents of ‘user centered design’. The concept was new to me, but made perfect sense, I wanted to know more. Over the following years I taught myself as much as I could, and tried to guide my career toward UX wherever possible. By 2008 I was working in a great agency, that openly supported my desire to progress further. I’d gained knowledge, first-hand experience, and was growing in confidence.  But, the more the agency grew (putting more emphasis on UX and by association, me) I felt I needed to validate the things I’d learnt, and supplement my formal qualifications with an industry recognised accreditation, or at least the nearest thing to it I could find.

The User Experience of getting Certified

The course I picked was divided into four parts; User Centered Analysis, Practical Usability Testing, Effective Design, and Research in Practice, followed by a final exam.

The 4 courses were certainly of use at the time. For the most part, they reassured me that my level of  knowledge was adequate, and helped to highlight and improve certain areas of weakness. Having formally studied Design, and not coming from a particularly research orientated background, the module on ‘research into practice’ was of particular interest. Although, the Design module didn’t seem all that great, and in hindsight made me question the quality of the other courses. If, as an experienced Designer, I didn’t rate the Design modules that highly, who was to say the other topics were any better?

Being Certified

At the time, the certification helped me gain recognition as the UX specialist within my agency, as well as the confidence I needed to fulfil the role. It encouraged me to have faith in my abilities, and provided me with various levels of support; be it from the course handouts, my notes, or the attendees I met along the way. When pitching to new or existing clients, it helped to define me as an ‘expert’, and arguably gave a fledgling service offering slightly more structure and gravitas.

For me, the impact soon faded. Today I’m still glad I have it on my CV, but I no longer feel it  bears much significance, it’s not something I consciously reference anymore.

Weighing up the benefits of certification

Positives

  • Helped to position me as a specialist within a team
  • Gave me the confidence I needed to fulfil a specialist role
  • Indirectly contributed towards winning new business
  • Arguably strengthened my CV when looking to progress my career
  • The topics covered were varied and helped fill gaps in my knowledge
  • Would be good as a recognised benchmark across a team with mixed abilities and experience

Negatives

  • Expensive if undertaking the whole course + exam
  • Any difference it made, when applying for new jobs, was most likely superficial – although I’m sure it would be of greater help if practical experience was limited
  • Attitude, experience and knowledge counts for far more, in my view
  • Some certificated courses are recognised within UX, but opinions are mixed – I’d question how much weight they’d garner outside of the industry
  • I had mixed opinions on the course material, and didn’t feel like my level of knowledge improved significantly

Certification vs. Bespoke training

For our advocates and aspirant UX practitioners, certification could be of use. But, I believe the return on investment is short-lived. Although each person who completes the course would gain knowledge, some basic skills and grow in confidence, there would have to be a degree of ‘on-boarding’ on our part in order to take what they had learnt and help apply it to our ways of working. Our ‘customers’ are senior managers and internal product owners, our ‘users’, the people sat around us. The apps we work on are all internally facing and highly technical. We work in an agile way, often constrained heavily by Business processes and  system architecture. To find externally run, certified courses, that easily  transfer to these challenges would be tricky.

Because of the environment we work in, I believe taking the time to develop a set of internal training courses would be of far greater value to us in the long run. Although this comes with its own set of challenges the benefits would far out way the negatives. It’s down to use to ensure that standards remain high, that we keep a handle on what’s happening outside of our bubble and make sure that any courses we do develop can evolve easily.

We’re very much in the early stages of creating a training plan, so there’s still time to back out if it begins to feel like the wrong thing to do, and if it doesn’t work out at least it’ll be an interest experience.

I’m really interested to hear other people’s opinions on specialist UX courses (certified or otherwise). Are you UX certified? Have you developed or taken part in in-house training? Would you do it again or recommend it to others? Please feel free to add a comment.

My own background was a degree in human factors and a PhD in Computer Science, so comfortable with usability, research and testing, and UCD, but less strong on the graphical side. Never been UX certified, and strongly in favour of in-house training, not least as a way of normalising and sharing skills across the team. Designing and delivering training gives the person who does the design and delivery huge benefits – having to put your thoughts in order for someone else forces reflection and re-evaluation, and delivering training continues this process. Finally (as this is a longer post than I planned!) delivering training in-house makes it an order of magnitude easier to make the training relevant to ongoing work, which is often overlooked.

I have been considering the same thing for our team too. Our problem is seems to be the reverse as we are on the whole creatives who have had a wealth of practical experience in UCD and UX, (enjoying the legacy you built Paul!) but no theory to back up our thinking at times. We are also concerned that as our User Experience ‘team’ includes our Creative Directors, externally our UX offering can appear smaller/weaker.

You’ve gotten to the heart of the problem, one that the US seems to have gone some way to addressing. There is no de facto standard that we can benchmark ourselves against or be recognised by clients with and so we have struggled to find a suitable way to improve our theoretical knowledge whilst having something to show clients as well.

It is interesting to read the opinion of someone who has been through extensive training as it isn’t the rose tinted view I had assumed!

I’m with Peter on this. Formal academic qualifications in HCI, Psychology, CompSci all have big value towards UX. Most US job descriptions now feature the line ‘must have a postgrad qualifications in HCI’, and this is something that the UK is quite quickly catching up to.

A certification is a quick way to throw money and gain some relevant commercial training, and from the syllabuses (syllabi?!) I’ve read they tend to be very tool and technique focussed and much less about the underlying theory, as Damian has alluded to in his post. The supporting academic knowledge is missing and is most often a cornerstone of practitioner life (at least it is in my case). In the case of a design-led UX practitioner, they have the experience and knowledge from arts-related academia. In the case of a research-led UX pratitioner, they have the experience and knowledge from science-related academia. IMHO practitioners need to have one or the other, but not neither. Certification often papers over those cracks and produces individuals with the superficial techniques but without the deeper understanding. Just look at almost any LinkedIn group for evidence of certified cluelessness stumbling around blindly looking for the herd.

In some respects there are parallels between UX and HCI. HCI is multidisciplinary and as such doesn’t really exist in itself – it is contingent upon the contributing disciplines. UX isn’t quite as multidisciplinary but there is a strong element of it. You need to have a specialisation to bring to UX, whether it’s Psychology, CompSci, Product Design, Graphic Design etc. My big issue is that there are lots of people without a specialisation who are using certifications to get ‘in the game’ who actually bring nothing to the party. In these cases not only are certifications of low value, they’re actually polluting the marketplace with noise.

Thanks for your comments, it’s interesting to hear other peoples opinions on the matter.

I agree with you Nick that certification alone can be a dangerous thing, although the issue possibly lies with the agencies and companies who employ them. Having said that, from my perspective, we are in a situation where we don’t have the luxury of recruiting in talented, qualified and highly experienced UX professionals. Instead we have to rely on team members, from connected (but not necessarily directly related) backgrounds, such as Business Analysis or Frontend Development. In these cases the person identified as a UX evangelist or aspirant practitioner will usually have a interest in the field, but will need extensive mentoring, support and training in order to function at a satisfactory level.

In this instance I think the argument for certification is that it allows us to get someone up-to-speed on the foundations of user experience, to a level that is clearly recognised, in order to advocate principles and ensure that UX plays a fundamental part in any development process. We wouldn’t expect them to perform at the same level as an experienced UX professional, but by equipping each development pod with an advocate we ensure that UX remains a pivotal part of any project. The point being that it is better to have someone with a little knowledge acting as a conduit to a small centralized specialist team, than to only focus on the small subset of projects the specialist team can manage themselves.

Like Peter I’m an advocate of developing training in-house, for all the reasons stated. Like you I question the validity of someone who’s only background is a certification, awarded after only attending a relatively short course. By bringing the training in-house we can manage peoples expectations and ensure that clear benchmarks are put in place, so that they clearly understand how the training benefits them, what is expected of them and each level, and how they can progress in time.

Nice article and comments guys…

So to anyone who has done any certification, can you recommend a site or organization to start with?

I took the Certified Usability Analyst course (CUA) through Human Factors International, but if you hunt around you’ll find others. It’s worth doing a search on http://ux.stackexchange.com/ as there’s several discussions on the topic there.

Excellent discussion!

What I see more than anything today in business is the lack of UX-centered design. Implementing principles of UX design in the project life-cycle can bring tremendous value, but it’s clear to me that many organizations do not understand this. They typically relegate the design to technical personnel which usually results in a lack of innovation, bad UI design, and a stale user experience. I think this is changing for the better, but it is slow. I, too, am at the point of considering certification in UX to help in this regard and I really appreciate Paul’s perspective and comments. As for internal training, I have the opportunity to impact a large organization in a significant way by helping establish UX and UI guidelines in their development process. Anyone have any thoughts regarding the integration of different personality types and internal communication to facilitate this process? There will definitely be push back from what I call the “propeller heads” on the perceived “artsy fartsy” types. People are already questioning the integration and value that UX will bring…

How a lunch at Lemp Brewpub Gurgaon turned out to be the most horrid experience ever.

The entire incident in detail

For a lot of reasons, we have thought a lot before writing this. It is a very detailed account and we suggest you read it with patience. There is a lot to learn for us customers and a lot to be learnt by the restaurant owners community also.

A few of us friends (young, 25-year old, working, well educated, aware, well traveled, well spoken) were searching for a place to go to for Sunday brunch and on Zomato.com we came across a “Hawaiian Sunday Brunch” at Lemp Brewpub, Gurgaon. We decided to try out the Hawaiian brunch. As you can see from the image below, the cost is Rs. 999 all inclusive of taxes, and the same was also confirmed to us by the manager, Mr. Robin.

To put it out there, it wasn’t the first time we were going to Lemp.

The Zomato screenshot of the “Hawaiian Sunday Brunch” at Lemp Brewpub


From the
 above image you can read the promises:

Hawaiian food – NONE to be found.
Tiki bar serving exotic cocktails – there was no such bar.
Live music and dancing – There was no music playing at all. After we asked they switched on the speakers and regular music played in the background. For the dancing, there were never any plans for dancers. On a serious note we were told by the manager, Robin, that customers were the ones supposed to dance.

On asking why there was nothing Hawaiin about the brunch, Robin tells us that suddenly on Saturday night the chef had to go home in an emergency so hence the problem. Yet, see below a picture of the entrance of Lemp with multiple boards advertising the Hawaiian Sunday brunch that day. In spite of all this we still go ahead with the brunch.

In spite of the management knowing of no Hawaiian Brunch inside, the board was still on full display outside  to mislead and attract customers. There was only 1 other table that was occuppied when we left.

After waiting 10 minutes, we are served starters on the table which are absolutely stale, inedible, cold and uncooked. We immediately called back Robin and request him to taste the food so he can understand our plight. Even though a buffet includes unlimited ordering, Robin tells us he’ll do us a favour and ‘replace’ the dishes. By then we try the other dishes served on our table and they are equally ill-prepared. The replaced dishes come back absolutely the same quality, just heated this time around.

The drinks included in the package were their 6 home-brewed beers and any vodka-based cocktails. 6 of us ordered a glass of beer each and we asked for 2 vodka-based Mojitos. The beers came in good time but the 2 Mojito’s never came. There were 4 reminders given to various staff including the manager, Robin. Robin told us that the confusion resulted because the staff who took our order suddenly left for a break without informing anyone. To our surprise each of the staff members we had told for the Mojitos were very much inside the place and had been continuously serving our table!

Mr. Robin – The Manager who ‘chose’ 3 different prices for the Sunday brunch during this incident. This photo was clicked secretly from one of our phones.


By now, after all the fiasco, we decided that we would leave since nothing in the package was as promised and even the service was getting worse by the minute. We asked the manager to call the owners so we could speak to them. He said they are too busy to be called, even on the phone. In plain words we were told they are inaccessible for us. We simply informed Robin that we would be leaving. Robin tells us that is ok with him as long as we pay for what we consumed. Despite of all the poor incidents and not getting anything as promised, we tell him we will pay full rate for the beer we have had (a total of 6 glasses). Even though beer as part of an unlimited buffet should be calculated at subsidised rates.

We keep waiting another 15 minutes for the bill, which never comes. We ask the waiter and he tell us it will still take more time. At this point we tell the manager that we are leaving. He tells us we cannot do so and must pay the bill. To our shock, we are presented with a bill of Rs. 12,000! Reminder: The buffet costs Rs. 999 inclusive of all taxes and we were only 8 people there! We are told that the food we sent back will also be charged and other dishes prepared for the buffet which were still to come to us will also be charged!

Not wanting to waste anymore time, we walk out towards the elevator and 4 of us get in (3 guys and a girl). Suddenly there are bouncers blocking the tiny entrance of the elevator and intimidating and threatening us against leaving. The waiters and the other staff of Lemp had all surrounded us by then. We do what came to our mind 1st in a panic, raise noise so we can get out of the elevator into an open area. Having lived in Gurgaon for the last 10 years, that was the most scared we’ve felt ever. It was absolutely not safe inside (whether the girl had been with us or not).

We immediately called the police on 100.

By then a senior manager, Kapil Singh Thapa, comes to the scene. He walks in with so much arrogance that there was no point discussing anything with him. All he said was that you must pay for what you have consumed. Before the police come, the bill is corrected to approx. Rs. 6,700. Obviously, 6 glasses of home-brewed beer cannot cost Rs. 1100+ a glass.

Mr. Kapil Singh Thapa – The Senior Manager who is mentioned on many many reviews on the internet for his misbehaviour towards customers. This photo was also clicked secretly from one of our phones.


We still told the staff to call the owners, hoping they would have the sense to reverse such a poor customer experience that kept getting worse. We were repeatedly told that they cannot be reached for such an issue. In the meanwhile, even the mall management, run by Jones Lang LaSalle, decided to come by. We politely requested for help and were instead told to sort out the issue inside Lemp and not spoil the decorum of the place. They all knew the Lemp staff very well.

Senior person from Jones Lang LaSalle from the mall management at DT Star Mall. He refused to help us.  By standing was a better option.

 

Making calls to arrange for more men. Mall management and Lemp managers together.
From L-R: Mr. Kapil Singh Thapa (Senior Manager), Mr. Robin (Manager), Mall Management from Jones Lang LaSalle who refused to help  (in a red tie), Lemp staff (in jeans). 
This photo was also clicked secretly from one of our phones.

Guess what happens next? The police arrives. With the ‘owner’ of the place. Very clearly they came together. We are in an even more helpless situation.

This ‘owner’, Shashank, was even more arrogant than the previous two managers, rather tending towards the likes of a goon. He even said, “Mera naam kisi se bhi Gurgaon mein check kar lena.” (“You can ask anyone my name in Gurgaon and they will know.”) He further declares (in Hindi) he will not hear a word against his food or his place or he will get us put behind bars. He goes on to declare that his managers have been running this place for more than a year and they are absolutely right.

The ‘owner’ Shashank (L) and the senior manager, Kapil Thapa (R), from a public photo found on Facebook.

 

The ‘owner’ Shashank (L) and the senior manager, Kapil Thapa (R), from another public photo found on Facebook.


And we had completely depended on the owner to come in and solve the situation amicably. After all, no owner would want customers leaving with such an experience.

When asked to explain how the bill of Rs. 12,000 could be presented, the same managers, Robin and Kapil, state that the buffet costs Rs. 1,199 per head + taxes. We showed everyone the screenshot of the Zomato page. Unfortunately, the police could not understand what the internet was and the Lemp management disowned the page. Instead an order is sent inside to instantly get rid of any paper/board where the price of the buffet maybe written. Suddenly realising that even then the calculation doesn’t add up for 8 buffets @ Rs. 1199, a friend raises the point. Now the buffet in an instant costs Rs. 1,299! When we told the policemen that this is exactly the kind of experience we have had, the police tell us they didn’t hear the manager changing the price of the buffet. Unbelievable. Most of all – HELPLESSNESS.

Finally, the owner adjusts the bill to Rs. 4,463 from the last revised Rs. 6,700. Out of no other option we agree to pay so that we can get out of the situation safe and sound.

We pay the amount and are returned the change. Of course, we ask for the bill which we are told will take some time. We wait another 15-20 mins for the bill. In the meanwhile, the cops ask us to put down the incident on paper and say that a compromise had been reached. We write the incident in detail and hand it over after taking a picture. We are ordered by the cops that we cannot keep proof of the letter or they will not take accept it from us. And we cannot click any pictures at that point. We were just stripped of our right of free speech and expression?

Next, when the manager of Lemp is asked to sign it he calls the owner and explains to him that we have written that we were cheated of our money. The owner throws an angry fit and orders the police to take us to the police station and present us to the SHO. He says there will be cases filed against us. We are returned our money that we paid 15-20 mins back.

Note – all this being said in Hindi/Haryanvi doesn’t sound half as pleasant as it may read in English.

Not wanting to drag this further, the tables have completely turned and we plead the cops and the owner to keep the money, throw away the letter and let us go. But the owner is adamant that we will not only pay the full bill of Rs. 12,000 but he also wants us behind bars.

We are dragged out of the mall by the police into their van. On the way, we were further scared by the police that we will be alcohol tested and what not. As you would have realised from our entire bill of 6 beer glasses amongst 8 people, we were perfectly sober.

By now, all of us who lived in Gurgaon immediately call our parents and ask them to come to the police station. After our parents reached AND they were forced to drop a few names, the situation turned on its head and the police staff started explaining how they have been trying to help us kids since the beginning and we kids had only requested the police to bring the Lemp manager to the station so that the issue could be solved!

The owner was now ‘too busy’ to come to the police station (which was barely 200-300m away from Lemp) but already had control over the cops. The SHO was called to the station and in the end we still paid the Rs. 4,463 to the manager there. We were told there was no need of any letter stating the issue was resolved with a compromise from our side. Finally, thats when this horrid ‘brunch’ ended.

On a separate note, I wanted to cover a small incident that the girl with us faced. She was wearing shorts and a t-shirt. The Lemp waiters/staff were leching on her and kept staring at her legs. When one of us told one of their staff members “Aap apni aankhein please oopar rakhiye” (“Please keep your eyes up”) he replies, “Kya karoon neeche hi chali jaati hain.” (What can I do, my sight goes downwards automatically.” This happened while the cops were there. This happened while we were surrounded by the Lemp staff and their bouncer + mall management bouncers. This is why the only thing on our minds throughout was to get out of the situation safely at that point.

We have tried to keep this incident as factual as possible without mixing emotional biases or the hate we have for this place today. We have not touched on the fact that in my own country, we do not have basic rights of speech and that the law is bent at the convenience of those who dictate power at that point.

Here are a few reviews of Lemp on Zomato we wish we had taken seriously. One thing that is common is the arrogance and misbehaviour of the staff and being overcharged wrongly. Even the names of the managers are the same in these reviews:

2 must read reviews:
By a certain Nitin Bhatia who had a similar horrendous experience as ours. He was also promised things, then commitment wasn’t delivered and finally he was at the receiving of end of the staff –http://www.zoma.to/review/32812
By a certain Sanjiv Tyagi who left his card there, only to find out the next morning that it had been swiped at not only Lemp but other establishments too (such as the liquor store) – http://www.zoma.to/review/34265

A few other reviews. Click on the link to go to the full reviews:

Poor staff:

“The manager was so indecent that we immediately left… teared all vouchers just in front of him… This place is only for those who want to spoil their evening by fighting with rude managers.”

“Never seen more ruder bouncers.managers while entering place. So cocky for no reason.”

“A bunch of moronic unapologetic staff members!”

“Arrogent staff, No hospitality”

“The staff don’t have manners to interact with customers.”

“Mr. Thapa was so bossy and busy”

Being overcharged:

“underhand in their approach to adding things onto the bill that had not been actually consumed.”

“staff did not agree to the mistake that they had misleaded the public, rather they asked to leave if we did not want to stand!!!”

“The Asst Manager – Thapa – was just unwilling to listen to anything.”

Drones: Questions and Answers

What are drones?

 

Unmanned Arial Vehicles (UAVs), commonly known as “drones” are aerial systems that can be remotely controlled for short and long range military and civilian purposes. Drones are usually equipped with a camera and can also be armed with missiles. This paper will focus primarily on the use of armed drones.

 

How are they being used by the United States?

 

The use of drones by the United States Government is constantly evolving. Currently, the U.S. military, the Department of Homeland Security and the Central Intelligence Agency (CIA) own and operate drones overseas (in Afghanistan, Pakistan, Yemen and other locations) and along the U.S.-Mexico border. In the last decade the U.S. government has come to rely increasingly on drones for surveillance and air strikes. Even local law enforcement agencies have begun to use drones for surveillance. It is unlikely that domestic drones will be armed, but as use rises, there are growing concerns related to privacy and civil rights.

 

How many drones does the U.S have and how much do they cost?

 

According to recent reports, the Pentagon now has some 7,000 aerial drones, compared with fewer than 50 a decade ago. The fiscal year 2012 budget included nearly $5 billion for drone research, development and procurement.1 This figure represents the known costs; it does not include funding that may be classified. The CIA has about 30 Predator and Reaper drones, which are operated by Air Force pilots from a U.S. military base in an unnamed U.S. state. 2 The Department of Homeland Security has at least nine unarmed Predator drones with a tenth purchase planned for September 2012. 3 The cost per flight hour varies by type of drone. Predator and Reaper drones cost about $2,500-3,500 per flight hour; larger armed systems such as the military’s Global Hawk cost about 10 times as much: approximately $30,000 per flight hour.

 

What is Congress’ role regarding drones?

 

Congress’ primary role with respect to the U.S. drones program has been funding research and development and procurement by the U.S. military and the Department of Homeland Security. Congress has exercised little or no oversight related to the tactical or strategic use of drones. Because of the belief that there’s no downside to the use of drones, they have become relatively popular with many members of Congress. There is even a pro-drones caucus chaired by Rep. Buck McKeon (CA), who is also chair of the House Armed Services Committee.

 

What is the Administration’s role regarding drones?

 

Recent news articles are beginning to detail the extent to which the White House is involved in decision to use drone strikes. According to press reports, President Obama personally oversees a so called “kill list” that includes pictures and biographies of terrorism suspects and affiliates around the world. Pundits speculate that President Obama has put himself at the helm of the process to inject “moral authority” when the U.S. chooses to use deadly force through drone strikes. 4

 

Who decides when and how drones will be used?

 

Currently, there are two primary agencies using drones abroad—the U.S. military and the CIA. Decisions to use drones for surveillance are generally made within the usual military and civilian chain-of-command structures. The process for deciding to use drones for strikes—particularly in countries that are not declared combat zones—is less well known. The American Security Project reports that, as often as weekly, more than 100 members of the national security structure gather via teleconference to sift through

 

intelligence, biographies, and photos of terrorism suspects. The decision to target someone is made here, but the President must approve the decision before action is taken. 5

 

Regulation of drone use depends primarily on the location in which they are deployed. In declared combat zones (such as Afghanistan), there are clear rules of engagement and chain of command. In countries not declared combat zones (such as Yemen), the U.S. is supposed to work with the government of the country in which it is operates drones. There are significant lapses in meeting this requirement, most notably in Pakistan where the U.S. often takes unilateral action.6

 

Are drones illegal?

Experts are not in agreement about the legality of drones in use either domestically or internationally. Targeted assassinations test the legal limits of the Obama administration’s power—most notably in

September 2011 when Anwar al-Awlaki, a U.S. citizen accused of being the organizational leader of al Qaeda in the Arabian Peninsula (AQAP), was killed in Yemen by a U.S. drone strike. The American Civil Liberties

Union (ACLU) has filed Freedom of Information Act (FOIA) requests related to this largely ignored

incident. 7 The ACLU has also filed additional FOIA requests related to the legal justification of targeted killings. After a D.C. circuit court ruled in favor of the CIA, the ACLU appealed; oral arguments are scheduled for September 20, 2012.8

 

Some contend that the use of drones to target suspected terrorists internationally is legal under Article 51 of the United Nations Charter, which covers rights to “self-defense.” According to the UN Special Rapporteur, article 51 applies if “either the targeted state agrees to the use of force in its territory by another nation,

or the targeted state or a group operating within its territory, was responsible for an act of aggression against the targeting state.” According to this interpretation, only one requirement must be satisfied to justify the use of unilateral force.9

 

Others argue it is in the best interest of the United States to outline special rules on the use of drones due to their potentially ubiquitous nature. Mary Ellen O’Connell, professor of Law at University of Notre Dame, argues that “Just as with torture, targeted killing is not the way to greater security. It is generally unlawful, immoral, and ineffective.” 10

 

Other than the ACLU challenge, there has been very little legal challenge to the U.S. use of drones for targeted killing abroad. Legal justifications have been cited but not tested. 11 The lack of confirmed information related to the U.S. drone program makes it very difficult to draw objective conclusions and leads to little more than conjecture.

 

What are the potential long term implications of the use of drones?

 

Widespread and indiscriminate use of drones may carry some significant negative consequences for the

U.S. A decade after the tragic events of 9-11, the U.S. is still struggling to define its role in the world. From the wars in Iraq and Afghanistan, to military intervention in Libya—including a U.S. drone strike credited for ending the exile of former Libyan President Muammar Gaddafi—to uncertainty about what to do in Syria, the mission of U.S. foreign policy seems vague and scattered, and ill-suited to promoting peace.

 

With the lack of overarching strategy, many leaders may see drones as a low cost—human and financial— alternative to war. Under this logic, the U.S. may decide not to invade Yemen or Somalia with ground troops, but instead conduct undeclared wars in these and other countries, with little or no Congressional or public oversight, and operating outside of legal norms.

 

Indeed, some administration officials do acknowledge that drones may create potential long term issues Dennis Blair, the former Director of National Intelligence, said “[Drone strikes are] the politically advantageous thing to do — low cost, no U.S. casualties, gives the appearance of toughness… Any damage it does to the national interest only shows up over the long term.”

 

Such long term damage is known as “blowback” – incidents that arise in later years as an unintended consequence of actions taken today. The events of September 11th, 2001, for example, are often linked back to U.S. 1980’s support for mujahedeen fighters resisting Soviet occupation. One must wonder how young men in Northern Pakistan will internalize the hundreds of drone strikes—mostly under this administration—that have taken place in their country over the last decade.

 

As the U.S. expands drone bases across the country—there are some 64 bases in the U.S. where drone operate from12—this may be a time to pause and evaluate the potential outcomes of this policy. Currently, hundreds of companies are developing small and large scale drone technology.13 Over 50 other countries are also starting to develop the technology. This raises a serious question: what happens when everyone has drones? The U.S., in conjunction with the international community, may benefit from recognizing this potential and beginning to outline international laws on drone use. Restricting the use of drones worldwide is undoubtedly in the best interest of a more peaceful world.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Citations:

  • New York Times, “Predator Drones and Unmanned Aerial Vehicles,” 30 July 2012, http://nyti.ms/8yfNSP
  • Greg Miller and Julie Tate, “CIA shifts focus to killing targets,” Washington Post, 01 September 2011, http://wapo.st/qqEF2Q
  • Andrew Becker and G.W. Schulz, “At U.S. border, drones generate lots of buzz, few results,” California Watch, 15 June 2012,

    http://bit.ly/LhfWci

  • Jo Becker and Scott Shane, “Secret ‘Kill List’ Proves a Test of Obama’s Principles and Will,” New York Times, May 29, 2012

    http://nyti.ms/N6Cxpj

  • Joshua Foust and Ashley S. Boyle, “The Strategic Context of Lethal Drones: A framework for discussion,” American Security Project, 16 August 2012 http://bit.ly/N648FP
  • Joshua Foust and Ashley S. Boyle, “The Strategic Context of Lethal Drones: A framework for discussion,” American Security Project, 16 August 2012 http://bit.ly/N648FP
  • Americans Civil Liberties Union, “Predator Drone FOIA,” http://bit.ly/GStCYR
  • Joshua Foust and Ashley S. Boyle, “The Strategic Context of Lethal Drones: A framework for discussion,” American Security Project, 16 August 2012 http://bit.ly/N648FP
  • Joe Volk, “Questions for Mary Ellen O’Connell About U.S. Drones and Targeted Killing,” Friends Committee on National Legislation, 17 November 2010, http://bit.ly/QTiWIy
  • Mary Ellen O’Connell, “The International Law of Drones,” American Society of International Law, 12 November 2010,

    http://bit.ly/9UJU8W

  • Lorenzo Franceschi-Bicchierai, “Revealed: 64 Drone Bases on American Soil,” Wired, Danger Room blog, 13 June 2012,

    http://bit.ly/NywvR4

  • Larry Abramson, “Drones: From War Weapon To Homemade Toy,” National Public radio, 02 August 2012

    http://n.pr/NnUygX

 

Prepared by Matt Southworth, Friends Committee on National Legislation, matt@fcnl.org

A Warning Sign on the Road to DSM‐5: Beware of its Unintended Consequences – Allen Frances, MD

We should begin with full disclosure. As head of the DSM‐IV Task Force, I established strict guidelines to ensure that changes from DSM‐III‐R to DSM‐IV would be few and well supported by empirical data. Please keep this history in mind as you read my numerous criticisms of the current DSM‐V process‐especially its stated ambition to effect a “paradigm shift” in psychiatric diagnosis. It is reasonable for you to wonder whether I am carrying forward an inherently conservative bias or am protecting my own DSM‐IV baby. I think not and that instead I am identifying potentially grave problems in the DSM‐V goals, methods, and products. It is for the reader to judge my objectivity and the accuracy of my fears that, unless its course is corrected, DSM‐V will lead to many damaging unintended consequences.

 

Much of our work on the DSM‐IV centered on spotting and avoiding possible misuses of the system. Realizing that errors in the official system of psychiatric diagnosis can lead to all sorts of dreadful problems, we established a rigorous three‐stage procedure of empirical documentation to filter out mistakes. This consisted of systematic and extensive literature reviews, data reanalyses, and field testing that were conducted under well controlled conditions and in a wide variety of settings.1‐3 The null position was always to keep things stable. Thus, all suggested changes had to meet a high burden of empirical proof and risk/benefit analysis.

 

The work on DSM‐IV was transparent and widely inclusive.4 We knew how important it was to get as many critical comments as possible to assist us in spotting potential pitfalls and blind spots. To this end, we enlisted the help of over 1,000 advisors and, in particular, sought the opinions of those who were likely to be the most opposed to the possible changes being considered. In order to recruit as many comments as possible from users at large, we also prepared a regular and widely distributed newsletter and had a regular column in the journal Hospital and Community Psychiatry (now called Psychiatric Services).5

 

Our goal was to ensure that not only the DSM‐IV Task Force, but also the entire field, would understand precisely what we were doing and how we were going about it. The methods to be used for every step in the development of DSM‐IV were specified in advance and we closely adhered to them. It was made clear from the outset that there would be explicit accountability for decision‐making on all changes.

 

We published a number of articles to establish the methodology of the DSM‐IV empirical review, to indicate ways of judging the value and risks of “innovations,”5 and to fully discuss the pluses and minuses of the particular diagnostic changes that were under review.1,2,6‐9

 

In midstream, we published a widely distributed “Options Book”10 containing the alternative criteria sets proposed for every disorder. This gave everyone a chance to join us in evaluating each decision for change in DSM‐

IV. After the DSM‐IV was completed, we published four Sourcebooks, laying out in great detail the process and rationale for all the decisions that had been made, as well as their empirical support.11‐14

 

Why did we go to all this trouble in preparing DSM‐IV and why am I suggesting that the work on DSM‐V should now undergo a sharp mid‐term correction to provide safeguards by becoming far more transparent, explicit, and conservative than it has been to date?

 

 

The work on DSM‐5 has, so far, displayed an unhappy combination of soaring ambition and remarkably weak methodology. First, let’s expose the absurdity of the DSM‐V claim that it will constitute a “paradigm shift” in psychiatric diagnosis and indicate the dangers inherent in pursuing this false goal. The simple truth is that descriptive psychiatric diagnosis does not need and cannot support a paradigm shift. There can be no dramatic improvements in psychiatric diagnosis until we make a fundamental leap in our understanding of what causes mental disorders. The incredible recent advances in neuroscience, molecular biology, and brain imaging that have taught us so much about normal brain functioning are still not relevant to the clinical practicalities of everyday psychiatric diagnosis. The clearest evidence supporting this disappointing fact is that not even one biological test is ready for inclusion in the criteria sets for DSM‐5.

 

So long as psychiatric diagnosis is stuck at its current descriptive level, there is little to be gained and much to be lost in frequently and arbitrarily changing the system. Descriptive diagnosis should remain fairly stable until, disorder by disorder, we gradually attain a more fundamental and explanatory understanding of causality.

 

Remember that there has been only one paradigm shift in psychiatric diagnosis in the last 100 years‐‐the introduction of operational criteria sets and the multiaxial system in the DSM‐III.15,16 With these methodological advances, DSM‐III rescued psychiatric diagnosis from unreliability and the oblivion of irrelevancy. In the evolution of descriptive diagnosis, DSM‐III‐R and DSM‐IV were really no more than footnotes to DSM‐III and, at best, DSM‐V could only hope to join them in making a modest contribution. Descriptive diagnosis is simply not equipped to carry us much further than it already has. The real paradigm shift will require an increase in our knowledge‐not just a rearrangement of the furniture of the various descriptive possibilities.

 

Part of the exaggerated claim of a “paradigm shift” in DSM‐5 is based on the suggestion that it will be introducing 30 or more dimensional ratings and that this will increase the precision of diagnosis. I am a big fan of dimensional diagnosis and wrote a paper promoting its use as early as 1982.17 Naturally, I had hoped to expand the role of dimensional diagnosis in DSM‐IV, but I came to realize that busy clinicians do not have the time, training, or inclination to use dimensional ratings. Indeed, the dimensional components already built into the DSM system (i.e., severity ratings of mild, moderate, and severe for every disorder and the Axis V Global Assessment of Functioning scale) are very often ignored. Including an ad hoc, untested, and overly complex dimensional system in an official nomenclature is premature and will likely lead to similar neglect and confusion.18 Providing an opportunity for dimensional ratings certainly does not constitute a paradigm shift and should not be oversold.

 

If the potential gains of DSM‐V are likely to be extremely modest, the potential risks are great and, so far, have gone largely unrecognized. Making changes in the diagnostic system is never cheap or free of risks. Just as when treating an individual patient, the first consideration in revising the diagnostic classification must always be to “do no harm”‐and the harm inflicted by changes in the DSM diagnostic system can come in many, and usually unexpected, forms.

 

The most obvious adverse outcome is the significant burden to the field of having to learn and adapt to any changes included in DSM‐5. This cost will be borne by all clinicians, educators, administrators, and especially by mental health researchers.19 The most noxious changes are those that frivolously lead to a need for new diagnostic instruments (or result in findings that are not comparable over studies and over time). This wastes money, slows progress, and makes it far more difficult to translate research findings into clinical practice. Any “innovations” made in DSM‐5 should be clear and proven winners or they will not be worth the high overhead cost inherent in any change. Moreover, my experience suggests that, unless strong supporting evidence is required for the changes made in DSM‐5, it is likely that many of the changes will inevitably be trivial, arbitrary, and excessively influenced by the views of one or several strong‐minded experts in any given work group.

 

There is also the serious, subtle, and ubiquitous problem of unintended consequences. As a rule of thumb, it is wise to assume that unintended consequences come often and in very varied and surprising flavors. For instance, a seemingly small and reasonable change can sometimes result in a different definition of caseness that may have a dramatic and totally unexpected impact on the reported rates of a disorder.20 Thus are false “epidemics” created. For example, although many other factors were certainly involved, the sudden increase in the diagnosis of autistic disorder, attention‐deficit/hyperactivity disorder, and bipolar disorder may in part reflect changes made in the DSM‐IV definitions. Note that this serious unintended consequence occurred despite the fact that careful field testing of the DSM‐IV versions of two of these disorders had predicted no substantial differences in their rates as measured by DSM‐III, DSM‐IV, and ICD‐10 criteria.21,22

 

The crucial lesson here is that even careful field testing is never completely accurate in predicting what will happen when the system is eventually used in the actual field. This issue becomes particularly poignant when one considers the great and skillful pressure that is likely to be applied by the pharmaceutical industry after the publication of DSM‐5. It has to be assumed that they will attempt to identify every change that could conceivably lead to a marketing advantage‐often in ways that will not have occurred to the DSM‐5 Task Force. In order to promote drug sales, the companies may well sponsor expensive “education” campaigns focusing on the diagnostic changes that most enhance the rate of diagnosis for those disorders that will lead to the increased writing of prescriptions. It should, therefore, be no surprise if there are many new “epidemics” based on changes in DSM‐V.

 

This risk is accentuated by the fact that the field testing for DSM‐5 will receive no support from the National Institute of Mental Health. The necessary resources will not be available to measure the impact of suggested changes on the reliability and reported rates of diagnoses in the widely varied settings in which DSM‐5 will be used. In addition, because no DSM‐5 Options Book or first draft is being produced, the “DSM‐5 field trials” are not really field trials at all‐they are no more than primary data collections that will have little to say about how the final draft of DSM‐5 will perform in the field. DSM‐V decision‐making regarding changes will therefore be flying fairly blind.

 

Further accentuating is that almost everyone responsible for revising the DSM‐5 has spent a career working in the atypical setting of university psychiatry. This type of clinical experience is restricted to highly selected patients who are often treated in a research context. It is a basic tenet of clinical epidemiology that research results and clinical experience derived from tertiary care settings often do not generalize well when the diagnostic system has to be applied routinely in a more population‐based manner.23,24

 

Thus, the attempt to shift paradigms in the DSM‐5 is built on a shallow foundation that will greatly increase the risk of embarrassing post publication surprises. The ways to minimize the risks are to be cautious in making changes and to demand high levels of evidence about their utility and impact.

 

Unintended consequences are particularly unpredictable and consequential in forensic settings. Years after the DSM‐IV was completed, we learned about the enormous and unintended impact of a seemingly slight wording change we had made only for technical reasons in the section on paraphilias. A misreading of our intentions in making the change had led to great confusion25‐with forensic evaluators using the diagnosis of paraphilia not otherwise specified (NOS) to justify the sometimes inappropriate lifetime psychiatric commitment of rapists who had no real mental disorder. The lesson is that even small changes can have destructive unanticipated forensic consequences.

 

The likelihood that DSM‐5 will suffer from many and serious unintended consequences is enhanced by the way it is being done. “There are no constraints on the degree of change,” according to a telling quote from Dr. David Kupfer, chairman of the DSM‐V Task Force.26 The work groups have been instructed to think innovatively about the disorders under their purview. They have received little guidance on the systematic methods that can be used when conducting literature reviews.6 They have also not reviewed the DSM‐IV Sourcebooks to learn from our experience in evaluating the pluses and minuses for many of the very same decisions they are now confronting. It is a fundamental error of the DSM‐5 process that it has no a priori methods in place to provide standards for making changes and for instructing Work Group members on how to do a careful risk/benefit analysis of each proposal.

 

Even a cursory review of some of the suggestions for DSM‐5 clearly illustrates the painful surprises that can inadvertently creep into a system if there are no careful doorkeepers to evaluate the risks of change. I will discuss some representative types of problems for purposes of illustration?but most of the suggested changes for DSM‐V will likely have

problems of one sort or another.

 

 

Undoubtedly, the most reckless suggestion for DSM‐V is that it include many new categories to capture the milder subthreshhold versions of the existing more severe official disorders. The beneficial intended purpose is to reduce the frequency of false negative missed cases?thus improving early case finding and promoting preventive treatments. Unfortunately, however, the DSM‐V Task Force has failed to adequately consider the potentially disastrous unintended consequence that DSM‐V may flood the world with new false positives. The reported rates of DSM‐V mental disorders would skyrocket, especially since there are many more people at the boundary than those who present with the more severe and clearly “clinical” disorders. The result would be a wholesale imperial medicalization of normality that will trivialize mental disorder and lead to a deluge of unneeded medication treatments‐‐a bonanza for the pharmaceutical industry but at a huge cost to the new false positive “patients” caught in the excessively wide DSM‐V net. They will pay a high price in side effects, dollars, and stigma, not to mentions the unpredictable impact on insurability, disability, and forensics.

 

In my experience, experts on any given diagnosis always worry a great deal about missed cases, but rarely consider the risks of creating a large pool of false positives?especially in primary care settings. The experts’ motives are pure, but their awareness of risks is often naïve. Psychiatry should not be in the business of inadvertently manufacturing mental disorders. I would therefore suggest that none of the proposed subthreshold suggestions be converted into official diagnoses of mental disorder in DSM‐V. Each should instead be included in an appendix of suggested disorders that require more research and testing.

 

A second, related category of innovation would be to include as defined mental disorders “prodromal” forms of the schizophrenic, mood, dementing and perhaps other disorders. This again has the obvious appeal of promoting early case finding and preventive treatment, but it also has all the same devastating problems we have just discussed. For example, adding a new “pre‐psychotic” category for individuals supposedly at high risk for later developing a psychotic disorder would inevitably also capture an overwhelmingly large group of false positives who would never go on to have a psychotic illness. They would nonetheless be exposed to the stigma of having a pre‐psychotic diagnosis and would be overmedicated. Similarly, wouldn’t it be nice to diagnose and treat early cognitive failure before it becomes dementia? But then almost everyone over sixty might qualify to receive a probably useless, but highly promoted treatment.

 

 

This is a drug company’s dream come true. They would undoubtedly find ways of penetrating the huge new markets with medications having largely unproven benefit and very substantial side effects. Also to be considered carefully are the always possible unforeseen problems caused by stigma and the unforeseen misuse of the new diagnoses in forensic, disability, and insurance settings. Finally, the clinching argument against including prodromes is that they are supported only by thin literatures and will not have extensive field trials to predict the extent of the false positive risks, especially in primary care settings. Again, it would be far better to put these suggestions in the DSM‐V appendix than to make them official mental disorders.

 

A third category of DSM‐V innovation would create a whole new series of so‐called “behavioral addictions” to shopping, sex, food, videogames, the Internet, and so on. Each of these proposals has received little research attention, and they all have the potential for dangerous unintended consequences, by inappropriately medicalizing behavioral problems, reducing individual responsibility, and complicating disability, insurance, and forensic evaluations. None of these suggestions are remotely ready for prime time as officially recognized mental disorders.

 

I do not have space to enumerate the dangers of all the other innovative suggestions for DSM‐V, but I will list just some of the riskiest that require the most careful review and caution: adult attention‐deficit/hyperactivity disorder (ADHD) and adult separation anxiety disorder; making it easier to diagnose bipolar disorder; pediatric bipolar, major depressive, and trauma disorders; autism spectrum disorders; new types of paraphilias and hypersexuality disorder; and the suggested rating list to evaluate suicidality.

 

The DSM‐V Task Force should be (but is not) routinely and quickly shooting down suggestions with obvious risks. But it should also be carefully and deeply probing into the much less obvious risks posed by every change. Getting as much outside opinion as possible is crucial to smoking out and avoiding unforeseen problems. We believed that the more eyes and minds that were engaged at all stages of DSM‐IV, the fewer the errors we would make. In contrast, DSM‐V has had an inexplicably closed and secretive process.27 Communication to and from the field has been highly restricted. Indeed, even the slight recent increase in openness about DSM‐V was forced on to an unwilling leadership only after a series of embarrassing articles appeared in the public press.28‐30 It is completely ludicrous that the DSM‐V Workgroup members had to sign confidentiality agreements that prevent the kind of free discussion that brings to light otherwise hidden problems. DSM‐V has also chosen to have relatively few and highly selected advisors. it appears that it will have no Options Book to allow wide scrutiny and contributions from the field.

 

The secretiveness of the DSM‐V process is extremely puzzling. In my entire experience working on DSM‐III, DSM‐III‐ R, and DSM‐IV, nothing ever came up that even remotely had to be hidden from anyone. There is everything to gain and absolutely nothing to lose from having a totally open process. Obviously, it is much better to discover problems before publication‐and

this can only be done with rigorous scrutiny and the welcoming of all possible criticisms.

 

 

In summary, then, I have little confidence that the DSM‐V leadership will do the kind of careful risk/benefit analysis of each proposed change that is necessary to avoid damaging unintended consequences. My concerns arise from:

1) their ambition to achieve a “paradigm shift” when there is no scientific basis for one 2) their failure to provide clear methodological guidelines on the level of empirical support required for changes; 3) their lack of openness to wide scrutiny and useful criticism; 4) their inability to spot the obvious dangers in most of their current proposals;

5) their failure to set and meet clear timelines; and 5) the likelihood that time pressure will soon lead to an unconsidered rush of last minute decisions.

 

 

This is the first time I have felt the need to make any comments on DSM‐V. Even when the early steps in the DSM‐ V process seemed excessively ambitious, secretive, and disorganized, I hoped that I could avoid involvement and believed that my successors deserved a clear field. My unduly optimistic assumption was that the initial problems of secrecy and lack of explicitness would self‐correct and that excessive ambitions would be moderated by experience. I have decided to write this commentary now only because time is beginning to run out and I fear that DSM‐V is continuing to veer badly off course?and with no prospect of spontaneous internal correction. It is my responsibility to make my worries known before it is too late to act on them. What is needed now is a profound mid‐term correction toward greater openness, conservatism, and methodological rigor. I would thus suggest that the trustees of the American Psychiatric Association establish an external review committee to study the progress of the current work on DSM‐V and make recommendations for its future direction.

 

 

 

References

 

 

  • Frances AJ, Widiger TA, Pincus HA. The development of DSM‐IV. Arch Gen Psychiatry 1989;46:373‐375.

 

  • Frances AJ, Pincus HA, Widiger TA, Davis WW, First MB. DSM‐IV: Work in progress. Am J Psychiatry 1990;147:1439‐1448.

 

  • Widiger T, Frances A., Pincus H, Davis W, First M. Toward an empirical classification for DSM‐IV. J Abnorm Psychol 1991;100:280‐288.

 

  • Widiger TA, Trull TJ. The scholarly development of DSM‐IV. In: Costa e Silva JA, Nadelson CC, eds. Washington, DC: American Psychiatric Press; International Review of Psychiatry 1993; 59‐78.

 

  • First MB, Vettorello N, Frances AJ, Pincus HA. Changes in mood, anxiety, and personality disorders. Hosp Community Psychiatry 1993;44:1034‐1036, 1043.

 

  • Widiger TA, Frances A, Pincus HA, Davis WW. DSM‐IV literature reviews: Rationale, process, and limitations. Journal of Psychopathology and Behavioral Assessment 1990;12:189‐202.

 

  • Frances AJ, First MB, Widiger TA, Miele GM, Tilly SM, Davis WW, Pincus HA. An A to Z guide to DSM‐IV conundrums. J Abnorm Psychol 1991;100:407‐412.

 

  • Widiger TA, Frances AJ, Pincus HA, Davis WW, First MB. Toward an empirical classification for the DSM‐IV. J Abnorm Psychol 1991;100:280‐288.

 

  • Kline M, Sydnor‐Greenberg N, Davis WW, Pincus HA, Frances AJ. Using field trials to evaluate proposed changes in DSM diagnostic criteria. Hosp Community Psychiatry 1993;44(7): 1621‐1623.

 

  • Task Force on DSM‐IV. DSM‐IV options book: Work in progress. Washington, DC: American Psychiatric Association; 1991.

     

  • Widiger TA, Frances AJ, Pincus HA, First MB, Ross RR, Davis WW, eds. DSM‐IV sourcebook, Volume I. Washington, DC: American Psychiatric Association; 1994.

 

  • Widiger TA, Frances AJ, Pincus HA, First MB, Ross RR, Davis WW, eds. DSM‐IV sourcebook, Volume 2. Washington, DC: American Psychiatric Association; 1996.

 

  • Widiger TA, Frances AJ, Pincus HA, Ross RR, First MB, Davis WW, eds. DSM‐IV sourcebook, Volume 3. Washington, DC: American Psychiatric Association; 1997.

 

  • Widiger TA, Frances AJ, Pincus HA, Ross RR, First MB, Davis WW, Kline, M, eds. DSM‐IV sourcebook, Volume

4. Washington, DC: American Psychiatric Association; 1998.

 

  • Spitzer RL, Williams JBW, Skodol AE. DSM‐III: The major achievements and an overview. Am J Psychiatry 1980;137:151‐164.

 

  • Klerman GL. The significance of DSM‐III in American psychiatry. In: Spitzer RL, Williams JBW, Skodol AE, eds. International perspectives on DSM‐III. Washington, DC: American Psychiatric Press; 1983: 3‐26.

 

  • Frances AJ. Categorical and dimensional systems of personality diagnosis: A comparison. Compr Psychiatry 1982;23:516‐527.

 

  • Frances AJ. Dimensional diagnosis of personality‐not whether, but when and which. Psychological Inquiry 1993;4:110‐111.

 

  • Zimmerman M. Why are we rushing to publish DSM‐IV? Arch Gen Psychiatry 1988;45:1135‐1138.

 

  • Regier DA, Kaelber CT, Rae DS, Farmer ME, Knauper B, Kessler RC, Norquist GS. Limitations of diagnostic criteria and assessment instruments for mental disorders. Implications for research and policy. Arch Gen Psychiatry 1998;55:109‐115.

 

  • Volkmar FR, Klin A, et al. Field trial for autistic disorder in DSM‐IV.” Am J Psychiatry 1994;151(9):1361‐7.

 

 

  • Lahey BB. Applegate, et al. DSM‐IV field trials for oppositional defiant disorder and conduct disorder in children and adolescents. In: Widiger TA, Frances AJ, Pincus HA, Ross RR, First MB, Davis WW, Kline, M, eds. DSM‐ IV sourcebook, Volume 4. Washington DC: American Psychiatric Association. 1998; 661‐686.

 

  • White KL, Williams F, Greenberg BG. The ecology of medical care. N Engl J Med 1961;265: 885‐892.

 

 

  • Green L. The ecology of medical care revisited. N Engl J Med 2001;443:2021‐2025.

 

 

  • First M, Frances AJ. Issues for DSM‐V; Unintended consequences of small changes: The case of paraphilias ” Am J Psychiatry 2008;165:1240‐1241.

     

    • Roen S. Psychiatrists rewriting the mental health bible. Los Angeles, CA: Los Angeles Times; 2009.

 

  • Spitzer RL. DSM‐V: Open and transparent? Psychiatric News 2008;43(14): 26.

     

  • Carey B. Psychiatrists revise the book of human troubles. New York: New York Times; 2008.

 

  • Grossman R. Psychiatric manual’s update needs openness, not secrecy, critics say. Chicago, Ill: Chicago Tribune; 2008.

 

  • Lane C. Wrangling over psychiatry’s bible. Los Angeles: Los Angeles Times; 2008.

iOS6x Theme GUIDE

With the iOS 6.1 Jailbreak finally being released we are finally able to get a detailed look into our devices running 6x firmware. Previously this was restricted to A4 devices and below. 

The idea behind this thread IS to (ideally) bring all 6x related theming questions to a common or master thread that ALL users can read thru and also post their questions to in regards to theming 6x – but mainly geared towards 6.1.

I hope this can help out EVERYBODY in MMi and feel free to correct me and others if need be. 

I am basing most of this Thread from an iphone 5 perspective but also referencing an iphone 4S on 5.1.1

I am by no means the authority on theming I thought people might find this guide useful. 

***IF YOU DON’T FEEL COMFORTABLE BROWSING THE INTERNAL FILES OF YOUR IDEVICE STOP RIGHT NOW!!!***

!!!PROCEED WITH CAUTION!!!

***The “Table of Contents/Jump to sections” will only work on PC or from Safari (mobile) & not the MMi Mobile app due to the custom BBCoding. Simply open this thread via Safari on your Mobile if you wish to take advantage of the “Table of Contents/Jump to sections”***

Table Of Contents (Jump to sections!!)

Native Icons
AppStore Icons
Cydia/Jailbreak Tweak Icons
MobileIcons/Transparent Icons 
Settings Menu 
Custom Carrier Symbols
Custom Wallpapers
Deleting the white “CALL” word from your Dialer***Work In Progress***

For ME, I use iFunbox for both Windows and MAC with no issues at all. I like that fact that you can plug it to your computer like you do with iTunes and you can drag files out of your iDevice and it will copy to your folder on your computer and vice versa. It makes navigating your iDevice so much easier in my opinion.

There are other methods so it really comes down to what you feel comfortable with, I used to use OpenSSH installed on my iDevice and SBSettings but you still require a program to run on your computer and it pushes files via WiFi and other sepcifics. 

iFunbox!!

There is a few different ways to theme and that is up to each person how they wish to theme. Majority of the information I will post is relative to WinterBoard theming. 

So once you have jailbroken your iDevice and you wish to theme via WinterBoard you will need to install WinterBoard via Cydia (Think of Cydia as a Jailbreak APP Store if you must) 

If you do not wish to theme via WinterBoard then “Manual theming” is for you but also a lot more dangerous as you are dealing with the LIVE directories of your iDevice. 

***BEWARE***

ONE THING I cannot stress enough is to at least BACKUP folders/files before making changes incase something goes wrong!!!

So if you have WinterBoard installed you are now set to begin theming or simply to download iOS6 themes fromCydia

Im not going to go into the exact specifics of WinterBoard because I didnt build it but my understanding of it is that it lets beginning themers thru to advanced theme creators build themes which can theme majority of the iOS. Keep in mind WinterBoard does need a few updates due to elements NOT theming within iOS6. Im sureSaurik will address these issues in time once more is known about the changes within iOS6 so keep an eye out in Cydia for an update via the “CHANGES” tab (bottom middle of your iDevice)

Where does WinterBoard themes install or are used from?

The location is /var/stash/Themes.xXXXXx (the x’s are unique to your own iDevice)

Have a look there now, there is a few default usually out of date themes already installed. 

Thats where themes downloaded from Cydia will install to and also if you build you own theme it needs to be built in this same directory. ***Will Continue more later***

Firstly Icons (Native icons) ALL NATIVE apps are 118×120 pixels! Sure they might be icons might be 114x114px but the canvas that they sit on is transparent at 118x120px or it simply will not theme. 

Screenshots attached

Return to Table Of Contents

Native Icons

Native Icons and a few App Store and Cydia icons

These are located by navigating to here:

/var/stash/Applications.XXXxxX 

Appstore App
Name: 
icon@2x.png (No change from 5.1.1)
Size: 118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px 
Second Default image: Default@2x.png – size 640×920 px
Bundle id: com.apple.Appstore

Calculator App
Name: icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x.png – size 640×1096 px
Bundle id: com.apple.calculator

Camera App
Name: Camera@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.camera

Compass App
Name: Icon@2x.png (No change from 5.1.1)
Size: 118×120 px
Default image: Background-568h@2x.png – size 640×1096 px 
Bundle id: com.apple.compass

Contacts App
Name: icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x.png – size 640×1096 px
Bundle id: com.apple.MobileAddressBook

Game Center App
Name: icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x.png – size 640×1096 px
Bundle id: com.apple.gamecenter

Maps App
Name: Icon-57@2x.png (Was Icon@2x.png on 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.Maps

MobileCal App
icon@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobilecal

MobileMail App
Name: Icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobilemail

MobileNotes App
Name: icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobilenotes

MobilePhone App
Name: icon@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobilephone

MobileSafari App
Name: icon@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Second Default image: Default_Private-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobilesafari

MobileSlideShow App
Photos@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1136 px
Bundle id: com.apple.mobileslideshow

MobileSMS App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Second Default image: Default-sms-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.MobileSMS

MobileStore App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: efault-568h@2x~iphone.png – size 640×1096 px
Second Default image: Default@2x.png – size 640×920 px
Bundle id: com.apple.MobileStore

MobileTimer App
icon@2x~iphone.png (was icon@2x.png in 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobiletimer

Music App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.mobileipod

Nike App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x.png – size 640×1096 px
Bundle id: com.apple.nike

Passbook / Shoebox App **NEW**
icon@2x.png (Not in 5.1.1) **CORRECTED**
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1136 px
Bundle id: com.apple.Shoebox

Preferences App
icon@2x~iphone.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Second Default image: Default-prefs-568h@2x~iphone.png
Bundle id: com.apple.Preferences

Reminders App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.reminders

Stocks App
icon@2x~iphone.png (was icon@2x.png in 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.stocks

Videos App
icon@2x.png (No change from 5.1.1)
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.videos

VoiceMemos App
icon@2x.png (No change from 5.1.1)
118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1136 px
Bundle id: com.apple.VoiceMemos

Weather App
icon@2x.png (No change from 5.1.1) – size – 118×120 px
Icon-Celsius@2x.png (No change from 5.1.1) – size -118×120 px
Default image: Default-568h@2x~iphone.png – size 640×1096 px
Bundle id: com.apple.weather

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AppStore Icons

These are the apps you buy and/or download from Apple’s App Store BUT not Cydia tweaks! (working on that post atm)
The homescreen icon image sizes for these are strictly 114x114px IF you dont theme them at this size it wont theme. 
All App Store Apps are located at the following directory: /var/mobile/Applications
YES all the random numbers and lettering is for each App – iFunbox picks up on the random numbering and renames them as they appear on your Home screen. 
Lets looks at the Twitter app for example. 

Navigate to: /var/mobile/Applications/Twitter 

Once there it also has another directory structure breakdown: (Generally the case for all App Store apps)

/Documents 
/Library
/tmp
/Twitter.app

The “Documents/Library/tmp” folders arent really useful from a theming perspective and are more used to keep the App in check and retain information etc. 
JUST LEAVE THOSE FOLDERS ALONE!!

However the Twitter.app provides all the information we need to utilise to theme it essentially. 

First move I usually make is to open the Info.plist file, if you have iFile installed via Cydia (Paid tweak – AND the most useful tweak IMO) then use iFile to open 
the “Info.plist” file via the “Property List Viewer” (PLV) option. This method I find is cleaner than opening it as a text file, text file can be useful but its a lot of information with no real breakdowns in the sections of the “plist” where as the PLV option will display it in a sectioned like table on your iDevice. 

If you are really stuck and are unable to open the “Info.plist” due to not having iFile, another method is to save it to your Desktop and if you’re on Mac you should just be able to select the plist and hit Spacebar and that will preview it as a txt document. You will just have to read the doc to find the information you are after. OR if you are on Windows change the “plist” extension to “doc” Windows will ask you if you are ok with the extension change, just say yes and then open the renamed Info.plist -> Info.doc in Microsoft Word. This is the equivalent to previewing it Mac or as opening it as “Text Viewer” on iFile. 

So we have the Info.plist open or are previewing or reading it, first thing I look for is:

CFBundleIdentifier 

Why exactly? This provides the Bundle ID as referred to with all the Native Apps I noted above earlier and for the “Bundle” folder name under YourTheme/Bundles

So the CFBundleIdentifier for Twitter reads: com.atebits.Tweetie2 

OR

Bundle ID: com.atebits.Tweetie2

So to start theming any of the Twitter App you need to now make a new folder inside of “Bundles” called “com.atebits.Tweetie2” 
This will look like YourTheme/Bundles/com.atebits.Tweetie2

Any theming changes you wish to make will now be placed into this newly created folder and WinterBoard will apply the changes once resprung.

So with the folder now made within Bundles to theme the Twitter App I refer to the original Twitter “Info.plist” and now I look for 

CFBundleIconFile

This should provide us with an indication of what the Homescreen Icon image is called. It can list all the icon names that are all various sizes so can be somewhat confusing all the same! 

Take for the example the Twitter App it lists the CFBundleIconFile as “Icon-production.png” Now there is the first misleading information the fact that if you are on a Retina device e.g iphone 4 and up this isnt true as these devices use the “@2x” suffix before the “png” extension. So to me I know that filename is not right, but its in the right direction. I then exit the Info.plist and look within the Twitter App for “Icon-production.png” and look what is below the “Icon-production.png” file…”Icon-production@2x.png” 

See attached image

So now we are almost certain we have the correct icon file for the Twitter App to theme, the last bit of confirmation I do is to select “Icon-production@2x.png” and via iFile (handy tweak remember) open it via the “image viewer” option. Why you might ask? It provides the pixel dimensions of “Icon-production@2x.png” and it is showing 114×114 pixels. 

So to sum up, we now have the correct Bundle ID and icon name to theme or mod the Twitter App and also any other elements you wish to mod that we downloaded from the AppStore. This method might seem a bit long winded but it does work. 

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Cydia/Jailbreak Tweak Icons
The Cydia/Jailbreak Tweak icons are for CYDIA and your Jailbreak tweaks (some tweaks do not show icons on the homescreen). These can almost be a blend/hybrid between theming the Native(default) Icons and/or the App Store Icons, it really comes down to how the tweak Developer decides to write the tweak and what directories it needs to install to. 

Tweaks that install into /var/stash/Applications are fairly easy to theme, simply follow the App Store IconMethod and navigate to your tweak i.e Barrel (for the purpose of this thread) open up the folder and you will find the “info.plist” and also the icon name – in this case “barrelicon.png” 

Opening up the “info.plist” in iFile under the PLV mode we can scroll to the “CFBundleIdentifier” and find the Bundle ID (com.aaronash.Barrelsettings) that we need to create a folder called that under “Bundles” within your own theme. 

So for the Barrel tweak:
Name: barrelicon.png
114×114 px
Bundle id: com.aaronash.Barrelsettings

So for theming sake I have put up a screenshot of Barrel unthemed as per below

UNTHEMED:

and then THEMED as per the above method

NB: I have sometimes found that to THEME tweak icons you need to change the 114x114px PNG image to 118x120px and place your Tweak icon on this image size as technically if the tweak is in the “Applications” directory the NORMAL icon sizing is 118x120px. So just keep that in mind if the tweak icon doesn’t theme at 114x114px try placing it on a 118x120px canvas. 

Another method I have figured out which is REALLY useful to locate ALL files for Jailbreak tweaks is to navigate to the following directory

/var/lib/dpkg/info 

Now JUST TO BE CLEAR “YOU DO NOT WANT TO BE DELETING ANY FILES IN THIS DIRECTORY!!!”

This Directory should be a READ ONLY type mode!!

This directory contains a lot of Jailbreak stuff, but the main thing I would like to point out is there are these “list” files, these “list” files once opened with iFile display ALL the directories AND files the Jailbreak tweak installs…EVERYTHING!!

For Barrel: com.aaronash.barrel.list

I have attached a pic to show what you see when the Barrel “list” file is opened in iFile

So its VERY useful when you are trying to locate files to theme and the like

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MobileIcons/Transparent Icons

Ok, I have had a few people ask about Mobile Icons, firstly I am going to explain the three (3) icons. 

These are:
AppIconMask@2x~iphone.png
Size: 118x120px
AppIconOverlay@2x~iphone.png
Size: 118x120px
AppIconShadow@2x~iphone.png
Size: 118x120px

They are located here: /System/Library/PrivateFrameworks/MobileIcons.framework
Bundle ID: com.apple.mobileicons.framework

These icons are responsible for the appearance of your App Store Icons on your home screen 

Lets take a look at the three icons in closer detail 

AppIconMask@2x~iphone.png – Controls the icon image displayed, anything BLACK is not shown (gives the appearance of the nicely rounded corners) While anything WHITE is SHOWN
AppIconOverlay@2x~iphone.png – Provides a glossy overlay look like the Default icons have (it works sometimes and then it doesnt)
AppIconShadow@2x~iphone.png – Provides a subtle shadow below the icon image

To theme these for your own theme they need to go into YourTheme/Bundles/com.apple.mobileicons.framework

If you do decide to theme these, they need to be saved a little bit different to conventional pngs, in Photoshop when you go to save go to “Save for Web & Devices”.
Select “PNG-24” all the way till it saves. 

Also if you are wanting to have TRANSPARENT ICONS in your theme you will need to rename ALL three (3) of the files otherwise you will get the annoying the mask/overlay/shadow images applied to your transparent icons. 

This is evident in the screenshot below

and then with three (3) files renamed as in take the “@” out of the filename and the images are still retained on your phone but the iOS does not call on them anymore. MUCH BETTER THAN DELETING!! 

It appears as below

*Also when these files are renamed, it then exposes the full image of the App Store icons, usually AppIconMask gives these icons the rounded icon look that we are all familiar with. So really if you are going to build a transparent theme, all the App Store icons will need to be themed accordingly to get rid of the ugly square look.

Also you will need to rename 

“WallpaperIconDockShadow@2x~iphone.png” along with “WallpaperIconShadow@2x~iphone.png” for the Safari “Docked” icon and if you while you are there you might 
as well rename the “SwitcherIconShadow@2~iphone.png” for when you Double tap the home button. 

These are located in 

/System/Library/CoreServices/SpringBoard.app

BIG thank you to Jahooba for letting me use his “NEUROTECH HD” icons as a demostration, if you like the look of his icons/theme head over to his thread to preview more! 

Click here for more NEUROTECH!!

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Settings Menu

This section goes into detail to theme the icons displayed in your “Settings Menu”

Before

and AFTER (themed)

The “Settings Menu” icons are located in the Preferences App or

/var/stash/Applications/Preferences.app

Firstly the majority of the Settings Icons are contained within the iconCache@2x.artwork file and are 58×58 pixels

I tested this by renaming the iconCache@2x.artwork and 25 icons were no longer themed within the Settings Menu

See pic attached.

Note only the DND icon remained, which is stored as a separate PNG in the Preferences App

Unfortunately at this stage, extracting the iconCache@2x.artwork file is not possible. If you didnt know already, “artwork” files are encrypted or compressed type files Apple use to package up their PNG’s. The iOS can utilise these artwork files fine but everyday PC’s require a few extra “bolts on” so to speak to extract these files. 

If you wish to know more about extracting these “artwork” files head HERE!! to read a tutorial on it! 

BUT WinterBoard is still theming these files as per iOS 5 so its not really a major. The names havent changed either which is a surprise from Apple!

See the pic below, its the Airplane Mode icon, which is now stored in the iconCache.artwork file, I have opened up the “Settings.plist” within the Preferences App via iFile which confirms the name as “Settings-Air” which is the same name in iOS 5 less the “@2x.png” part. 

In order to theme these in WinterBoard the themed images need to go in a “com.apple.Preferences” less the quotation marks. Or 

YourTheme/Bundles/com.apple.Preferences

I determined all the names via the “Settings.plist” within the Preferences App

Now the names
Airplane Mode = Settings-Air@2x.png
Wi-Fi = Wifi@2x.png
Bluetooth = Bluetooth@2x.png
Carrier = Carrier@2x.png
Do Not Disturb = @2x.png
Notifications = notifications_icon@2x.png
General = Settings@2x.png
Sounds = Settings-Sound@2x.png
Brightness & Wallpaper = Wallpaper@2x.png
Privacy = Privacy@2x.png
iCloud = iCloud@2x.png
Mails. Contacts, Calendar = mmc@2x.png
Notes = Notes@2x.png
Reminders = Reminders@2x.png
Phone = Phone@2x.png
Messages = Messages@2x.png
FaceTime = FaceTime@2x.png
Maps = Maps@2x.png
Safari = Safari@2x.png
iTunes & App Stores = AppStore@2x.png
Music = Music@2x.png
Videos = Video@2x.png
Photos & Camera = Photos@2x.png
Twitter = Twitter@2x.png
Facebook = FacebookSettings@2x.png
Nike + iPod = Victoria@2x.png
Weibo = Weibo@2x.png
Newsstand = Newsstand@2x.png
Speakers = Settings-Sound@2x.png

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Custom Carrier Symbols

Sick of the Carrier Symbol in your Status Bar? This can be themed via WinterBoard, first question where do would one find your Carrier’s Bundle in your iOS. 

Well there’s a few ways. 

If you are familair with your Carrier’s details its as simple as navigating to 

/System/Library/Carrier Bundles/iPhone

THEN trawling through the 1823 Folders to find your one, which can be easily done if you know the exact carrier you are after. 

Another method AND EASIER method is to go to

/var/mobile/Library 

In here scroll down to “Carrier Bundle.bundle” highlighted in BLUE. With the BLUE highlight, that denotes a “Symbolic Link” or SymLink. When you click on Carrier Bundle.bundle you will be automatically navigated to YOUR CARRIER’s BUNDLE. 

See pic below

Next stop we are in our Carrier’s Bundle and for an example this is what mine looks like.

Once inside the Carrier’s Bundle – Mine is Telecom_nz.bundle as per the SymLink we selected, we open up the Info.plist via iFile or whatever is easiest in the “PLV” mode. 

Identify the Bundle ID: com.apple.Telecom_nz

There are 2 image files in my Carrier Bundle being 

FSO_CARRIER_Telecom NZ_1only_.png Size 72x20px
TS_CARRIER_Telecom NZ_1only_.png Size 74x20px

So to theme these via WinterBoard I create a new folder within my Bundles directory named:com.apple.Telecom_nz

There is a WinterBoard trick however to theme these two (2) files to create your custom carrier symbol. 

Firstly: The new custom carrier symbol needs to be twice as big as your carrier’s original image. 

So for me these image sizes are increased from 72×20 TO 144x40px & 74×20 to 148x40px at a minimum. 

I found to get them sitting right I had to make a new background 1pixel higher so 40pixels to 41pixels and set the custom carrier symbol to the bottom 
leaving a transparent 1 pixel row along the top. This aligned it to the bottom of the status bar. 

LASTLY AND MOST IMPORTANTLY!!!

You will need to add “@2x” before the .png extension of the files you have modded. 

So mine were:

FSO_CARRIER_Telecom NZ_1only_.png Size 72x20px
TS_CARRIER_Telecom NZ_1only_.png Size 74x20px

AND NOW THEY ARE

FSO_CARRIER_Telecom NZ_1only_@2x.png Size 144x41px
TS_CARRIER_Telecom NZ_1only_@2x.png Size 148x41px

So to recap my Directory structure looks like this

MY Theme/Bundles/com.apple.Telecom_nz

With those images placed inside. 

FYI – DO NOT EDIT YOUR CARRIER PLIST – Apple signs that in conjunction with your Carrier and if modded its detected as CORRUPT & can cause issues!

Return to Table Of Contents

Custom Wallpapers

***IF YOU DON’T FEEL COMFORTABLE BROWSING THE LIVE DIRECTORIES OF YOUR IOS DEVICE STOP NOW!!!***

To have your own Custom Wallpapers show up in the Settings Menu which is the desired effect, you need to manually move the Wallpapers you have created to the following directory 

/var/stash/Wallpaper.xXxxxx(x’s are unique to your device)/iPhone 

Here is a screenshot of the Wallpaper options we have and where we would like OUR wallpapers to be displayed.

Also here is a screenshot of the Wallpaper menu, this is where we need to add our OWN Wallpapers

Firstly, you need to check the sizes of the Thumbnail image (image displayed in the Settings Menu Wallpaper selection panel) and also the Wallpaper image. 

To help out im going to list a few below

iPhone 4/4S 
Thumbnail = 150×150 pixels
Wallpaper = 640×960 pixels

iPhone 5
Thumbnail = 150×150 pixels
Wallpaper = 640×1136 pixels

If you want your images to display FIRST you are going to need to rename your Default/System wallpapers as they start at “100” at this refers to number 1 option in the Settings Menu/Wallpaper. 

So for me I want mine to display FIRST, I name my images as below which are for my iphone 5 

Wallpaper = 100-568h@2x~iphone.png
Thumbnail = 100.thumbnail-568h@2x~iphone.png

NB: For iphone 4/4S users drop the “-568h” part of the filename so…

Wallpaper = 100@2x~iphone.png
Thumbnail = 100.thumbnail@2x~iphone.png

AND all that is left now is to add the files to the Wallpaper directory 

/var/stash/Wallpaper/iPhone

Here is a pic of MY Wallpaper at the start of the Settings/Wallpaper selection panel, and then SELECTED. 

Just repeat the process as necessary. 

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Deleting the white “CALL” word from your Dialer ***Work In Progress***

Sick of the white word “CALL” messing your Custom dialer up? If you didnt know the CALL word is a string of text overlayed on top of the Dialer. The only way to get rid of it is to mod the “General.strings” file within your chosen language within the Mobile Phone App. Mine is English but GB English

So for me to manually mod this (e.g not using WinterBoard) I navigate to 

/var/stash/Applications/MobilePhone.app/en_GB.lproj

FIRST MAKE A COPY OF THE “GENERAL.STRINGS” FILE

Open up the General strings file in iFile (if possible) and in Property List Viewer (PLV) mode and the locate “Call” select this and then DELETE the word “CALL” and SAVE then RESPRING

The white “CALL” word is now gone and the WHITE phone symbol is left. 

To get rid of that image manually simply rename 

callGlyph_large-568h@2x~iphone.png
callGlyph_small-568h@2x~iphone.png

Just removing the “@” stops the iOS calling on those images, so as per below the once 
white CALL word and white PHONE symbol are now gone. 

***TO BE CONTINUED***

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Please let me know your thoughts & ideas and if you might find this useful or areas to post up! 

Thanks!

Last edited by Jato_BZ; Yesterday at 12:50 PMReason: Adding photos to Carrier/Wallpaper/Call sections

Twitter Id: @Jato_BZ 
Ask questions here or there, or follow/preview my theme build process…something different

Extremely Rapid Usability Testing

Abstract

 

The trade show booth on the exhibit floor of a conference is traditionally used for company representatives to sell their products and services. However, the trade booth environment also creates an opportunity, for it can give the development team easy access to many varied participants for usability testing. The question is can we adapt usability testing methods to work in such an environment? Extremely rapid usability testing (ERUT) does just this, where we deploy a combination of questionnaires, interviews, storyboarding, co-discovery, and usability testing in a trade show booth environment. We illustrate ERUT in actual use during a busy photographic trade show. It proved effective for actively gathering real-world user feedback in a rapid paced environment where time is of the essence.

 

Keywords

 

Discount usability methods, rapid usability testing, trade shows

 

 

Introduction

 

Traditional usability testing typically occurs in a laboratory-like setting. Participants are brought into the test environment, a tester provides tasks to the participants, and the participants are instructed to ―think aloud‖ by verbalizing their thoughts as they perform the tasks (e.g., Dumas

& Reddish, 1999; Nielsen, 1996). Observers watch how the participants interact with the

product under test, noting both problems and successes. While a typical usability test normally takes at least one hour to run through several key tasks, it can take many days or weeks to set up (e.g., lab and equipment set up, protocol preparation, recruitment, scheduling, dealing with no-shows, etc.). The key problem is that it may be quite difficult and/or expensive to motivate peopleparticularly domain expertsto participate in such a study. While this can be mitigated by running the test in the domain expert’s workplace, this introduces other significant problems, such as disruptions to the expert’s actual work.

 

Another possibility is to use a trade show as a place for conducting usability tests, especially for new versions of a product that would naturally fit a trade show theme. We can consider the benefits of a trade show in light of Dumas and Reddish’s (1999) following five characteristics of usability testing:

 

1. The primary goal to improve the usability of a product

2. Participants represent real users,

3. Participants do real tasks,

4. You observe and record what participants do and say and

5. You analyze the data and recommend changes

A trade show emphasizes characteristics 1, 2, and 3. Characteristic 2 is the one that is maximized: there is a plethora of potential participants, all very real users with domain expertise, not only present but likely willing to participate in the usability test. They should be highly motivated to try out, and thus test, new product versions. Their attendance means they have a large block of time for doing so. Next, a trade show setting sets the scene for characteristic 1 because trade shows largely concern advertising, familiarizing, and ultimately selling a product to potential customers. Product features, usefulness, and usability dominate discussions between participants and those manning the booth. For characteristic 3, participants are engaged by the theme of a trade show, they could easily reflect upon the actual tasks that they would want to perform on a product or critique the tasks they are being asked to do. In turn, the feedback gained is likely highly relevant to real-world use.

 

Yet there are issues. A trade show is not a laboratory, nor is it a workplace. Trade shows are crowded and bustling venues, where vendors compete with others to attract people to their booths. A trade show exhibit booth is a hectic, noisy, cramped space that exists for three days and could be visited by 500 people or more. Booth visitors can be users, competitors, students, or future customers. Each visitor may spend anywhere from one minute to 60 minutes in a booth. Distractions are rampant. This is not a typical usability test environment! This makes characteristics 4 (observe and record) and 5 (analyze) more problematic for the evaluator and constrains the kinds and number of tasks (characteristic 3) that can be done. Yet for companies with limited time and resources to get their product to market, a trade show could offer a realistic way to gather a broad brush of domain experts in one place for product testing.

 

Of course, there are evaluations methods within human computer interaction (HCI) that others developed for time and resource limited environments (e.g., Bauersfeld & Halgren, 1996; Gould,

1996; Marty & Twidale, 2005; Millen, 2000; Thomas, 1996), but none specifically address the trade show setting. Gould (1996) was perhaps the earliest advocate of rapid testing. He describes a plethora of highly pragmatic methods that let interface designers quickly gather feedback in various circumstances. His examples include placing interface mockups in an organization’s hallway as a means to gather comments from those passing by and continually demonstrating working pieces of the system to anyone who will take the time to watch. The advent of quick and dirty usability testing methods in the mid 90s formalized many of these processes. Each method was an attempt to decrease the cost of the test (time, dollars, resources, etc.) while maximizing the benefit gained (e.g., identifying large problems and effects, critical events, and interface compliance to usability guidelines, etc.) (Nielsen, 1994;

 

 

 

 

 

 

 

Thomas 1996). Other methods were developed to specific contexts. For example, Marty and Twidale (2005) described a high-speed (30 minute) user testing method for teaching, where the audience can ―understand the value of user testing quickly, yet without sacrificing the inherent realism of user testing by relying solely on simulations.Millen (2000) discussed rapid ethnography, a collection of field methods tailored to gain a limited understanding of users and their activities within the constraints of limited time pressures in the field.

 

No method specifically addressed running rapid usability tests in a busy trade show or conference exhibit hall booth. The question remained, how can we use the trade show as a place for conducting usability tests? Consequently, our goal was to see if we could adapt and modify existing usability testing methods to the trade show context, which we called extremely rapid usability testing (ERUT). Our experiences with ERUT involved a pragmatic combination of HCI evaluation techniques: questionnaires, co-discovery, storyboarding, and observational think-aloud tests. It was an example of taking formative testing methods and applying it to a

particular context of use. We wanted to exploit the bestof each method, i.e., the portion that delivers the maximum amount of information within the severe limitations of the trade show. ERUT is not a formal or exhaustive usability evaluation of a product, nor a replacement for other methods. Rather, ERUT applies and mixes various informal discount methods to provide insights into the usefulness and usability of primary product features.

 

ERUT developed opportunistically. This paper’s author, Mark Pawson, and another colleague were invited by Athentech Inc. of Calgary Alberta to attend the PDN PhotoPlus show in New York to perform rapid usability tests on the Perfectly Clear® digital imaging enhancement software. Pawson already worked as a usability evaluator, and both he and his colleague were experienced in working trade booths from a marketing perspective. We developed ERUT to quickly gather real-world feedback about the usability and usefulness of this product and to shed significant light on whether Athentech’s unique selling proposition resonated with the customer.

 

In the remainder of this paper, we describe our experiences developing and using ERUT to evaluate Perfectly Clear® at the PDN PhotoPlus trade show. We caution that ERUT as described here is a case study of our experiences and the lessons we learnt, rather than a rigid prescription of how to do usability testing in a trade show environment. That is, it can be seen as a starting point for practitioners to adapt usability testing to their own trade show settings.

 

The Product and Context

 

Athentech states that Perfectly Clear Pro® is a digital image enhancement software designed to correct a digital photo to match what the human eye sees when the picture was taken. Without getting into technical details, Athentech developed a process that overcomes camera

limitations and produces photos that yield what the photographer saw when capturing the image.

 

Athentech licenses this technology to photographic labs and to industry leaders such as Fuji, Blacks, Ritz, and Walgreens for use in kiosks and mini-labs. They also wanted to enter the professional consumer market. To this end, Athentech regularly attended trade shows to understand the problems photographers face with digital imaging and with existing software tools on the market. They then developed Perfectly Clear Pro® as their first venture into developing a product for the professional and serious amateur photographers.

In our specific case, Athentech was keen to take an alpha version of Perfectly Clear Pro® to PhotoPlus, a major trade show and exposition whose tag line is ―…to be on the cutting edge of what’s happening in photography and imaging‖ (http://www.photoplusexpo.com). However, Athentech had not yet performed any usability evaluations. They believed the show represented a tremendous opportunity not only to get their product in front of many potential customers in a very short time but to try to understand where the alpha version succeeded and failed.

 

 

 

 

 

 

 

From prior experiences, we knew that running usability tests in a booth would be quite different from the usual evaluation setting.

 

    The trade show had strict daily closing times, which meant testing after show hours would not be possible.

    The environment was noisy. While Athentech had chosen a closed booth with a section cordoned off for testing, cordoning was done via curtains.

    Participant selection would be haphazard, as it depended on who we could attract from the general conference milieu.

    Testing time was very limited. Past experience with booth visitors indicated that having

15-20 minutes of a participant’s time would be generous. Although some participants

would perhaps stay longer, most would fit this in-between talks and visits to other booths.

    Time to immediately reflect on particular study results was limited due to the need to process as many people as possible within the three day duration of the show.

    From the participant’s perspective, usability testing was only one purpose—the lesser purposeof the booth. When a visitor stressed business needs over a desire to be a

test participant, the tester would have to rapidly switch from wearing a usability testing hat to a sales hat.

A testing regime has to be fluid in order to respond to these constraints. Consequently we designed ERUT to focus on the following two primary objectives:

 

    Assess the usefulness of the core functionality of a product, i.e., was the product’s unique selling proposition solving a problem that a majority of customers wanted solved?

    Find major usability problems in the core functionality.

While this meant that some aspects of the software would be ignored, we hoped that ERUT

could determine the usefulness and usability of the core product.

 

Methodology Details

 

The following sections discuss the booth setup; recruiting participants; questionnaires; choice of tasks; co-discovery, think aloud, and active intervention techniques; and storyboarding for recording results.

 

Booth Setup

The trade booth doubles as both a marketing venue and the usability testing area. While it is possible to have two separate booths, we believe a single one is best as it is the product marketing that attracts the participants (discussed shortly). Still, it is important to isolate the testing area from the direct flow of the convention crowd, perhaps by partitioning the booth into two areas: an outer booth for marketing and an inner booth for testing. Without an isolated quieter area, the evaluator runs considerable risk of introducing interactions and distractions in the booth between test participants and those wandering in and out of the booth (IXDA 2007).

 

In our case, PhotoPlus attracted huge crowds with over 27,000 registered participants. To adjust the flow of potential participants and to isolate the test area, we set the booth walls up around the outside perimeter of the allotted booth area assigned to PhotoPlus. The outside of the booth walls were hung with promotional posters and sample pictures of Perfectly Clear® technology, as illustrated in Figure 1. We then created a doorway into the inner booth, which became the test area as illustrated in Figure 2. As discussed below, the Athentech marketing representative would then feed participants through this doorway when we were able to receive them.

 

 

 

 

 

 

 


 

Figure 1. The booth’s exterior, used for product promotion and marketing. Note the doorway to the interior testing area on the right.

 

 

 

 

 

 

 


 

Figure 2. The booth’s interior, used as a testing area.

 

Recruiting Participants

The trade show offered ease of access to a large variety of domain experts and potential customers in one place. The question was how do we recruit these people given the large number of other booths competing for their attention?

 

In our case, the attractant was the pictures that hung on the booth wall exteriors that displayed the before and after effects of the Perfectly Clear® technology (Figure 1), and the unique selling proposition delivered by the Athentech representative working the front of the booth. The Athentech representative served as our gatekeeper. He invited interested potential customers to test the product, while controlling the flow into the testing area.

 

Interested attendees typically asked a booth representative for a demonstration. While many booths provided such demonstrations, our representative explained that the product was still in its early stages and that only those people willing to participate in usability test could try it. Those who volunteered to participate in usability testing were then invited into the booth on a first come, first served basis. Participants felt that they were in control of this process, for it came out of their desire to try the system. To make this work, much of the preliminary process that precedes a usability study was discarded. For example, we did not use written consent forms, nor did we offer incentives to have people participate in the usability testing (although

we did give participants gifts of all-natural chocolate from the Amazon rainforest). Certainly, the issue of consent has to be revisited both to inform the participant more clearly and for organizational liability; the question is how to do such consent effectively within this context.

 

Of course, we could not handle all possible participants due to time constraints. Yet those who could not participate were not necessarily lost opportunities. We scanned in contact information from the badges of several hundred trade show attendees who were interested in trialing (and thus evaluating) a beta copy of the product at a future time.

 

 

 

 

 

 

 

Questionnaires

We originally planned on a short pre-questionnaire and an optional post questionnaire (e.g., a satisfaction or a desirability survey). We knew that time would be short in the booth and that participants would be eager to get to the product, so we wanted the questionnaire to be equally short. Thus we focused only on a few key questions that the company considered critical.

 

Athentech’s previous research had already validated that Perfectly Clear® was aligned with customer goals. Their concern was with the offerings of recent competitive products on the market. Athentech felt that those products offered a different workflow and unnecessary functionality. Athentech also thought other vendors had understated the limitations of the

digital camera in capturing true images. Given this, we targeted our prequestionnaire to simple demographics (if participants were professional or serious amateur photographers), what software tools they were currently using for their work, and what they were using these tools

for.

 

However, there were tradeoffs. Athentech also wanted to collect additional user feedback on various topics that would help guide their future software development. This would have dramatically increased the size of the questionnaire. We were concerned that customers would be turned off; they were drawn to the usability test (which was in the spirit of trade show demonstrations) but not to the barrage of questions both before and after the test. We found it challenging to balance the questionnaire so that it met both business and testing needs while respecting the customers’ short timelines and interests. As discussed later in our ―Lessons Learntsection, flexibility was the best approach. Instead of requesting this extra information as part of the written questionnaire, we worked the questions into our conversation with participants while they were doing the task. We were opportunistic: we asked questions when they fit into the flow of activity, but in the interest of time not all questions were asked.

 

We also found that our post-test survey questionnaire did not work in the context of the booth. The questionnaire did not fit with the natural rapport of a trade show booth. As one participant said ―everything you have done up to now has been great, but this just turns me off.

 

Choice of Tasks

We develop three tasks ahead of time that were both unique and representative of problems we believed that potential customers wanted solved and that incorporated the unique selling proposition of Perfectly Clear®. This was a modification of an idea used by Chauncey Wilson for testing in a trade show booth (personal communication, 2007). We had planned to let participants select the most personally interesting one of these three tasks to do. We thought the choices made would give us insight on what parts of the product the participant perceived

as the most useful.

 

However, we decided that this approach was not the best one. First, the alpha release of Perfectly Clear® was not robust enough to allow people to actually do some of these independent tasks. More importantly, Perfectly Clear® was targeting a specific task workflow, cull and image correction of photos. Athentech was in part positioning itself against its competitors who (Athentech believed) had lost sight of this basic customer need by adding layers of complexity and functionality. Consequently, we decided to concentrate only on a core task that addressed this specific workflow. If that could not be done by people to their satisfaction, then it wouldn’t really matter how well they could do other tasks with the system. Therefore we spent time with Athentech learning about the specific problems photographers faced with image enhancement and how this was addressed by Perfectly Clear’s® workflow. From this we created four interrelated scenarios in a photographer’s language that we felt were

both representational and motivational. These tasks were originally written down on 4 x 6 cards and were to be given to the participants as they completed each task. However, as in the

questionnaire, we found the best way to introduce the task was as part of an informal

conversation rather than by script. Hence the exact language used to introduce each of the four tasks varied between participants.

While the above may sound like normal task selection and debugging, we want to stress that

the short time line forced us to reconsider our tasks. We would likely have time for people to do only a single task, and we needed to ensure that the results were extremely practical.

 

 

 

 

 

 

 

Co-discovery, Think Aloud, and Active Intervention

We were concerned that the trade booth could create an intimidating atmosphere for usability testing. We did not know ahead of time how the booth layout would affect participant privacy and distraction, which in turn would hamper the concentration of a single participant asked to

―think aloud‖ while completing a task. We decided to use co-discovery, where two participants work together to complete a task. Co-discovery yields higher quality verbal communication

between paired participants than single participants. The pair typically converse for their own benefit to complete the task, as opposed to a single participant who is communicating solely for

the test facilitator’s benefit.

 

In the trade show context, we felt it unreasonable to pair strangers. Instead, we looked for people who visited the booth with a friend or associates and encouraged them to be our participants. Still, we did use single participants if no pair was around at the moment. In these instances, and given the predicted short test cycles, we used active intervention in order to elicit high quality think aloud comments. Active intervention was also advocated in a Web

discussion forum on usability testing at conferences (IXDA, 2007). We were somewhat surprised at how well this worked. Only once did we have to ask a participant what they were thinking, all others proved textbook examples of the think aloud technique. We surmise that this is the

result of the informality of our private testing area, the relaxed trade show atmosphere of the attendees, and participants’ keen interest in the product.

 

In practice, we gleaned equally high quality think-aloud and co-discovery comments from both individual and paired participants. We certainly observed the engagement of paired participants with each other as the research has reported. However, we also found that it was quite common for one participant to break off his conversation and attention to the task. The participant would explain her thoughts to us or ask a question, while the partner carried on alone. We used active intervention on both the single and paired participants to work in guiding questions at appropriate times.

Storyboards for Recording Results

Recording test results in the fast pace, noisy atmosphere of the trade show raises other challenges. We used a modification of an HCI discovery technique described by McQuaid, Goel, and McManus (2003) to shadow and record the storyof library visitors. They took pictures of the visitors as they pursued their activities. They printed these pictures and overlaid acetate sheets to record their notes of what they observed. Then, they compiled these into storyboards that they hung on a wall and displayed to stakeholders.

 

In a similar way, we used hardcopy screen shots of Perfectly Clear® to record the story of the paths the participants took in exploring the task. To clarify, storyboarding is a prototyping technique usually used to describe an interface sequence to others. Instead, we used storyboarding for note-taking, where the visuals and annotations described the primary actions a person actually did. We did not use videotapes or screen-capture software for recording the usability results, as we would not have had the time to revisit, analyze, and reflect on these recordings. As well, we were looking for high-level vs. detailed effects. It was unclear if video analysis was worth the effort. The advantages of paper storyboards are the ease in taking notes by simply circling or numbering areas visited, adding annotations as needed, andperhaps

most importantlythe immediacy of the result. The storyboards helped us collate our notes at the end of the day and perform our analysis without having to wade through hours of video

tape. However, the storyboards are by no means neat, as annotations were made in a rushed pace. Notes on interesting observations, comments made by the participants, answers to questionnaires could all end up on a storyboard and these could be hard to decipher days later. Ours had to be looked at on the same day while our memories were still fresh in our mind. Also, unlike McQuaid, Goel, and McManus’ storyboards, ours were far too messy to show to

stakeholders.

 

 

 

 

 

 

 

 

Lessons Learnt

 

While every trade show and usability testing needs differ, we offer the following lessons learned for others to consider within their context.

Easy access to domain experts and potential customers. Perhaps the biggest advantage

of ERUT over a standard usability testing methodology is the ease of access to a large variety of domain experts and potential customers in one place. There is no time spent recruiting participants, dealing with the logistics of scheduling, or losing time due to no-show participants. These issues simply do not exist. A trade booth, if designed well, is a natural attractant for people. People are at a trade show because they want to be, and they come into a booth

because they are interested in the product. Recruiting these people as study participants is just a matter of suggestion.

Business comes first. In a trade show environment, the business need comes first. Most companies enter trade shows for marketing, not for testing. More importantly, trade show participants are there to see products, not to test them. Thus one should not expect to do rigorous usability testing in such an environment; incomplete questionnaires and tasks are the norm, and participants may shift their attention to their personal needs vs. keeping strictly to the test regime. Yet this shift of attention is also an opportunity, as it creates a type of contextual interview around the topic of user and business needs while running the test task (it is contextual in the sense that the trade show offerings are often part of the conversation). In fact, our experience from this was that a trade show booth might be the next best thing to observing users in the context of their real environment because they are there for themselves, seeking real solutions to problems they have, and they are primarily in the booth for their own personal gain. The result is very rich customer input on their needs.

 

Casual conversation over scripts and questionnaires. The best way to engage participants was to drop the usability script and questionnaires; we used casual conversation instead. In our case, participants had a real need for automatic batch correction of their photos. Event photographers in particular were in the booth because they wanted to know how Perfectly Clear® would save them time doing hundreds of image corrections and allow them to get back

to their jobsshooting photos. They were captivated by the message that they had heard from the Athentech representative and were keen to see the software. Introducing ourselves by giving the standard ―thank you for participating in our usability test…‖ patter and then presenting them with consent forms and a pre-test questionnaire was cold and robotic and did not fit the pace of action. Instead we worked both the business questions and the task into an exploratory conversation. This immediately engaged them, showed respect for their time, and

worked with the natural flow of a trade show environment. Participants wanted to talk shop, not be treated as a test subject. They were there to get answers, not to be asked questions. By being very familiar with the questions we wanted to ask, we looked for opportunities to introduce them as part of a conversation during the testing. This was probably the greatest value of the questionnairesthey became our talking points. The questionnaires helped us pick up on important points made by the participant that otherwise could have gone unnoticed

unless one is a domain expert in photography. Of course, this comes at a cost, the loss of a script means that the process is not as repeatable. Different words (and different evaluators) may motivate people differently and large chunks of the script may be omitted. This also implies

that the collected data is better seen as samples rather than a consistent outcome based on repeatable instructions and tasks.

 

Tasks need to be meaningful. The actual tasks done by participants and how they are introduced may also deviate from the script. The trade show setting meant that we needed to introduce the task in a way that was meaningful to the participant. In one case, we had a pair of participants who were looking in detail at a photograph and expressed a desire to make the red colors ―pop out.‖ Perfectly Clear® corrects photos back to the true colors; artistically enhancing colors (typically done using other products on the market) is not a feature. However, the software does offer an export function. Thus we changed our task on the fly to fit the participant’s expectations and workflow. Originally, our final task read, ―Now you have

completed your enhancements, pick your three best photos and store them as high quality

JPEGs in a folder of your choice on your computer.‖ We turned their comment around and

 

 

 

 

 

 

 

simply asked them, ―How would you get that photo into the software of your choice to pop out that red?‖

The test requires a narrow focus on core issues. Focusing on core issues is critical, not only because time is short (Bauersfeld & Halgren, 1996; Millen, 2000; Thomas, 1996), but because it is likely those core issues will engage participants. Another advantage of the narrow focus is that it requires all stakeholders to define what the core functionality of the product is and what they hope to gain from usability testing in such an environment.

 

Interruptions are the norm. Even though participants were in a screened inner booth, interruptions happened and had to be accommodated. An example includes participants answering their cell phone. As well, some participants had to leave partway through the test due to conference talks or catching the last train home. Unlike a normal usability test, we could not expect people to set aside a fixed block of time solely for our purposes.

 

Participants perceive the test primarily as a demonstration. The trade show is a place to gather materials and see demonstrations. Even though we told people they were in a usability test, they still thought of it as an opportunity to try out the system, i.e., they did not really

dwell on the fact that they were in a usability test. In one case, a participant responded to a cell phone call from a colleague by saying ―Yeah, I’m in a demo right now. I want to buy this software, ok bye.‖ To keep in this spirit, our final question was ―would you buy this software?As well, participants had the opportunity to sign up to get beta-releases of the system.

Tag teaming and active intervention. We found the best sessions were when the two experimenters were able to tag team each other rather than working alone. Although we tried working alone, there were times when note-taking disrupted the natural conversation with the participant. Key observations could have been missed, and the participant (whose time is precious) had to wait for the note-taker to catch up. Tag teaming allowed us to engage and disengage with the participant. One of us would write notes while another would pick up with a thread of interest. Tag teaming was a better fit to the trade show atmosphere, where we could engage participants in friendly conversation rather than sitting back quietly and watching. This active intervention by a team meant that participants were always being observed, that notes were being taken, and that they could talk to us any time.

 

Test time is variable. We originally felt that 20 minutes was the maximum time that we could expect from any participant. In practice, and somewhat surprisingly, most participants stayed much longer than that because they became engaged with the system. We allowed people to stay longer than planned when this happened. This also meant that strict scheduling could not be done. Instead, our gatekeeperwould feed us participants as we were able to receive them.

 

Participant flow must be regulated. Because no scheduling is done, we needed some way to control the flow of participants into the test area. In practice, there were times in the booth where participants were let in too soon after a test has been completed, leaving us scrambling

to get prepared (we needed about ten minutes between each test to collate our results, finish up any notes, and get the material ready for the next test). The problem was that the gatekeeper was busy with his own needs (marketing) and sometimes used the departure of a participant as an (incorrect) cue that we were ready for the next one. It would have been

helpful to have had a green and a red flag by the doorway for the gatekeeper’s benefit (red meant busy, green is ready for more test participants).

 

Conclusion

 

ERUT is a valuable adaption and combination existing methodologies to use in public trade show situations where a company exhibits its products. A wide array of actual and potential

customers are coming to these exhibits of their own accord. Being able to get a product in front of them for their evaluation is very attractive, and for some companies may be the only chance to run usability tests with true domain experts. ERUT can be both effective and inexpensive. It can provide guidance to what product features really matter to customers and where major usability (and usefulness) problems exist. This information can inform business aspects of the software (i.e., the validity of the selling proposition), software development (i.e., features to include, exclude, refine), andmost importantly as usability practitionersthose key areas of the product that should be evaluated using more formal HCI techniques. ERUT can also validate

 

 

 

 

 

 

 

learning gained from rapid field methods such as contextual interviews, or from other methods such as heuristic reviews (Thomas, 1996), or even the external validity of laboratory-based usability test results.

 

When working a trade booth the participant is in control of the time and its use. Expect interruptions and be fluid enough to change from a usability tester’s hat to a business hat. Remember that participants are in the booth for their benefit first, so your rapport with them in regards to questionnaires and test tasks must engage them on their level. When this is done

well our experience is that extremely rapid usability testing can be an effective way of gathering user feedback in a trade show environment. As a rapid method to get in front of customers and

elicit feedback on product direction, it is excellent.

 

There are cautions. As Thomas (1996, p.112) notes, results from quick and dirty methods are

―illustrative rather than definitive.‖ This method can provide insights only into usability issues. The results are not gospel and thus one must guard against the project stakeholders who treat this as the only evaluation procedure (especially if the results are very positive). Similarly a

trade booth environment can generate its own excitement and could give a false sense of product success. There are also valid arguments against discount usability methods (Cockton & Woolrych, 2002). Certainly, we need more experiences and debate within HCI regarding collecting user feedback in such environments.

 

Practitioner’s Take Away

 

The following are advantages and disadvantages of performing extremely rapid usability testing

(ERUT) at trade shows.

 

Advantages

    The testing provides for a light weight, rapid gathering of good quality user feedback without a lot of overhead for preparation and running of tests.

    There is a narrow focus on business goals and core functionality that produces valuable insights.

    There is easy access to a broad brush of credible users.

o    Access to domain experts is easy.

o    There are no ―no show‖ participants.

o    The data can be easily collected in a user database for future tests.

o    Participants are in the booth for their benefit first, which yields rich customer input. This could also be a disadvantage if it generates false excitement.

    The method is very fluid. Company representatives must adapt to change to suit the situation.

Disadvantages

    The focus tends to be narrow.

o    This type of on-the-fly usability testing does not look at all of the product’s capabilities. Because of the time constraints, only a few aspects of the product can be evaluated.

o    Core tasks tested in isolation may not represent what happens if that task were performed in the context of a complete application workflow.

    The trade show environment is rapid and hectic.

o    Key observations can be lost because of interruptions.

o    Questionnaires and storyboards can be reduced to scribbles because of the time constraints and the desire to quickly capture as much data as possible.

    Participants are not in their natural environment where they would use the product.

o    Observations are not made in context of real work.

o    Participants are in a trade show frame of mind. They could be affected by the excitement in the booth.

 

 

 

 

 

 

 

Acknowledgements

 

Mark Pawson thanks his colleague and friend Marc Shandro in challenging him to join him at PhotoPlus. Most of all, thanks to Athentech Technology Inc.‘s president, and Mr. Pawson’s former mentor, Jim Malcolm and vice president Brad Malcolm for giving him the opportunity to be engaged in such a unique project.

 

References

 

Bauersfeld, K. & Halgren, S. (1996). ―You’ve got three days!‖ Case Studies in Field Techniques for the Time-Challenged. In D. Wixon & J. Ramey (Eds.) Field Methods Casebook for Software Design (pp.177-195). New York, NY, USA: John Wiley & Sons.

 

Cockton, G. & Woolrych, A. (2002, Sept/Oct). Sale Must End: Should Discount Methods be

Cleared off HCI’s Shelves? Interactions, 13 -18.

 

Dumas, J.S. & Redish, J.C. (1999). A Practical Guide to Usability Testing. Great Britain: Cromwell Press.

Gould, J.D. (1996). How to design usable systems. In R. Baecker, J. Grudin, W. Buxton and S.

Greenberg (eds.) Readings in Human Computer Interaction: Towards the Year 2000 (pp.

93-121) San Francisco, CA: Morgan-Kaufmann.

 

Marty, P.F. & Twidale, M.B. (2005, July). Usability@90mph: Presenting and Evaluating a New, High-Speed Method for Demonstrating User Testing in Front of an Audience. First Monday

10(7).

 

McQuaid. H.L., Goel, A., & McManus, M. (2003). When You Can’t Talk to Customers: using Storyboards and Narratives to Elicit Empathy for Users. In DPPI 2003 (pp. 120 -125) ACM Press.

 

Millen, D.R. (2000). Rapid Ethnography: Time Deepening Strategies for HCI Field Research. In

DIS 2000 (pp. 280-286) ACM Press.

Nielsen, J. (1994). Usability Engineering. San Francisco, CA: Morgan Kaufmann. Thomas, B. (1996). ‗Quick and dirty’ usability tests. In Jordan, P.W., Thomas, T.,

Weerdmeester, B.A., & McClelland I.L., (Eds.) Usability Evaluation in Industry (pp. 107-

114). London: Taylor & Francis Ltd.

 

IXDA forum thread, various authors. (2007, July 31-September 7) Usability testing at conferences, http://gamma.ixda.org/discuss.php?post=18865.

 

 

About the Authors

 

 

Mark Pawson

Mark Pawson has spent

25 years in Oil/Gas and Geomatics software development service sectors, with the past 15 years leading software support, testing, and user interface design teams at IHS Inc. He currently provides expertise in QA management and

process and design input at S.i.Systems in Calgary.

 

 

Saul Greenberg

Saul Greenberg is a full professor of computer science at the University of Calgary. He holds the NSERC/iCore/SMART Technologies Industrial Chair in Interactive Technologies, received the CHCCS Achievement award in 2007, and was elected to the ACM CHI Academy in 2005 for his overall contributions to the field of Human Computer Interaction. See www.cpsc.ucalgary.ca/ grouplab.

Appearance-based Sex Discrimination and Stereotyping in the Workplace: Whose Conduct Should We Regulate? – Stan Malos

 

 

 

 

# Springer Science + Business Media, LLC 2007

 

 

Abstract Court treatment of sex discrimination and harassment claims based on appearance and gender stereotyping has been inconsistent, particularly where the facts involve reference to sexual orientation. Ironically, court willingness to allow such claims may turn on the choice of verbal or physical conduct by, or the sex or sexual orientation of, the alleged offenders. Because plaintiffs in such situations may assert retaliation claims to increase their chances of prevailing, employers should focus less on regulating aspects of personal appearance unrelated to job performance and more on problematic reactions by co- workers. Workplace civility policies may hold promise for limiting both legal liability and practical consequences in the absence of a legislative response.

 

Key words workplace appearance . sex discrimination . gender stereotyping . sexual orientation . retaliation . workplace civility

 

 

As the number of employment-related discrimination, harassment, and retaliation claims based on employee appearance has continued to increase, so has the variety of fact patterns that underlie such claims. For example, in Yanowitz v. LOreal (2005), the California Supreme Court upheld plaintiffs right to bring a retaliation claim based on her apparent targeting for disciplinary and other adverse action after she refused to follow a superiors order to fire a dark-skinned female salesperson and get me somebody hot(referring to a light-skinned blond). The majority of appearance-based discrimination claims, however, still represent two types: those based on the effects of employer dress codes, grooming standards, or other appearance-based requirements, and those based on the effects of co- worker reactions to or stereotypes about gender-related appearance or conduct for men and women on the job.

Both types of claims have proved problematic for plaintiffs, but for different reasons. The former, which may involve personal, financial, or even religious objections to

 

 

S. Malos (*)

College of Business, San Jose State University,

One Washington Square, San Jose, CA 95192-0070, USA

e-mail: malos_s@cob.sjsu.edu

 

 

compliance with appearance requirements, have fallen victim to judicial deference for employersrights to maintain reasonably businesslike workplaces. The latter, which may involve reactions to feminine males, masculine females, or epithets reflecting perceived gay or lesbian status, have had difficulty overcoming judicial reluctance to read protection for sexual orientation into Title VII of the Civil Rights Act of 1964. Because attempts to amend Title VII to provide this protection have been unsuccessful (see Berkley and Watt 2006; Kramer 2006), litigants in these areas have had to look to state laws or local regulations that offer such protection where they exist. However, recent changes to the standards for proving retaliation under Title VII suggest that such plaintiffs may increasingly assert retaliation claims to improve their chances in court. Because a retaliation claim does not require success on the underlying discrimination or harassment complaint if it was made in good faith and can be shown to have triggered further mistreatment on the job, it can be pursued independently once a complaint about the offending conduct is filed, and adds an additional source of potential employer liability. To combat such liability proactively, employers should consider adopting and enforcing general civility and non-bullying policies in the workplace rather than trying to regulate aspects of employee appearance that bear little if any relationship to performance on the job.

 

 

Appearance-based Cases Generally: The Unequal Burdens Test and Jespersen v. Harrah’s

 

Gender-differentiated dress codes, grooming standards, and other appearance-based requirements have typically escaped the general rule that under Title VII, explicit differences in treatment based on sex are discriminatory and impermissible unless justified within the extremely narrow bona fide occupational qualification (BFOQ) exception (Kelley v. Johnson 1976; Philips v. Martin Marietta Corp. 1971; UAW v. Johnson Controls, Inc. 1991; Wilson v. Southwest Airlines Co. 1981). Such regulations, including limitations or prohibitions applicable to hair length, hair style, uniforms, jewelry, and (more recently) body piercings, have drawn minimal judicial concern under Title VII because they do not involve immutable characteristicssuch as race or color, and individuals typically have the ability to comply (see, e.g., Baker v. Cal. Land Title 1974, and Harper v. Blockbuster 1998 [hair length]; Booth et al. v. Maryland Dept. of Public Safety 2003 [dreadlocks]; Cloutier v. Costco 2004 [piercing and body modification]).

Although courts generally have been deferential to an employers desire to regulate

employee appearance in order to present to its customers a professional-looking workforce (Cloutier v. Costco 2004; Wisely v. Harrahs 2004), where appearance standards clearly apply differently to men and women, they are typically held to be prima facie discriminatory under Title VII, and thus sustainable only if based on a BFOQ. For example, in Frank v. United Airlines (2000), the Ninth Circuit held that flight attendant weight restrictions limiting women to a stricter standard than men (mediumvs. largebuild) were impermissible: [A] sex-differentiated appearance standard that imposes unequal burdens on men and women is disparate treatment that must be justified as a BFOQ.The focus of inquiry in such cases is on burden to a particular plaintiff, not to gender classes as a whole (City of Los Angeles v. Manhart 1978).

It has further been settled for decades that a BFOQ for gender must be denied where gender is merely useful for attracting customers of the opposite sex,lest Title VIIs purpose to prevent denial of employment based on stereotyped characterizations of the sexesbe undercut (see Wilson, quoting Philips; Price Waterhouse v. Hopkins 1989). The

 

 

contextual settings for these cases involved an airlines refusal to hire anyone other than attractive, youthful females (Wilson), an employers refusal to hire women with pre-school age children (Philips), and an accounting firms refusal to promote a woman characterized as too macho(Price Waterhouse).

A recent Ninth Circuit case, however, upheld required adherence to traditional notions of female attractiveness that seem reminiscent of Southwest Airlinesappearance standards that were disallowed in Wilson. In Jespersen v. Harrahs (2004), a 21 panel majority approved Harrahs firing of a beverage server because she refused to wear makeup. Jespersen presented evidence that she refused because wearing makeup made her feel sick, degraded, dolled uplike a sexual object, undignified, and in fact interfered with her otherwise excellent job performance. She also objected to the cost of compliance with Harrahs appearance standards, arguing that added time and expense required to maintain styled hair and to purchase and apply makeup in a manner approximating a complete makeover was unduly burdensome, particularly considering that allegedly comparable grooming standards applicable to men in her position involved only hair length limits and a prohibition on ponytails. The majority, however, rejected her contention of unequal burden due to lack of any evidence in the record about the time and expense of compliance, and

refused to take judicial notice of these matters as suggested by the dissent.1

 

 

Gender Stereotype Cases Generally: Price Waterhouse v. Hopkins

and Jespersen v. Harrah’s

 

In addition to unequal burdens, another double standard for workplace appearance involves stereotyping based on attributes or characteristics historically associated with one gender or the other. The Supreme Court explicitly disallowed this sort of stereotyping in Price Waterhouse, in which male partners commented that the plaintiff should wear more makeup, act more feminine, and that she overcompensated for being a womanby behaving too aggressively. In holding that an employer may not force employees to conform to a gender stereotype as a condition of employment, the Supreme Court made clear that we are beyond the day when an employer could evaluate employees by assuming or insisting that they matched the stereotype associated with their group,and found Price Waterhouses failure to promote because of nonconformance with a traditional feminine stereotype to be discriminatory under Title VII.

Not surprisingly given the factual similarities, Jespersen also brought a stereotype claim, but was unsuccessful. This result seems anomalous in that it appears to afford to white collar professionals greater protection from sex discrimination than service industry workers, who are both more likely to be subjected to such policies and less likely to be able to stand up to their employers given the power balance typical in most employment

 

 

 

1 Harrahs policy included the requirement that womens hair must be teased, curled, or styled every day you work,an explicit makeup requirement for women mandating that make up (foundation/concealer and/ or face powder, as well as blush and mascara) must be worn and applied neatly in complimentary colors,and that lip color must be worn at all times.To enforce its policy, Harrahs required employees to attend Personal Best Image Trainingat which Image Facilitatorsgave women a makeover to get them properlymade up. Harrahs then instructed employees on adherence to the standards, took portrait and full body photographs of each employee looking their Personal Best,placed these photographs in the employees personnel file, distributed them to the employees supervisor, and used them as the standard to which the employee would be held accountable on a daily basis.

 

 

relationships. Meanwhile, societal standards about gender identity and appropriate business appearance have increasingly begun to clash. These conflicts come to a head when gender stereotype and same-sex cases implicate not only traditionalgender-based issues such as BFOQ or those in Price Waterhouse but also those involving sexual orientation, gender identity, and transgender status.

 

 

Gender Stereotypes and TraditionalBFOQ Issues: Is the Discrimination

Because of Sex?

 

Given that Jespersens performance had been outstanding, and that wearing makeup actually interfered with her job effectiveness, why impose the makeup requirement? The only business purpose that comes to mind is one of generating higher revenues from male customers who would presumably find a gender-stereotypic image of females desirable. If this is the case, then it renews the issue disposed of in cases like Wilson of whether stereotyping should be allowed if attractiveness to some segment of the opposite sex is part of an employers marketing or business strategy. In legal terms, it raises the issues of whether and when gender, sex appeal,or a particular employer-defined notion of appearance can or should be a BFOQ.

These issues have arisen in previous cases involving airline flight attendants (Frank

appearance and weight standards discriminatorily applied to women); broadcast journalists (Craft v. Metromedia Inc. 1985stricter application to women than to men of appearance standards for on-air personnel, including makeup and hair color requirements for women); athletic club managers (EEOC v. Sedita 1991refusal to hire men at Womens Workout World, a health club intended for women); and restaurant or cocktail servers in estab- lishments that appear to offer sex-based visual titillation to the opposite gender in addition to food and beverages (e.g., Hooters and Playboy clubs2; see generally Adamitis 2000; Bello 2004; Schneyer 1998).

In attempting to harmonize the results of these and related cases, Yuracko (2004) argues that courts have tended to distinguish between privacy-based BFOQ cases (i.e., those involving jobs such as labor-room nurses or restroom attendants that entail physical contact with or observation of naked bodies) and sexual titillation-based BFOQ cases, deferring more to the employer in privacy-based cases. Courts further appear to have distinguished between businesses selling virtually nothing but sex (sexbusinesses) and those offering titillation along with some other type of good or service (sex-plusbusinesses), typically permitting discrimination based on appearance only if it is necessary to preserve the essenceof the business (cf. Wilson). Thus, businesses employing lap dancers in strip clubs ought to fare better with objectifying or stereotypic appearance standards than those employing flight attendants in the commercial airline industry; restaurants probably fall somewhere in between. Nonetheless, at least one case has held under analogous state law that sex could not be a permissible BFOQ for a restaurant that sought to dress female waitresses in alluring costumessolely for the purpose of enhancing sales volume

 

 

 

2 The much-discussed Hooters litigation, in which male applicants challenged Hooterspractice of hiring only attractive, well-endowed women to be food and beverage servers, was settled prior to judicial determination in the midst of an EEOC investigation. Playboy clubs, which won the right to utilize such practices before the now-defunct New York Human Rights Appeal Board, had long since ceased to exist before a recent comeback in Las Vegas.

 

 

(Guardian Capital Corp. v. New York State Div. of Human Rights 1974). In any event, given that Harrahs appearance standards did not even seek to rely on a sex- or titillation- based justification, they would seem particularly difficult to sustain.

 

 

Gender Stereotypes and Sexual Orientation Issues: Is the Discrimination

Because of Sex?

 

The Ninth Circuit has gone further than most jurisdictions in the gender stereotype area in Nichols v. Azteca (2001) and Rene v. MGM Grand (2002), making its ratification of Harrahs appearance standards in Jespersen even more surprising. In Nichols, sexual harassment of a male employee for failure to conform to a more masculine gender stereotype (walking and carrying his tray like a woman) was found to be discriminatory under Title VII; in Rene, an effeminatemale butler on a hotel floor for high-rolling gamblers was allowed to pursue a Title VII harassment claim based on assaults of a sexual natureby male coworkers (further analysis of gender stereotype and effeminacyissues can be found in Hardage 2002, and Trotier 2002).

In other jurisdictions, courts seem to have had greater difficulty acknowledging claims of discriminatory gender stereotyping when they involve adverse workplace treatment by other employees rather than noncompliance with an employers appearance or grooming standards. The analysis is far from consistent, however, and courts have found that the question of what constitutes an impermissible gender-based stereotype must be answered in the particular context in which it arises, and without undue formulation(Back v. Hastings on Hudson 2004; Wood v. Sempra Energy 2005). Judges will generally require that an alleged stereotype involve some fundamental aspectof an individuals gender identity (see, e.g., Wisely at 408409, refusing to recognize limitations on mens hair length as such). Yet, although it is hard to imagine that sexual self-image or gender identity does not satisfy this fundamentalrubric (Kramer 2004), most courts have taken great care to reaffirm that Title VII affords no protection for discrimination or harassment based on sexual orientation in and of itself. This tension has led to inconsistent interpretations across jurisdictions of the term because of sex,particularly in same-sex cases or where sexual orientation evidence is involved (see Kirshenbaum 2005).

There have been cases where a biological male is treated abusively because of effeminate behavior, such as in Nichols and Rene, and the conduct is interpreted by the court as differential treatment because of sexwhich is actionable under Title VII. For example, in Doe v. City of Belleville (1997), the Seventh Circuit considered evidence that a young man was harassed by male co-workers who believed that his wearing an earring meant he was not masculine enough, and found it sufficient to sustain a cognizable claim for discrimination: A man who is harassed because his voice is soft, his physique is slight, his hair is long, or because in some other respect he exhibits his masculinity in a way that does not meet his coworkersidea of how men are to appear and behave, is harassed

because ofhis sex.This decision anticipated the U.S. Supreme Courts conclusion in

Oncale v. Sundowner Offshore Services (1998) that harassment between members of the same sex could be actionable under Title VII if based on homosexual desire, general workplace hostility to a particular gender, or direct comparative evidence about treatment of one gender versus the other. The Court cautioned, however, that cognizable discrimination because of sexcannot be inferred simply from words or actions with sexual content or connotations. Rather, the issue is whether members of one gender are more exposed to adverse treatment in the workplace than are those of the other.

 

 

This distinction has been used in recent years to deny the gender stereotype claims of homosexual litigants who fail to convince the court that their mistreatment was based on anything other than actual or perceived sexual affinity orientation. For example, in Bibby v. Coca Cola (2001), the Court considered comments such as everybody knows youre as gay as a three dollar billand everybody knows youre a faggotsufficient to sustain the conclusion that the alleged harassment was based on affinity orientation rather than actionable under Title VII because of sex.Similarly, in Higgins v. New Balance Athletic (1999) and Spearman v. Ford Motor (2000), gender stereotype claims by admittedly gay plaintiffs based on verbal harassment (e.g., blow jobs 25 centsand gay faggot ass) were denied as involving sexual orientation rather than failure to conform to stereotypic images of gender. And in Dandan v. Radisson (2000), epithets and comments such as fagboy,” “Tinkerbell,” “shove [a vacuum cleaner hose] up your ass,and I hate you because you are a faggotwere found to be indicative of affinity orientation harassment rather than cognizable sex discrimination. More recently, the court in Vickers v. Fairfield Medical Center (2006) reached a similar result based on analogous words and conduct, and the absence of any comments about plaintiffs effeminacy or stereotypic references to his bearing at work such as those present in Nichols and Rene (see also Hamm V. Weyauwega Milk Products, Inc. 2003).

These cases appear to reflect judicial skepticism that gay and lesbian individuals may attempt to bootstrap protection for sexual orientation into Title VIIwhere none is felt to exist (see, e.g., Simonton v. Runyon 2000, a case denying relief to an openly gay postal worker where the court found no basis in the record to surmise that Simonton behaved in a stereotypically feminine manner and that the harassment he endured was, in fact, based on his non-conformity with gender norms instead of his sexual orientation). In fact, in Dawson v. Bumble & Bumble (2004), the Second Circuit cited both an employment law hornbook and a law review article entitled How the Effeminate Male Can Maximize His Odds of Winning Title VII Litigation(Bovalino 2003) in support of its refusal to allow the Price Waterhouse gender stereotype claim of Dawson, an acknowledged lesbian, to go forward (the law review article counsels gay litigants to emphasize the gender stereotyping theory and de-emphasize any connection the discrimination has to homosexuality,while the employment law hornbook affirms that failure to do so usually sees such discrimination claims fail in court).

Of course, evidence in cases like Dawson is bound to be commingled or ambiguous in many instances. Dawson had acknowledged in her deposition that she felt she had been discriminated against because youre a lesbian who looks a certain way [more masculine than a stereotypical woman].Although this kind of statement can be construed to involve both sexual orientation and failure to conform to an appearance standard which might be associated with more traditional notions of femininity, conceptually there is no reason why the courts should be less sympathetic to this sort of claim than the one in Price Waterhouse. In fact, to do so would seem to leave the viability of a Title VII gender stereotype claim to the particular choice of words by offending co-workers in the workplace.

The point is aptly illustrated in Schmedding v. Tnemec (1999), an earlier Eighth Circuit case in which the court considered evidence that Schmedding was called names such as homoand jerk offand subjected to behavior by others including scratching of crotches and buttocks and humping the door frame to Schmeddings office. In reinstating discrim- ination claims over the lower courts ruling that they dealt only with affinity orientation, the appellate court stated: We do not think that, simply because some of the harassment alleged by Schmedding includes taunts of being homosexual or other epithets connoting homosexuality, the complaint is thereby transformed from one alleging harassment based

 

 

on sex to one alleging harassment based on sexual orientation. We note that in Oncale … which dealt with claims of same-sex harassment by heterosexual males against a heterosexual male plaintiff, the alleged harassment included the fact that plaintiff was taunted as being a homosexual(other 8th Circuit cases, however, have reached contrary results in similar situations; see Klein v. McGowan 1999; McCown v. St. Johns Health System 2003; Pedroza v. Cintas Corp. 2005).

Recognition of the evidentiary ambiguity in cases like Schmedding can also be found in Centola v. Potter (2002), another case involving a male postal worker. In that case, the Massachusetts District Court reaffirmed that [b]y itself, Centolas claim that he was discriminated against on the basis of his sexual orientation cannot provide a cause of action under Title VII.Nonetheless, the Court went on to acknowledge that:

 

[T]he line between discrimination because of sexual orientation and discrimination because of sex is hardly clear. Sex stereotyping is central to all discrimination: Discrimination involves generalizing from the characteristics of a group to those of an individual, making assumptions about an individual because of that persons gender, assumptions that may not be true … Centola does not need to allege that he suffered discrimination on the basis of his sex alone or that sexual orientation played no part in his treatment … if Centola can demonstrate that he was discriminated against because of … sexas a result of sex stereotyping, the fact that he was also discriminated against on the basis of his sexual orientation has no legal significance under Title VII.

 

Despite the apparent logic of the foregoing analysis, it remains doubtful whether Centola and Schmedding represent the possibility of more consistent handling of these cases or merely confirm the confusion that can remain even within the same jurisdiction. For example, on the one hand, in Dick v. Phone Directories Co., Inc. (2005), the Tenth Circuit reinstated plaintiffs same-sex harassment case for a finding as to whether harassing conduct by her supervisors and coworkers, all of whom were female, was motivated by sexual desire, thus satisfying one of three evidentiary methods allowed by the Supreme Court in Oncale. On the other hand, in Medina v. State of New Mexico (2005), the same circuit upheld dismissal of stereotype discrimination and harassment claims by a heterosexual woman who worked in a predominantly lesbian department, and whose supervisor was lesbian, as not because of sex.Citing Bibby and Simonton among other cases, the court explained: Ms. Medina apparently argues that she was punished for not acting like a stereotypical woman who worked [in her department]which, according to her, is lesbian. We construe Ms. Medinas argument as alleging she was discriminated against because she is a heterosexual. Title VIIs protections, however, do not extend to harassment due to a persons sexuality.For a summary of recent federal appellate cases, by circuit, allowing or disallowing Title VII same-sex or gender stereotype claims where the evidence includes words or conduct involving actual or perceived sexual orientation, see Table 1.

 

 

Gender Stereotypes and Transgender Issues: Is the Discrimination Because of Sex?

 

If gay and lesbian litigants present potentially troubling factual situations for judges, then the evidentiary difficulty can become even greater when transgender or transsexual litigants go to court (see generally Lloyd 2005). First, consider the case of Smith v. City of Salem (2004), which involved a biologically male transsexual firefighter diagnosed with Gender Identity Disorder, or GID(defined as a disjunction between an individuals sexual organs

 

 

Table 1 Recent federal appellate cases, by circuit, allowing and disallowing Title VII same-sex or gender stereotype claims involving sexual orientation evidence.

 

 

Appellate circuit    Cases allowing claims involving evidence of sexual orientation

 

Cases disallowing claims involving evidence of sexual orientation

 

 

1st circuit    Higgins v. New Balance (1999)

2nd circuit    Dawson v. Bumble & Bumble (2004) Simonton v. Runyon (2000)

3rd circuit    Bibby v. Phila. Coca Cola (2001)

6th circuit    Vickers v. Fairfield Medical (2006)

7th circuit    Doe v. City of Belleville (1997)    Hamm v. Weyauwega Milk (2003) Spearman v. Ford Motor Co. (2000)

8th circuit    Schmedding v. Tnemec (1999)    Klein v. McGowan (1999)

McCown v. St. Johns Health (2003) Pedroza v. Cintas Corp. (2005)

9th circuit    Nichols v. Azteca Rest. (2001)

Rene v. MGM Grand Hotel, (2002)

10th circuit    Dick v. Phone Directories Co. (2005)    Medina v. State of New Mexico (2005)

 

 

 

 

 

and sexual identity). Smith began expressing a more feminine appearanceat work, which led co-workers to question him about his appearance and mannerisms not being masculine enough.In response, Smith told his supervisor in confidence that he planned to undergo a physical transformation from male to female. This led the employer to take action designed to intimidate Smith into resigning from his job. Smiths Title VII gender stereotype lawsuit, which claimed he would not have been treated negatively for acting femininelyhad he been a woman, was dismissed by the District Court on the grounds that transsexuality is not a protected class. However, the Sixth Circuit reinstated the case, relying largely on Price Waterhouse to find that Title VIIs reference to sexincludes both biological and stereotypical bases for challenging allegedly discriminatory treatment. Likewise, the court in Barnes v. City of Cincinnati (2005) followed Smith to reach a similar result in upholding judgment for a transsexual police officer who had been demoted based on gender stereotyping, finding that Title VII protection does not disappear just because of a plaintiffs transsexual status.

On the other hand, a Utah District Court recently found this analysis unpersuasive in Etsitty v. Utah Transit Authority (2005). Like Smith, Etsitty (a bus driver for UTA) was a biological male diagnosed with GID, but had started undergoing female hormone treatments in anticipation of sex change surgery. Concern then arose about the possibility of Etsitty (who at this point still retained his male genitalia) using female rest rooms on bus routes or switching back and forth between rest rooms assigned to opposite genders. UTA decided it would be impractical to try to ensure unisex rest room facilities at all times, and feared potential privacy issues with co-workers, customers, or the general public. Eventually Etsitty was terminated, but was made eligible for rehire once the surgical transformation was complete.

The Court considered the Sixth Circuits application of Price Waterhouse in Smith,

summarized above, and found it unconvincing, noting that there is a huge difference between a woman who does not behave as femininely as her employer thinks she should and a man who is attempting to change his sex and appearance to be a woman. Such drastic

 

 

action cannot be fairly characterized as a mere failure to conform to stereotypes.The Court went on to argue that:

 

If something as drastic as a mans attempt to dress and appear as a woman is simply a failure to conform to the male stereotype, and nothing more, then there is no social custom or practice associated with a particular sex that is not a stereotype. And if that is the case, then any male employee could dress as a woman, appear and act as a woman, use the womens restrooms, showers and locker rooms, and any attempt by the employer to prohibit such behavior would constitute sex stereotyping in violation of Title VII. Price Waterhouse did not go that far.

 

As this decision suggests, there may also be a difference in the case law between a woman who doesnt behave femininelyand a man who does behave effeminately; masculine women appear to have fared better than effeminate men in stereotype cases overall (Greenberg 2003). But, while a number of courts have accepted that discrimination against transgender and homosexual individuals may be unlawful under Title VII when based on failure to conform to a gender stereotype, consistent analytic rigor is lacking. For example, in Schroer v. Billngton (2006), another case involving a male-to-female transsexual, the court cited Etsitty in finding application of Title VIIs three simple words

because of sex‘” to be decidedly complex,utilized Jespersen to affirm that stereotypes

not posing unequal burdens on men or women are not actionable under Title VII, but held nonetheless that discrimination involving transsexualism might still be protected as because of sexif convincing scientific evidence were available to show that the term sexhas evolved post-Oncale to include gender identity.

Interestingly, a growing body of research now recognizes sex, gender, sexual orientation, and gender identity to be four distinct concepts,3 but the courts have failed to distinguish them (Greenberg 2003; Kramer 2006). These four factors may be largely congruent for most people, but for others, two or more may be in conflict. Ironically, the court in Schroer rejected plaintiffs gender stereotype claim because Schroer was seeking acceptance as a female rather than as an effeminate male. Distinctions among sex- and gender-related constructs thus remain murky and problematic for courts and litigants alike in these types of cases.

 

 

 

Retaliation Claims in Appearance or Stereotype Cases: The Modern Approach?

 

Section 704 of Title VII protects current or former employees who suffer adverse employment actionfrom retaliation causally connected to protected activity(e.g., filing a charge of discrimination or harassment with the EEOC, opposing discrimination in the workplace, or cooperating in the investigation of same; Yanowitz, discussed earlier, was an opposition case under analogous provisions of California state law). As the Supreme Court has now held in Burlington Northern v. White (2006), adverse employment action means any injury or harm serious enough that the challenged action … might well have dissuaded a reasonable worker from making or supporting a charge of discrimination.This definition

 

3 Sex refers to biological sex attributes, such as chromosomes and genitalia. Gender refers to characteristics typically associated with masculinity or femininity, such as dress, tone of voice, hobbies, and personality traits. Sexual orientation is determined by the sex of the desired object of ones affections. Gender identity refers to a persons self identity; i.e., whether the person thinks of himself or herself as a male or a female (Greenberg 2003).

 

 

was intended to pose a materiality requirement that would eliminate claims based on trivial matters (e.g., petty slightsor minor annoyances that often take place at worksuch as snubbing by supervisors or co-workers), and to reiterate the Courts prior admonition that Title VII does not set forth a general civility code for the American workplace.However, this standard may prove difficult to apply in practice, and an increasing number of retaliation claims could now go to a jury to decide whether the adverse action complained of, even if not actionable under Title VII in its own right, could possibly have dissuaded a reasonableperson from engaging in protected conduct.

 

 

PlaintiffsPerspective: Retaliation Claims to Redress Appearance or Stereotype Discrimination

 

Retaliation claims are appealing from the plaintiffs perspective because they can be pursued independently and do not turn on the viability of the underlying discrimination or harassment complaint (see, e.g., Wright v. CompUSA 2003, in which the main ADA disability claim was disposed of summarily for lack of substantial limitation to a major life activity, but a derivative retaliation claim went to the jury for resolution as to whether the plaintiff may have been terminated for having requested an accommodation). In addition, such claims afford plaintiffs a cause of action that is difficult to defeat on summary judgment given the witness credibility issues typically involved. For these reasons, litigants who face legal or evidentiary obstacles to establishing discrimination or harassment liability under prevailing case law in their jurisdiction may decide as a matter of course to pursue retaliation claims as a tactical hedge. This includes gay, lesbian, or transgender litigants whose stereotype or same-sex cases are rejected in many circuits as not because of sexunder Title VII (Table 1). By keeping a diary of any differential treatment (e.g., a harsher performance appraisal, gruff comments from a supervisor or co-worker, a less interesting or dead-end work assignment) after an EEOC or state agency filing, as plaintiffsattorneys now routinely advise, it may be possible to stackthe resulting evidence into a showing of arguable retaliation that exceeds emerging post-White materiality standards.4

 

EmployersPerspective: Civility Policies to Prevent Appearance or Stereotype Discrimination

 

Retaliation claims were of growing concern from the employers perspective even before renewed attention to them generated by White; statistics indicate that the EEOC received more than 22,000 retaliation charges in fiscal 2005, a twofold increase since 1992 and almost 30% of all EEOC charges filed. Agency resolution of these charges has recovered more than $90 million annually in recent years, not including the proceeds of litigation. To

 

 

4 Although it has become commonplace for gender stereotype and same-sex cases to include derivative retaliation claims (e.g., Lynch v. Baylor University 2006; Miller v. Kellogg 2006; Slagle v. County of Clarion

2006), their ultimate success rate remains to be determined, and they raise numerous questions that complicate an already confusing area. For example, does ensuing conduct need to differ in kind or intensity

to support a retaliation claim? Can prior conduct continue but still be found causally related to protected activity? Will prior cases holding that a lowered performance rating without tangible consequences is not

actionable now come into question if the threat of such action might dissuade a reasonable personfrom filing a Title VII complaint or opposing illegal conduct? Will sensitive (or clever) employees take to filing

good faithbut minor complaints to gain protectedstatus under various anti-retaliation laws? A full treatment of these developing issues is beyond the scope of this article.

 

 

deal with this mushrooming additional source of liability, employers should consider focusing less on employee appearance unrelated to performance and more on co-worker conduct that can generate discrimination, harassment, and retaliation claims if left unchecked. In other words, given the Supreme Courts admonition that Title VII is not a general civility codefor the workplace, it is up to employers to adopt and enforce such a code to deal with increasingly problematic employee conduct that can generate cases such as those described throughout this article.

There is no generally accepted definition of impermissible intimidation or bullying

aside from proscriptions dealing with harassment, but the incidence of general incivility in the workplace appears to be on the rise, and so is the level of attention being paid to its negative individual and organizational effects. Indeed, a recent edition of the APAs Monitor on Psychology (July/August 2006) devotes a major emphasis to the phenomenon, and empirical research has found evidence linking general incivility, verbal abuse, and physical aggression to sex-based forms of harassment, workplace violence, and reduced performance and profits (see Lim and Cortina 2005; Lucero and Allen 2006; Pearson et al.

2000; see also Andersson and Pearson 1999).

The legal bases of employer liability for bullying and related conduct are more developed in the UK, Canada, and parts of Europe (Meyers 2006; Quill 2005), but signs that American courts are now also facing the problem have begun to emerge. For example, in Christopher v. NEA (2005), the Ninth Circuit addressed the issue of whether harassing conduct directed toward female employees can violate Title VII in the absence of direct evidence that such conduct was intended to be because of sex.Deciding in the affirmative based on a male supervisors numerous episodes of profane, loud, and hostile shouting and intimidating physical conduct toward female, but not male, employees, the Court noted that direct comparative evidence about how the alleged harasser treated members of both sexeswas one of three evidentiary routes explicitly allowed by the Supreme Court in Oncale:

 

… [A] pattern of abuse in the workplace directed at women, whether or not it is motivated by lustor by a desire to drive women out of the organization, can violate Title VII. Indeed, this case illustrates an alternative motivational theory in which an abusive bully takes advantage of a traditionally female workplace [a teachers union] because he is more comfortable when bullying women than when bullying men. There is no logical reason why such a motive is any less because of sexthan a motive involving sexual frustration, desire, or simply a motive to exclude or expel women from the workplace … Whatever the motive, the ultimate question under Oncale is whether [the alleged harassers] behavior affected women more adversely than it affected men.

 

In the face of growing potential liability for bullying, incivility, workplace violence, and related conduct, employers should consider criteria offered by Lucero and Allen (2006) for developing zero tolerance policies that include basic tenets of fairness such as notice of the prohibited conduct, reasonableness of the prohibition, and consistency in handling similar cases. In addition to these general parameters, employers might also consider the following specific recommendations for dealing with such situations before they come under scrutiny in court:

 

(1) Adopt and enforce general non-retaliation, anti-bullying, and civility policies that go beyond EEOC anti-harassment guidance and other standards of compliance based on current, but not emerging, case law;

 

 

(2) Provide effective internal grievance procedures with basic due process guarantees so employees dont feel the need to take discrimination issues elsewhere;

(3) Avoid imposing less favorable working conditions or assignments, reducing performance ratings for trivial reasons, denying benefits, or otherwise treating Title VII complainants differently from other employees;

(4) Train supervisors and co-workers to deal more tolerantly with appearance, gender identity expression, mannerisms, or conduct that doesnt comport with their stereo- typic or other notion of appropriateness (i.e., sorry if this bothers you, but its just not up to you);

(5) Emphasize that, notwithstanding personal sensibilities or subjective preferences about such matters, anything not implicating actual job performance or the effective operation of the business should be of no concern to co-workers or anyone else in the workplace; and

(6) Ensure that documentation of EEOC complaints is handled discretely, and not placed in the charging employees general personnel file to which a direct supervisor may have access (lack of access to such documentation can help undermine any claimed causal connection between the filing of a complaint and subsequent adverse employment action under White).

 

 

 

Appearance Standards Revisited: Implications for Future Litigation

 

At the heart of all employment discrimination claims is the notion that some factor irrelevant to performance on the job was impermissibly considered in selection, promotion, retention, or other workplace decision processes. Although attractiveness or appearance criteria could arguably result in adverse impact based on race, color, religion, national origin, age, disability, or sex (Adamitis 2000; Bello 2004), thus far, attractiveness or appearance in general have not been widely recognized as explicit bases upon which to redress discrimination in employment. As previously discussed, there may be some types of jobs where conformance to particular expectations regarding gender-stereotypic appearance is arguably job-related (e.g., those in sex or sex-plusbusinesses). However, the circumstances under which courts have upheld employer prerogatives in these areas have thus far been extremely narrow.

Meanwhile, legal standards continue to evolve, and empirical research has found support for the proposition that attractiveness and qualifications may interact to influence selection decisions (Watkins and Johnston 2000). Furthermore, attractiveness may enhance gender characteristics and exaggerate perceptions of gender-related attributes that could lead to stereotypic hiring practices (Drogosz and Levy 1996). For example, attractive women may seem to exhibit greater levels of traditionally feminineattributes, which in turn could put them at a disadvantage when applying for or being evaluated in historically male-typedjobs and tasks (Drogosz and Levy 1996; Heilman and Saruwatari 1979; Heilman and Stopeck 1985).

More recently, Jawahar and Mattsson (2005) investigated sexism and beautyism effects in employment processes using experimental research. Decision makers were asked to evaluate multiple candidates of both sexes for selection into male-dominated, female- dominated, and gender-neutral jobs. As expected, support was found for the anticipated main effects of both attractiveness and sex on willingness to hire; more attractive candidates fared better than less attractive candidates overall, and candidates matching jobshistorical gender dominance fared better than those who did not. In addition, however, significant

 

 

interactions were found among attractiveness, sex, and job type for particular types of decision makers; the advantage for attractive candidates was greater in sex-typed jobs that did not match the sex of the candidate among evaluators for whom contextual social cues were more salient (i.e., high self-monitors). This suggests that training interventions may be indicated for hiring managers that are prone to accept historical or other contextual cues over more valid individual predictors of performance.

Overall, the results also suggest that the combination of an applicants sex and

attractiveness may well bias hiring decisions most in the context of historically sex-typed jobs. Where attractiveness or analogous appearance standards are thus conflated with protected class status such as gender, the analytic and practical viability of corresponding discrimination claims would seem greater than for those involving attractiveness or appearance alone. Thus far, though, as Jawahar and Mattsson acknowledge, [r]elative to discrimination based on protected characteristics, discrimination based on the incongruence of applicantssex with job type and applicantsattractiveness is more subtle, likely to be difficult to eliminate through legal action, and harder to control from an organizations standpoint.Appearance cases may thus continue to revolve around uncertain or practically problematic legal constructs such as unequal burdens, gender stereotypes, or retaliation for the foreseeable future.

 

Conclusion

 

There is an epilogue to the Jespersen case that illustrates all too well the high level of remaining disagreement, even within supposedly liberal jurisdictions like the Ninth Circuit, about the parameters of permissible Title VII gender stereotype and appearance discrimination claims. In April, 2006, Chief Judge Schroeder, a woman, issued the Courts en banc decision affirming the 21 panel majority because of Jespersens failure to present a factual record demonstrating the unequal burdens posed for women by Harrahs makeup and hair styling requirements. The opinion, intended to reaffirm our circuit law concerning appearance and grooming standards, and to clarify our evolving law of sex stereotyping claims,did little to do either. Of the 11 judges participating, only 6 sided with their Chief Judge, while 4 (3 of whom were men) dissented on the grounds that a policy requiring women but not men to wear makeup must be motivated by sex stereotyping. In a separate opinion, 3 of the 4 dissenters would also have taken judicial notice of the unequal burdens of compliance with such a policy as perfectly clearand beyond dispute.

It is interesting that the Courts rehearing en banc left roughly the same proportion of

judges in disagreement as did the original panel split, and the language of the two dissenting opinions is telling. First, Judge Pregerson:

 

Quite simply, [Jespersens] termination for failing to comply with a grooming policy that imposed a facial uniform on only female bartenders is discrimination because ofsex.5

 

Price Waterhouse recognizes that gender discrimination may manifest itself in stereo- typical notions as to how women should dress and present themselves … [noting that the plaintiff in that case was told that her consideration for partnership would be enhanced if she dressed more femininely, wore makeup, and had her hair styled]

 

 

5 Judge Pragerson also notes that the policy, as prima facie discriminatory, could hardly be upheld as a business necessity under the BFOQ doctrine given that Harrahs had quietly disposed ofits policy after Jespersen sued.

 

 

The fact that a policy contains sex-differentiated requirements that affect people of both genders cannot excuse a particular requirement from scrutiny … the majoritys approach would permit otherwise impermissible gender stereotypes to be neutralized by the presence of a stereotype or burden that affects people of the opposite gender … By this logic, it might well have been permissible in Frank to require women … to meet a medium body frame standard if that requirement were part of a policy that also required men … to achieve a certain degree of upper body muscle definition.

 

And Judge Kozinski:

 

If you are used to wearing makeupas most American women are[Harrahs policy] may seem like no big deal. But those of us not used to wearing makeup would find a requirement that we do so highly intrusive. Imagine … a rule that all judges wear face powder, blush, mascara, and lipstick while on the bench. Like Jespersen, I would find such a regime burdensome and demeaning; it would interfere with my job performance.

 

Despite these sorts of concerns, only a few jurisdictions (e.g., the District of Columbia, the State of Michigan, the City of Santa Cruz, California) have expressly prohibited appearance-based discrimination thus far, and the circumstances under which these prohibitions apply are limited (Bello 2004). Meanwhile, issues of appearance in the workplace have now gone far beyond notions of attractiveness,” “sex appeal,or appropriateworkplace appearance like those involved in Wilson and Jespersen. Appearance standards that are inherently subjective and unrelated to performance are bound to bring challenges from employees who feel that their personal privacy has been unduly breached as a condition of working for a living. Gender and other social identity constructs further complicate the matter.

For example, it seems anomalous that an effeminate heterosexual plaintiff who is harassed as a perceived homosexual should have more luck asserting a gender stereotype claim than an openly gay individual who suffers identical abusive conduct but whose claims may be barred as based on affinity orientation rather than because of sex.Ironically, under these circumstances, stereotype discrimination or same-sex harassment can be perpetrated with impunity against gays and lesbians so long as harassers make sure to include homosexual-based epithets or conduct as part of their abuse. These sorts of inconsistencies persist throughout the handling of Title VII claims by gender-nonconforminghomosexuals (effeminate gay men and masculine lesbians) versus those of gender-conformingones (masculine gay men and feminine lesbians; Kramer 2004), and it has been argued that such inconsistencies could be minimized if courts adopted the Ninth Circuits approach in Renewhere the sexual orientation of the plaintiff, and othersknowledge or perceptions of it, are simply irrelevant (Sachs 2004). Meanwhile, both standards that force one to be unwillingly dolled up,as in Jespersen, or those that prevent one from exhibiting a chosen gender identity, as in Dawson, Etsitty, or Smith, remain troubling from legal, logical, social, and even practical perspectives. Judge Kozinski again:

 

I note with dismay the employers decision to let go a valued, experienced employee who had gained accolades from her customers over what, in the end, is a trivial matter. Quality employees are difficult to find in any industry and I would think an employer would long hesitate before forcing a loyal, long-time employee to quit over an honest and heart-felt difference of opinion about a matter of personal significance to her.

 

As Greenberg (2003) concludes, We need to continue to educate courts about how employers mistakenly conflate sex, gender, sexual orientation, gender identity and gender

 

 

role performance. This inappropriate conflation can lead to discriminatory employment practices that, regardless of their form, all constitute discrimination because of sexunder Title VII.Perhaps training and education about stereotypes and increasing demographic diversity in workforces and applicant bases will chip away over time at extant gender and other role stereotypes. In the near term, however, evolving gender-based parameters of acceptableworkplace appearance have yet to be dealt with consistently either by the courts or by employers. Until they are, the ideal of a workplace where stereotypes and subjective appearance standards unrelated to job performance are irrelevant to the employment relationship remains an elusive goal.

 

 

 

References

 

Adamitis, E. M. (2000). Appearance matters: A proposal to limit appearance discrimination in employment.

Washington Law Review, 75, 195 (January).

Andersson, L. M., & Pearson, C. M. (1999). Tit for tat? The spiraling effect of incivility in the workplace.

Academy of Management Review, 24, 452471.

Bello, J. D. (2004). Attractiveness as hiring criteria: Savvy business practice or racial discrimination?

8 Journal of Gender, Race & Justice, 483, 504505 (Fall).

Berkley, R. A., & Watt, A. H. (2006). Impact of same-sex harassment and gender-role stereotypes on Title

VII protection for gay, lesbian, and bisexual employees. Employee Responsibilities and Rights Journal,

18, 319.

Bovalino, K. M. (2003). How the effeminate male can maximize his odds of winning Title VII litigation. 53

Syracuse Law Review, 1117, 1134.

Drogosz, L. M., & Levy, P. E. (1996). Another look at the effects of appearance, gender, and job type on performance-based decisions. Psychology of Women Quarterly, 20, 437445.

Greenberg, J. A. (2003). The gender nonconformity theory: A comprehensive approach to break down the maternal wall and end discrimination against gender benders. 26 Thomas Jefferson Law Review, 37

(symposium article).

Hardage, J. A. (2002). Nichols v. Azteca Restaurant Enterprises, Inc. and the legacy of Price Waterhouse v.

Hopkins: Does Title VII prohibit effeminacydiscrimination? 54 Alabama Law Review, 193 (Fall). Heilman, M. E., & Saruwatari, L. R. (1979). When beauty is beastly: The effects of appearance and sex on

evaluations of job applications for managerial and non-managerial jobs. Organizational Behavior and

Human Performance, 23, 360372.

Heilman, M. E., & Stopeck, M. E. (1985). Attractiveness and corporate success: Different causal attributions for males and females. Journal of Applied Psychology, 70, 379388.

Jawahar, I. M., & Mattsson, J. (2005). Sexism and beautyism effects in selection as a function of self-

monitoring level of decision maker. Journal of Applied Psychology, 90, 563573.

Kirshenbaum, A. M. (2005). Because of … sex: Rethinking the protections afforded under Title VII in the post-Oncale world. Albany Law Review, 69, 139177.

Kramer, Z. A. (2004). The ultimate gender stereotype: Equalizing gender-conforming and gender-

nonconforming homosexuals under Title VII. U. Illinois Law Review, 465499.

Kramer, Z. A. (2006). Some preliminary thoughts on Title VIIs intersexions. Georgetown Journal of Gender and the Law, 7, 3158.

Lim, S., & Cortina, L. M. (2005). Interpersonal mistreatment in the workplace: The interface and impact of general incivility and sexual harassment. Journal of Applied Psychology, 90, 483496.

Lloyd, A. (2005). Defining the human: Are transgender people strangers to the law? Berkeley J. Gender L. & Just, 20, 150.

Lucero, M. A., & Allen, R. E. (2006). Implementing zero tolerance policies: Balancing strict enforcement with fair treatment. SAM Advanced Management Journal, 3541 (Winter).

Meyers, L. (2006). Still wearing the kick mesign. APA Monitor on Psychology, 37, 6870.

Pearson, C. M., Andersson, L. M., & Porath, C. L. (2000). Assessing and attacking workplace incivility.

Organizational Dynamics, 29, 123137.

Quill, E. (2005). Employersliability for bullying and harassment. International Journal of Comparative

Labour Law and Industrial Relations, 645666 (Winter).

Sachs, M. (2004). The mystery of Title VII: The various interpretations of Title VII as applied to homosexual plaintiffs. Wisconsin Womens Law Journal, 19, 359.

 

 

Schneyer, K. L. (1998). Hooting: Public and popular discourse about sex discrimination. University of

Michigan Journal of Law Reform, 31, 551 (Spring).

Trotier, G. S. (2002). Dude looks like a lady: Protection based on gender stereotyping discrimination as developed in Nichols v. Azteca Restaurant Enterprises, Inc. 20 Law and Inequality Journal, 237 (Summer).

Watkins, L. M., & Johnston, L. (2000). Screening job applicants: The impact of physical attractiveness and application quality. International Journal of Selection and Assessment, 8, 7684.

Yuracko, K. A. (2004). Private nurses and Playboy Bunnies: Explaining permissible sex discrimination. 92

California Law Review, 147, 151152 (January).

 

 

 

Cases Cited

 

Anderson v. Liberty Lobby, Inc., 477 U.S. 242, 248 (1986)

Back v. Hastings-on-Hudson Union Free School District, 365 F.3d 107; 11920 (2nd Cir. 2004) Baker v. Cal. Land Title Co., 507 F.2d 895 (9th Cir.1974)

Bibby v. Phila. Coca Cola Bottling Co., 260 F.3d 257 (3rd Cir. 2001)

Booth et al. v. Maryland Dept. of Public Safety, et al., 327 F.3d 377 (4th Cir. 2003) Burlington Northern & Santa Fe Ry. Co. v. White, 126 S. Ct. 240 (2006)

Centola v. Potter, 183 F.Supp. 2d 402; 408409 (D. Mass. 2002)

Christopher v. National Educational Association, 422 F.3d 840; 845 (9th Cir. 2005)

City of Los Angeles Dept. of Water and Power, et al., v. Manhart et al., 435 U.S. 702 (1978)

Cloutier v. Costco Wholesale Corp., 390 F.3d 126 (1st Cir. 2004); cert. denied, 125 S. Ct. 2940 (June 20, 2005) Craft v. Metromedia, Inc., 766 F.2d 1205 (8th Cir. 1985); cert. denied, 475 U.S. 1058 (1986)

Dandan v. Radisson, WL 336528 (N. D. Ill. 2000)

Dawson v. Bumble & Bumble, 398 F.3d 211; 217218 (2nd Cir. 2004) Dick v. Phone Directories Co., Inc., 397 F.3d 1256 (10th Cir. 2005) Doe v. City of Belleville, 119 F.3d 563; 581 (7th Cir. 1997)

EEOC v. Audrey Sedita d/b/a Womens Workout World, 755 F. Supp. 808 (N. D. Ill. 1991)

Etsitty v. Utah Transit Authority, Lexis 12634 (June 24, 2005)

Frank v. United Airlines, Inc., 216 F.3d 845; 855 (9th Cir. 2000) (en banc)

Guardian Capital Corp. v. New York State Div. of Human Rights, 360 N.Y.S. 2nd 937 (1974) Griggs v. Duke Power Co., 401 U.S. 424 (1971)

Hamm V. Weyauwega Milk Products, Inc., 332 F.3d (7th Cir. 2003)

Harper v. Blockbuster Entertainment Corp., 139 F.3d 1385 (11th Cir. 1998) Higgins v. New Balance Athletic Shoe, Inc., 194 F.3d 252 (1st Cir. 1999)

Jespersen v. Harrahs Entertainment, Inc., 392 F.3d 1076 (9th Cir. 2004); vacated, 409 F.3d 1061 (May 13,

2005); 444 F.3d 1104 (9th Cir., April 14, 2006 rehearing en banc) Kelley v. Johnson, 425 U.S. 238 (1976)

Klein v. McGowan, 198 F.3d 705 (8th Cir. 1999)

Lynch v. Baylor University Medical Center, Lexis 62408 (N.D. Tx., 2006) McCown v. St. Johns Health System, Inc., 349 F.3d 540 (8th Cir. 2003) Medina v. State of New Mexico, 413 F.3d 1131 (10th Cir. 2005)

Miller v. Kellogg, Lexis 31021 (N.D. Neb., 2006)

Nichols v. Azteca Rest. Enters., Inc., 256 F.3d 684 (9th Cir. 2001) Oncale v. Sundowner Offshore Services, 523 U.S. 75; 82 (1998) Pedroza v. Cintas Corp. No. 2, 397 F.3d 1063 (2005)

Philips v. Martin Marietta Corp., 400 U.S. 542; 545 (1971) Price Waterhouse v. Hopkins, 490 U.S. 228 (1989)

Rene v. MGM Grand Hotel, Inc., 305 F.3d 1061 (9th Cir. 2002) (en banc) Rivera v. Trump Plaza Hotel and Casino, 702 A.2nd 1359 (N.J. Super. 1997)

Schmedding v. Tnemec, 187 F.3d 862; 865 (8th Cir. 1999) Schroer v. Billngton,424 F. Supp. 2d 203 (D. D.C. 2006)

Simonton v. Runyon, 232 F.3d 33; 3435 (2nd Cir. 2000) Slagle v. County of Clarion, 435 F.3d 262 (3rd Cir. 2006)

Smith v. City of Salem, 378 F.3d 566 (6th Cir., 2004) Spearman v. Ford Motor Co., 231 F.3d 1080 (7th Cir. 2000)

UAW v. Johnson Controls, Inc., 499 U.S. 187 (1991)

 

 

Vickers v. Fairfield Medical Center et al., 453 F.3d 757 (6th Cir. 2006) Wilson v. Southwest Airlines Co., 517 F. Supp. 292; 304 (N.D. Tex. 1981)

Wiseley v. Harrahs Entertainment, Inc., 94 Fair Empl. Prac. Cas. 402 (D. N.J. 2004) Wood v. Sempra Energy Trading Corp., Lexis 2848 (D. Conn. 2005)

Wright v. CompUSA, 352 F.3d 472 (1st Cir. 2003)

Yanowitz v. LOreal USA Inc., 36 Cal. 4th 1028 (Aug. 11, 2005)

7. Bifocal Display

The Bifocal Display is an information presentation technique which allows a large data space to be viewed as a whole, while simultaneously a portion is seen in full detail. The detail is seen in the context of the overview, with continuity across the boundaries, rather than existing in a disjoint window (see Figure 7.1).


Figure 7.1: A bifocal representation of the London Underground map, showing the central area in full detail, while retaining the context of the entire network. It is important to note the continuity of the lines between the focus and context regions, in spite of the differing magnification factors.

Copyright: © Robert Spence and Prentice Hall All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. No higher resolution available

William Farrand’s (Farrand 1973) observation that “an effective transformation [of data] must somehow maintain global awareness while providing detail” reflected a longstanding concern, both with a user’s need to be aware of context and with the “too much data, too small a screen” problem. Although static solutions already existed in the field of geography, an interactively controlled transformation that satisfied Farrand’s requirement and, moreover, maintained a continuity of information space, was invented in 1980 by Robert Spence (Imperial College London) and Mark Apperley (University of Waikato, New Zealand), who gave it the name ‘Bifocal Display’. Since then it has been implemented, generalized, evaluated and widely applied. Today there are many applications of the Bifocal Display concept in use; for example the very familiar stretchable dock of application icons associated with the Mac OSX (Modine 2008) operating system (Figure 7.2).


Figure 7.2: The very familiar example of the bifocal concept; the Macintosh OSX application ‘dock’, released in 2001.

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Video 7.1: Introduction to the Bifocal Display.

Courtesy of Rikke Friis Dam and Mads Soegaard. Copyright: CC-Att-ND. View full screen or download (544 KB)


Video 7.2: Main guidelines and future directions.

Courtesy of Rikke Friis Dam and Mads Soegaard. Copyright: CC-Att-ND. View full screen or download (576 KB)


Video 7.3: How the Bifocal Display was invented and launched.

Courtesy of Rikke Friis Dam and Mads Soegaard. Copyright: CC-Att-ND. View full screen or download (576 KB)


Video 7.4: The Bifocal Display concept video from 1981.

Copyright: © Robert Spence and Colin Grimshaw All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. View full screen or download (704 KB)

The Bifocal Display Explained

The concept of the Bifocal display can be illustrated by the physical analogy shown in Figures 7.3, 7.4, and 7.5. In Figure 7.3 we see a sheet representing an information space containing many items: documents, sketches, emails and manuscripts are some examples. As presented in Figure 7.3 the information space may be too large to be viewed in its entirety through a window, and scrolling would be needed to examine all information items. However, if the sheet representing the information space is wrapped around two uprights, as in Figure 7.4, and its extremities angled appropriately, a user will see Figure 7.5 part of the information space in its original detail and, in addition, a ‘squashed’ view of the remainder of the information space. The squashed view may not allow detail to be discerned but, with appropriate encoding (e.g., colour, vertical position) both the presence and thenature of items outside the focus region can be interpreted. If an item is noticed in the context region and considered to be potentially of interest, the whole information space can be scrolled by hand to bring that item into detail in the focus region.

Figures 7.3, 7.4, and 7.5 emphasises that the ‘stretching’ or ‘distorting’ of information space is central to the concept of the Bifocal Display. The continuity of information space between focus and context regions is a vital feature and especially valuable in the context of map representation (see below).


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Figure 7.3: An information space containing documents, email, etc.

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Figure 7.4: The same space wrapped around two uprights.

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Figure 7.5: Appearance of the information space when viewed from an appropriate direction.

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Immediately following its invention in 1980, the Bifocal Display concept was illustrated in a press release based on an (the first!) envisionment video (Apperley & Spence 1981) showing it in use in the scenario of a futuristic office. It was presented to experts in office automation in 1981 (Apperley and Spence 1981a; Apperley and Spence 1981b;) and the technical details (Apperley et al. 1982) of a potential implementation were discussed in 1982, the same year that a formal journal paper (Spence & Apperley 1982) describing the Bifocal display was published.

A number of significant features of the Bifocal display can be identified:

Continuity

Continuity between the focus and context regions in a bifocal representation is an important and powerful feature, facilitated by the notion of ‘stretching’ or ‘distorting’ the information space. Formally, the transformation of the space must be monotonic (effectively, moving in the same direction) in both dimensions for continuity to be visible. In fact, the concept of stretching can be generalised. If the stretching shown in Figures 7.5, 7.6, and 7.7 can be termed X-distortion, then stretching in both directions (XY-distortion) can be advantageous in, for example, the display of calendars (Figure 7.6) and metro maps (Figure 7.1): in both these applications the continuity of information space is a distinct advantage. The term ‘rubber-sheet stretching’ (Tobler 1973; Mackinlay et al. 1991; Sarkar et al. 1993) was seen to neatly explain both the graphical/topological distortion and continuity aspects of focus-plus-context presentations. It is possible that the latter freedom led to use of the term ‘fish-eye display’ as synonymous with ‘bifocal display’. Note that the taxonomy developed by Ying Leung and Apperley (Leung and Apperley 1993a; Leung and Apperley 1993b) discusses the relationships and differences between the bifocal and fish-eye concepts.


Figure 7.6: Combined X- and Y- distortion provides a convenient calendar interface.

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Detail Suppression

A second significant feature of the bifocal display is the ability to customise the representation of an item for its appearance in the context region, where fine detail is irrelevant or even inappropriate (see, for example, the London Underground map of Figure 7.1, where no attempt is made to provide station detail in the context region). The concept of ‘degree of interest’, later to be formalised by George Furnas (Furnas 1986) might, for example lead to the suppression of text and the possible introduction of alternative visual cues, such as shape and colour, with a view to rendering the item more easily distinguished when in the context region. Whereas the bifocal concept is primarily explained as a presentation technique, it was immediately apparent that the effectiveness of the presentations could be enhanced by corresponding variations in representation, utilising the implicit degree of interest of the focus and context regions.

Interaction: scrolling/panning

Yet a third feature of the bifocal concept concerned manual interaction with the display to achieve scrolling or panning. In the envisionment video (Apperley & Spence 1981) the user is seen scrolling by touch, immediate visual feedback ensuring easy positioning of a desired item in the focus region (see Figure 7.7). Truly direct manipulation, as in touch, is vital for predictable navigation in a distorted space, and overcomes the issues of scale and speed (Guiard & Beaudouin-Lafon 2004) typically associated with combined panning and zooming operations. The impact and potential of multi-touch interfaces in such interaction is mentioned later.


Figure 7.7: Direct interaction with the Bifocal Display allows a specific item or area to be dragged into the focus region (from Video 5).

Courtesy of Robert Spence, with the assistance of Colin Grimshaw of the Imperial College TV studio. Copyright: CC-Att-ND. No higher resolution available


Figure 7.8: The Perspective Wall from 1991 has much in common with the bifocal display.

Courtesy of Inxight Software, Inc (screenshot of Perspective Wall). Copyright status: Unknown (pending investigation). See section “Exceptions” in the copyright terms below.
No higher resolution available


Figure 7.9: The Neighbourhood Explorer (Spence 2001; Apperley et al. 2001). Properties further away from the object of interest on each axis are shown as icons with little detail.

Courtesy of Mark D. Apperley and Robert Spence. Copyright: CC-Att-ND. No higher resolution available

Later work by Apperley and Spence and colleagues described generalizations of the Bifocal Display concept and a useful taxonomy (Leung and Apperley 1993a,b,c,d; Leung et al. 1995). In 1991 a three-dimensional realization of the Bifocal Display, termed the Perspective Wall (Figure 7.8), was described (Mackinlay et al. 1991). In the Neighbourhood Explorer (Figure 7.9), Apperley and Spence applied the Bifocal Display concept to the task of home-finding (Spence 2001, page 85; Apperley et al. 2001) in a multi-axis representation. A very effective application of the Bifocal concept to interaction with hierarchically structured data was described by John Lamping and Ramana Rao (Lamping & Rao 1994) who employed a hyperbolic transformation to ensure that, theoretically, an entire tree was mapped to a display (Figure 7.10). In the same year, Rao and Stuart Card (Rao & Card 1994) described the Table Lens (Figure 7.12) which, also, employed the concept of stretching.


Figure 7.10: A sketch illustration of the hyperbolic browser representation of a tree. The further away a node is from the root node, the closer it is to its superordinate node, and the area it occupies decreases (Spence 2001).

Courtesy of Robert Spence. Copyright: CC-Att-ND. No higher resolution available


Figure 7.11: Distorted map on a PDA, showing the continuity of transportation links.

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Figure 7.12: Screenshot of the Table Lens. The Table Lens incorporates the concept of stretching in both X and Y dimensions to provide focus plus context (Rao and Card 1994).

Courtesy of Inxight Software, Inc (screenshot of Table Lens). Copyright status: Unknown (pending investigation). See section “Exceptions” in the copyright termsbelow.
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The commercial development by IDELIX of software that would implement the concept of the Bifocal Display allowed that company to demonstrate the concept in a number of applications. In one, a transportation map of the Boston area could be examined on the limited display area of a PDA (Figure 7.11) through the appropriate manual control of panning and variable stretching; automatic degree-of-interest adjustment was employed to make the best use of available display area. By contrast, another application (Figures 7.13 and 7.14) employed a table-top display, with four simultaneous users independently controlling the stretching of different areas of the map in order to inspect detail. The value of the Bifocal Display concept to a user’s interaction with a calendar was demonstrated by Ben Bederson, Aaron Clamage, Mary Czerwinski and George Robertson (Bederson et al 2004) – see Figure 7.15.

In a medical application of the bifocal concept a 3D image of a portion of the brain has been distorted to focus on the region around an aneurysm, with the surrounding network of arteries as the context (Cohen et al. 2005) – seeFigure 7.16 and Figure 7.17.


Figure 7.13: Distorted map on a table (from 2005).

Copyright: © Clifton Forlines, Chia Shen, and Mitsubishi Electric Research Labs All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. No higher resolution available


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Figure 7.14: Distorted map on a table (from 2005).

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Figure 7.15: Use of the Bifocal Display concept in a PDA-based calendar (Bederson et al. 2004).

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Figure 7.16: A 3D medical dataset of a brain aneurysm without bifocal distortion (Cohen et al. 2005).

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Figure 7.17: Bifocal distortion applied to the dataset (Cohen et al. 2005).

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The Future

Research is needed into the fundamental cognitive and perceptual reasons why, and in what circumstances, awareness of context is particularly useful, so that the potential of the bifocal, Degree-of-Interest and other focus+context techniques, alone or in concert, can be assessed for a specific application. The advent of multi-touch screens, and their associated (extreme) direct manipulation, has opened enormous opportunities for improved interaction techniques in navigating large spaces. The single gesture combined pan-zoom operation possible with a multi-touch display offers exciting possibilities for further development and utilisation of the bifocal concept (Forlines and Shen 2005).

Where to learn more

A chapter of Bill Buxton’s book (Buxton 2007) is devoted to the Bifocal Display. The bifocal concept is also treated in many texts associated with Human-computer Interaction, under a variety of index terms: distortion (Ware 2007), bifocal display (Spence 2007; Mazza 2009), and focus+context Tidwell (Tidwell 2005).

Videos

Appreciation of the Bifocal Display concept can be helped by viewing video presentations. A selection is given below.


Video 7.5: The Bifocal Display.

Copyright: © Robert Spence All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. Viewfull screen or download (0)


Video 7.6: The Bifocal Display.

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Video 7.7: Distorted map on a PDA (52 seconds, silent).

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Video 7.8: Pliable display Technology on a table (3 minutes).

Copyright: © Clifton Forlines, Chia Shen and Mitsubishi Electric Research Labs All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. View full screen or download(0)


Video 7.9: Rubber sheet map distortion (33 seconds, silent).

Copyright: © IDELIX Software All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. Viewfull screen or download (0)


Video 7.10: The Perspective Wall (54 seconds).

Copyright: © Jock D. Mackinlay, George D. Robertson and Stuart K. Card All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. View full screen or download(0)

 
 

7.2 Commentary by Stuart K. Card

How to cite this commentary in your report

Stuart K. Card


© Stuart K. Card

Stuart Card is a Senior Research Fellow and the manager of the User Interface Research group at the Palo Alto Research Center. His study of input devices led to the Fitts’s Law characterization of the mouse and was a major factor leading to the mouse’s commercial introduction by Xerox. His group has developed theoretical characterizations of human-machine interaction, including the Model…   

 
 


Stuart K. Card

Stuart K. Card is a member of The Interaction Design Foundation

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Stuart K. Card

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7.3 Commentary by Lars Erik Holmquist

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Lars Erik Holmquist


© Lars Erik Holmquist

Lars Erik Holmquist is Professor in Media Technology at Södertörn University, manager of the Interaction Design and Innovation lab at the Swedish Institute of Computer Science, and a Research Leader at the Mobile Life VINN Excellence Centre in Kista, Sweden. He previously led research groups at the Viktoria Institute and the Interactive Institute. He received his M.Sc. in Computer Scienc…   

 
 


Lars Erik Holmquist

Lars Erik Holmquist is a member of The Interaction Design Foundation

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When revisiting the original videos by Spence and Apperley, it is remarkable how fresh and practical their ideas still are – and this goes for not just the principles of the Bifocal display itself, but also the human-computer interaction environment that they envisioned. A few years ago I organized a conference screening of classic research videos, including Spence and Apperley’s envisionment of a futureOffice of the Professional. For entertainment purposes, the screening was followed by Steven Spielberg’s science fiction movie MINORITY REPORT. In the fictional film, we could see how the hero (played by Tom Cruise) interacted with information in a way that seemed far beyond the desktop computers we have today – but in many ways very similar to Spence and Apperley’s vision of the future office. So ahead of their time were these researchers that when these works were shown in tandem, it became immediately obvious how many of the ideas in the 1981 film were directly reflected in a flashy Hollywood vision of the future – created over 20 years later!

It is hard for us to imagine now, but there was a time when the desktop computing paradigm, also called Windows-Icons-Mouse-Pointers or WIMP, was just one of many competing ideas for how we would best interact with digital data in the future. Rather than pointing and clicking with a disjointed, once-removed device like the mouse, Spence and Apperley imagined interactions that are more in line with how we interact with real-world objects – pointing directly at them, touching them on the screen, issuing natural verbal commands. Of the many ideas they explored, the general theme was interaction with large amounts information in ways that are more natural than viewing it on a regular computer screen – something they likened to peeking through a small window, revealing only a tiny part of a vast amount of underlying data.

The Bifocal display is based on some very simple but powerful principles. By observing how people handle large amounts of data in the real, physical world, the inventors came up with a solution for mitigating the same problem in the virtual domain. In this particular case, they drew upon an observation of human vision system – how we can keep many things in the periphery of our attention, while having a few in the focus – and implemented this electronically. They also used a simple optical phenomenon, that of perspective; things in the distance are smaller than those that are near. Later, other physical properties have also been applied to achieve a similar effect, for instance the idea of a “rubber sheet” that stretches and adapts to an outside force, or that of a camera lens that creates a “fisheye” view of a scene (e.g. Sarkar and Brown 1994).

All of these techniques can be grouped under the general term offocus+context visualizations. These visualizations have the potential to make large amounts of data comprehensible on computers screens, which are by their nature limited in how much data they can present, due to factors of both size and resolution. However, powerful as they may be, there are also some inherent problems in many of these techniques. The original Bifocal display assumes that the material under view is arranged in a 1-dimensional layout, which can be unsuitable for many important data sets, such as maps and images. Other fisheye and rubber sheet techniques extended the principles to 2-dimensional data, but still require an arrangement based on fixed spatial relationships rather than more logically based ones, such as graphs. This has been addressed in later visualization techniques, which allow the individual elements of a data set (e.g. nodes in a graph) to move more freely in 2-dimensional space while keeping their logical arrangement (e.g. Lamping et al 1995).

Furthermore, for these techniques to work, it is necessary to assume that the material outside the focus is not overly sensitive to distortion shrinking, or that it at least can be legible even when some distortion is applied. This is not always true; for instance, text can become unreadable if subjected to too much distortion and/or shrinking. In these cases, it may be necessary to apply some other method than the purely visual to reduce the size of the material outside the focus. One example of how this can be done is semantic zooming, which can be derived from the Degree of Interest function in Furnas’ generalized fisheye views (Frunas 1986). With semantic zooming, rather than graphically shrinking or distorting the material outside the focus, important semantic features are extracted and displayed. A typical application would be to display the headline of a newspaper article rather than a thumbnail view of the whole text. Semantic zooming is now common in maps, where more detail – such as place names and small roads – gradually gets revealed as the user zooms in.

There have been many approaches that try to mitigate these problems. In my own work, using a similar starting point to Spence and Apperley and also inspired by work by Furnas, Card and many others, I imagined a desk covered with important papers. One or two would be in the center of attention as they were being worked on; the rest would be spread around. However, unlike other bifocal displays they would not form a continuous display, but be made up of discrete objects. On a computer screen, the analog would be to have one object in the middle in readable size, and the others shrunk to smaller size arranged on the surrounding area. By arranging the individual pages in a left-to-right, top-to-bottom fashion it became possible to present a longer text, such as a newspaper article or a book (see figure 1). The user could then click on a relevant page to bring it into focus, or use the keyboard to flip through the pages (Figure 2). This technique was called Flip Zooming, as it mimicked flipping the pages in a book. The initial application was a Java application for web browsing, called the Zoom Browser (Holmquist 1997). Later we worked to adapt the same principle to smaller displays, such as handheld computers. Because the screen real-estate on these devices was even smaller, just shrinking the pages outside the focus was not feasible – they would become too small to read. Instead, we applied computational linguistics principles to extract only the most important important keywords of each section, and present these to give the viewer an overview of the material. This was implemented as a web browser for small terminals, and was one of the first examples of how to handle large amounts of data on such devices (Björk et al. 1999).


Figure 7.1: Flip zooming view of a large document, with no page zoomed in.

Courtesy of Lars Erik Holmquist. Copyright: Please read the copyright terms below. No higher resolution available


Figure 7.2: Flip zooming with a page zoomed in. Note the lines between pages to denote order!.

Courtesy of Lars Erik Holmquist. Copyright: Please read the copyright terms below. No higher resolution available

Another problem with visualizing large amounts of data, is that of size versus resolution. Even a very large display, such as a projector or big-screen plasma screen, will have roughly the same number of pixels as a regular computer terminal. This means that although we can blow up a focus+context display to wall size, the display might not have enough detail to properly show the important information in the focus, such as text. Several projects have attempted to combine displays of different sizes resolutions in order to show both detail and context at the same time. For instance, the Focus Plus Context Screen positioned a high-resolution screen in the centre of a large, projected display (Baudisch et al 2005). This system made it possible to provide low-resolution overview of a large image, e.g. a map, with a region of higher resolution in the middle; the user could then scroll the image to find the area of interest. A similar approach was found in the Ubiquitous Graphics project,where we combined position-aware handheld displays with a large projected display. Rather than scrolling an image around a statically positioned display, users could move the high-resolution display as a window or “magic lens” to show detail on an arbitrary part of the large screen (see Figure 3). These and several other projects point to a device ecology where multiple screens act in tandem as input/output devices. This would allow for collaborative work in a much more natural style than allowed for by the single-user desktop workstations, in a way that reminds us of the original Spence and Apperley vision.


Figure 7.3: The ubiquitous graphics system provided a freely movable high-resolution display, that acted as an interactive “magic lens” to reveal detailed information anywhere on the larger display.

Courtesy of Lars Erik Holmquist. Copyright: Please read the copyright terms below. No higher resolution available

After over 20 years of WIMP desktop computing, the Bifocal display and the ideas derived from it are therefore in many ways more relevant than ever. We live in a world where multiple displays of different resolutions and sizes live side by side, much like in Spence and Apperley’s vision of the future office. New interaction models have opened up new possibilities for zooming and focus+context based displays. For instance, multitouch devices such as smartphones and tablets make it completely intuitive to drag and stretch a virtual “rubber sheet” directly on the screen, instead of the single-point, once-removed interaction style of a mouse. I believe that this new crop of devices presents remarkable opportunities to revisit and build upon the original visualization ideas presented in Spence’s text, and that we may have only seen the very start of their use in real-world applications.

References

  • Björk, S., Holmquist, L.E., Redström, J., Bretan, I., Danielsson, R., Karlgren, J. and Franzén, K. WEST: A Web Browser for Small Terminals. Proc. ACM Conference on User Interface Software and Technology (UIST) ’99, ACM Press, 1999.
  • Baudisch, P., Good, N., and Stewart, P. Focus Plus Context Screens: Combining Display Technology with Visualization Techniques. In Proceedings of UIST 2001, Orlando, FL, November 2001, pp.31-40.
  • Furnas, G.W. Generalized fisheye views. CHI ’86 Proceedings of the SIGCHI conference on Human factors in computing systems.
  • Holmquist, L.E. Focus+context visualization with flip zooming and the zoom browser. CHI ’97 extended abstracts on Human factors in computing systems.
  • Lamping, J., Rao, R. and Pirolli, P. A focus+context technique based on hyperbolic geometry for visualizing large hierarchies. CHI ’95 Proceedings of the SIGCHI conference on Human factors in computing systems.
  • Sanneblad, J. and Holmquist, L.E. Ubiquitous graphics: combining hand-held and wall-size displays to interact with large images. AVI ’06 Proceedings of the working conference on Advanced visual interfaces.
  • Sarkar, M. and Brown, M.H. Graphical Fisheye Views. Commun. ACM 37(12): 73-84 (1994)

5. Visual Representation

by Alan Blackwell. How to cite in your report.

 
 

How can you design computer displays that are as meaningful as possible to human viewers? Answering this question requires understanding of visual representation – the principles by which markings on a surface are made and interpreted. The analysis in this article addresses the most important principles of visual representation for screen design, introduced with examples from the early history of graphical user interfaces. In most cases, these principles have been developed and elaborated within whole fields of study and professional skill – typography, cartography, engineering and architectural draughting, art criticism and semiotics. Improving on the current conventions requires serious skill and understanding. Nevertheless, interaction designers should be able, when necessary, to invent new visual representations.

 

5.1 Typography and text

For many years, computer displays resembled paper documents. This does not mean that they were simplistic or unreasonably constrained. On the contrary, most aspects of modern industrial society have been successfully achieved using the representational conventions of paper, so those conventions seem to be powerful ones. Information on paper can be structured using tabulated columns, alignment, indentation and emphasis, borders and shading. All of those were incorporated into computer text displays. Interaction conventions, however, were restricted to operations of the typewriter rather than the pencil. Each character typed would appear at a specific location. Locations could be constrained, like filling boxes on a paper form. And shortcut command keys could be defined using onscreen labels or paper overlays. It is not text itself, but keyboard interaction with text that is limited and frustrating compared to what we can do with paper (Sellen & Harper 2001).

But despite the constraints on keyboard interaction, most information on computer screens is still represented as text. Conventions of typography and graphic design help us to interpret that text as if it were on a page, and human readers benefit from many centuries of refinement in text document design. Text itself, including many writing systems as well as specialised notations such as algebra, is a visual representation that has its own research and educational literature. Documents that contain a mix of bordered or coloured regions containing pictures, text and diagrammatic elements can be interpreted according to the conventions of magazine design, poster advertising, form design, textbooks and encyclopaedias. Designers of screen representations should take care to properly apply the specialist knowledge of those graphic and typographic professions. Position on the page, use of typographic grids, and genre-specific illustrative conventions should all be taken into account.


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Figure 5.1: Contemporary example from the grid system website.

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Figure 5.2: Example of a symbolic algebra expression (the single particle solution to Schrodinger’s equation).

Copyright: Please read the copyright termsbelow. No higher resolution available


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Figure 5.3: Table layout of funerals from the plague in London in 1665.

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Figure 5.4: Tabular layout of the first page of the Gutenberg Bible: Volume 1, Old Testament, Epistle of St. Jerome. The Gutenberg Bible was printed by Johannes Gutenberg, in Mainz, Germany in the 1450s.

Copyright: Please read the copyright terms below. No higher resolution available

5.1.1 Summary

Most screen-based information is interpreted according to textual and typographic conventions, in which graphical elements are arranged within a visual grid, occasionally divided or contained with ruled and coloured borders.
Where to learn more:

  • thegridsystem.org
  • Resnick, Elizabeth (2003): Design for Communication: Conceptual Graphic Design Basics. Wiley

    Design for Communication offers a unique approach to mastering the basic design principles, conceptual problem-solving methods, and critical-thinking skills that distinguish graphic designers from desktop technicians. This book presents forty-two basic to advanced graphic design and typography assignments collaboratively written by college educators to teach the fundamental processes, concepts, and techniques through hands-on applications. Each assignment is illustrated with actual student solutions, and each includes a process narrative and an educator’s critical analysis revealing the reasoning behind the creative strategies employed by each individual student solution.

    © All rights reserved Resnick and/or Wiley

     

5.2 Maps and graphs

The computer has, however, also acquired a specialised visual vocabulary and conventions. Before the text-based computer terminal (or ‘glass teletype’) became ubiquitous, cathode ray tube displays were already used to display oscilloscope waves and radar echoes. Both could be easily interpreted because of their correspondence to existing paper conventions. An oscilloscope uses a horizontal time axis to trace variation of a quantity over time, as pioneered by William Playfair in his 1786 charts of the British economy. A radar screen shows direction and distance of objects from a central reference point, just as the Hereford Mappa Mundi of 1300 organised places according to their approximate direction and distance from Jerusalem. Many visual displays on computers continue to use these ancient but powerful inventions – the map and the graph. In particular, the first truly large software project, the SAGE air defense system, set out to present data in the form of an augmented radar screen – an abstract map, on which symbols and text could be overlaid. The first graphics computer, the Lincoln Laboratory Whirlwind, was created to show maps, not text.


Figure 5.5: The technique invented by William Playfair, for visual representation of time series data.

Copyright: Please read the copyright terms below. No higher resolution available


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Figure 5.6: Time series data as shown on an oscilloscope screen.

Courtesy of Premek. V.. Copyright: pd. Download or view full resolution (818 x 638 pixels. 384 KB)


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Figure 5.7: Early radar screen from HMS Belfast built in 1936.

Courtesy of Remi Kaupp. Copyright: CC-Att-SA. Download or view full resolution (2736 x 2052 pixels. 4 MB)


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Figure 5.8: Early weather radar – Hurricane Abby approaching the coast of British Honduras in 1960.

Courtesy of NOAA’s National Weather Service. Copyright: pd. Download or view full resolution (1088 x 1172 pixels. 296 KB)


Figure 5.9: The Hereford Mappa Mundi of 1300 organised places according to their approximate direction and distance from Jerusalem.

Copyright: Please read the copyright terms below. No higher resolution available


Figure 5.10: The SAGE system in use. The SAGE system used light guns as interaction devices.

Courtesy of Wikipedia. Copyright: Please read the copyright termsbelow. No higher resolution available


Figure 5.11: The Whirlwind computer at the MIT Lincoln Laboratory.

Copyright: © The MITRE Corporation All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. No higher resolution available

5.2.1 Summary

Basic diagrammatic conventions rely on quantitative correspondence between a direction on the surface and a continuous quantity such as time or distance. These should follow established conventions of maps and graphs.
Where to learn more:

MacEachren, Alan M. (2004): How Maps Work: Representation, Visualization, and Design. The Guilford Press

5.3 Schematic drawings

Ivan Sutherland’s groundbreaking PhD research with Whirlwind’s successor TX-2 introduced several more sophisticated alternatives (Sutherland 1963). The use of a light pen allowed users to draw arbitrary lines, rather than relying on control keys to select predefined options. An obvious application, in the engineering context of Massachusetts Institute of Technology (MIT) where Sutherland worked, was to make engineering drawings such as the girder bridge in Figure 5.13. Lines on the screen are scaled versions of the actual girders, and text information can be overlaid to give details of force calculations. Plans of this kind, as a visual representation, are closely related to maps. However, where the plane of a map corresponds to a continuous surface, engineering drawings need not be continuous. Each set of connected components must share the same scale, but white space indicates an interpretive break, so that independent representations can potentially share the same divided surface – a convention introduced in Diderot’s encyclopedia of 1772, which showed pictures of multiple objects on a page, but cut them loose from any shared pictorial context.


Figure 5.12: The TX-2 graphics computer, running Ivan Sutherland’s Sketchpad software.

Courtesy of Ivan Sutherland. Copyright: CC-Att-SA-3. No higher resolution available


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Figure 5.13: An example of a force diagram created using Sutherland’s Sketchpad.

Courtesy of Ivan Sutherland. Copyright: CC-Att-SA-3. Download or view full resolution (1449 x 916 pixels. 370 KB)


Figure 5.14: A page from the Encyclop?die of Diderot and d’Alembert, combining pictorial elements with diagrammatic lines and categorical use of white space.

Copyright: Please read the copyright termsbelow. No higher resolution available

5.3.1 Summary

Engineering drawing conventions allow schematic views of connected components to be shown in relative scale, and with text annotations labelling the parts. White space in the representation plane can be used to help the reader distinguish elements from each other rather than directly representing physical space.
Where to learn more:

  • Engineering draughting textbooks
  • Ferguson, Eugene S. (1994): Engineering and the Mind’s Eye. MIT Press

5.4 Pictures

The examples so far may seem rather abstract. Isn’t the most ‘natural’ visual representation simply a picture of the thing you are trying to represent? In that case, what is so hard about design? Just point a camera, and take the picture. It seems like pictures are natural and intuitive, and anyone should be able to understand what they mean. Of course, you might want the picture to be more or less artistic, but that isn’t a technical concern, is it? Well, Ivan Sutherland also suggested the potential value that computer screens might offer as artistic tools. His Sketchpad system was used to create a simple animated cartoon of a winking girl. We can use this example to ask whether pictures are necessarily ‘natural’, and what design factors are relevant to the selection or creation of pictures in an interaction design context.

We would not describe Sutherland’s girl as ‘realistic’, but it is an effective representation of a girl. In fact, it is an unusually good representation of a winking girl, because all the other elements of the picture are completely abstract and generic. It uses a conventional graphic vocabulary of lines and shapes that are understood in our culture to represent eyes, mouths and so on – these elements do not draw attention to themselves, and therefore highlight the winking eye. If a realistic picture of an actual person was used instead, other aspects of the image (the particular person) might distract the viewer from this message.


Figure 5.15: Sutherland’s ‘Winking Girl’ drawing, created with the Sketchpad system.

Courtesy of Ivan Sutherland. Copyright: CC-Att-SA-3. No higher resolution available

It is important, when considering the design options for pictures, to avoid the ‘resemblance fallacy’, i.e. that drawings are able to depict real object or scenes because the viewer’s perception of the flat image simulates the visual perception of a real scene. In practice, all pictures rely on conventions of visual representation, and are relatively poor simulations of natural engagement with physical objects, scenes and people. We are in the habit of speaking approvingly of some pictures as more ‘realistic’ than others (photographs, photorealistic ray-traced renderings, ‘old master’ oil paintings), but this simply means that they follow more rigorously a particular set of conventions. The informed designer is aware of a wide range of pictorial conventions and options.

As an example of different pictorial conventions, consider the ways that scenes can be rendered using different forms of artistic perspective. The invention of linear perspective introduced a particular convention in which the viewer is encouraged to think of the scene as perceived through a lens or frame while holding his head still, so that nearby objects occupy a disproportionate amount of the visual field. Previously, pictorial representations more often varied the relative size of objects according to their importance – a kind of ‘semantic’ perspective. Modern viewers tend to think of the perspective of a camera lens as being most natural, due to the ubiquity of photography, but we still understand and respect alternative perspectives, such as the isometric perspective of the pixel art group eBoy, which has been highly influential on video game style.


Figure 5.16: Example of an early work by Masaccio, demonstrating a ‘perspective’ in which relative size shows symbolic importance.

Courtesy of Masaccio (1401-1428). Copyright: pd. No higher resolution available


Figure 5.17: Example of the strict isometric perspective used by the eBoy group.

Copyright: © eBoy.com All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. No higher resolution available


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Figure 5.18: Masaccio’s mature work The Tribute Money, demonstrating linear perspective.

Courtesy of Masaccio (1401-1428). Copyright: pd. Download or view full resolution (2200 x 1015 pixels. 2 MB)

As with most conventions of pictorial representation, new perspective rendering conventions are invented and esteemed for their accuracy by critical consensus, and only more slowly adopted by untrained readers. The consensus on preferred perspective shifts across cultures and historical periods. It would be naïve to assume that the conventions of today are the final and perfect product of technical evolution. As with text, we become so accustomed to interpreting these representations that we are blind to the artifice. But professional artists are fully aware of the conventions they use, even where they might have mechanical elements – the way that a photograph is framed changes its meaning, and a skilled pencil drawing is completely unlike visual edge-detection thresholds. A good pictorial representation need not simulate visual experience any more than a good painting of a unicorn need resemble an actual unicorn. When designing user interfaces, all of these techniques are available for use, and new styles of pictorial rendering are constantly being introduced.

5.4.1 Summary

Pictorial representations, including line drawings, paintings, perspective renderings and photographs rely on shared interpretive conventions for their meaning. It is naïve to treat screen representations as though they were simulations of experience in the physical world.
Where to learn more:

  • Micklewright, Keith (2005): Drawing: Mastering the Language of Visual Expression. Harry N. Abrams

    Drawing is a language, a necessary skill for anyone who wants to express ideas or feelings in written images. Like all languages, it can be mastered with practice and instruction. Author Keith Micklewright distills a lifetime of hard thinking about drawing, presenting techniques-along with exercises-that help us become fluent at visual communication. The advantage of his approach is that drawing is seen as a flexible form of expression rather than a set of mechanical skills. There is no right way to draw creatively, anymore than there is one style of writing creatively. To drive this point home, Micklewright illustrates the book with marvelous drawings by great artists, from Old Masters to the present, that range from precise portraiture to ecstatic nature studies. There is no other book on the subject that combines such a deep, lucid text with such a generous collection of inspirational art.

    © All rights reserved Micklewright and/or Harry N. Abrams

     

  • Stroebel, Leslie, Todd, Hollis and Zakia, Richard (1979): Visual Concepts for Photographers. Focal Press

5.5 Node-and-link diagrams

The first impulse of a computer scientist, when given a pencil, seems to be to draw boxes and connect them with lines. These node and link diagrams can be analysed in terms of the graph structures that are fundamental to the study of algorithms (but unrelated to the visual representations known as graphs or charts). A predecessor of these connectivity diagrams can be found in electrical circuit schematics, where the exact location of components, and the lengths of the wires, can be arranged anywhere, because they are irrelevant to the circuit function. Another early program created for the TX-2, this time by Ivan Sutherland’s brother Bert, allowed users to create circuit diagrams of this kind. The distinctive feature of a node-and-link connectivity diagram is that, since the position of each node is irrelevant to the operation of the circuit, it can be used to carry other information. Marian Petre’s research into the work of electronics engineers (Petre 1995) catalogued the ways in which they positioned components in ways that were meaningful to human readers, but not to the computer – like the blank space between Diderot’s objects this is a form of ‘secondary notation’ – use of the plane to assist the reader in ways not related to the technical content.

Circuit connectivity diagrams have been most widely popularised through the London Underground diagram, an invention of electrical engineer Henry Beck. The diagram clarified earlier maps by exploiting the fact that most underground travellers are only interested in order and connectivity, not location, of the stations on the line. (Sadly, the widespread belief that a ‘diagram’ will be technical and hard to understand means that most people describe this as the London Undergound ‘map’, despite Beck’s insistence on his original term).


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Figure 5.19: Henry Beck’s London Underground Diagram (1933).

Courtesy of Harry C. Beck and possibly F. H. Stingemore, born 1890, died 1954. Stingmore designed posters for the Underground Group and London Transport 1914-1942. Copyright status: Unknown (pending investigation). See section “Exceptions” in the copyright terms below.
Download or view full resolution (884 x 627 pixels. 157 KB)


Figure 5.20: Node and link diagram of the kind often drawn by computing professionals.

Copyright: © Computer History Museum, Mountain View, CA, USA All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. No higher resolution available


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Figure 5.21: Map of the London Underground network, as it was printed before the design of Beck’s diagram (1932).

Courtesy of Harry C. Beck and possibly F. H. Stingemore, born 1890, died 1954. Stingmore designed posters for the Underground Group and London Transport 1914-1942. Copyright status: Unknown (pending investigation). See section “Exceptions” in the copyright terms below.
Download or view full resolution (1200 x 995 pixels. 326 KB)

5.5.1 Summary

Node and link diagrams are still widely perceived as being too technical for broad acceptance. Nevertheless, they can present information about ordering and relationships clearly, especially if consideration is given to the value of allowing human users to specify positions.
Where to learn more:

  • Diagrammatic representation books
  • Lowe, Ric (1992): Successful Instructional Diagram. 

5.6 Icons and symbols

Maps frequently use symbols to indicate specific kinds of landmark. Sometimes these are recognisably pictorial (the standard symbols for tree and church), but others are fairly arbitrary conventions (the symbol for a railway station). As the resolution of computer displays increased in the 1970s, a greater variety of symbols could be differentiated, by making them more detailed, as in the MIT SDMS (Spatial Data Management System) that mapped a naval battle scenario with symbols for different kinds of ship. However, the dividing line between pictures and symbols is ambiguous. Children’s drawings of houses often use conventional symbols (door, four windows, triangle roof and chimney) whether or not their own house has two storeys, or a fireplace. Letters of the Latin alphabet are shapes with completely arbitrary relationship to their phonetic meaning, but the Korean phonetic alphabet is easier to learn because the forms mimic the shape of the mouth when pronouncing those sounds. The field of semiotics offers sophisticated ways of analysing the basis on which marks correspond to meanings. In most cases, the best approach for an interaction designer is simply to adopt familiar conventions. When these do not exist, the design task is more challenging.

It is unclear which of the designers working on the Xerox Star coined the term ‘icon’ for the small pictures symbolising different kinds of system object. David Canfield Smith winningly described them as being like religious icons, which he said were pictures standing for (abstract) spiritual concepts. But ‘icon’ is also used as a technical term in semiotics. Unfortunately, few of the Xerox team had a sophisticated understanding of semiotics. It was fine art PhD Susan Kare’s design work on the Apple Macintosh that established a visual vocabulary which has informed the genre ever since. Some general advice principles are offered by authors such as Horton (1994), but the successful design of icons is still sporadic. Many software publishers simply opt for a memorable brand logo, while others seriously misjudge the kinds of correspondence that are appropriate (my favourite blooper was a software engineering tool in which a pile of coins was used to access the ‘change’ command).

It has been suggested that icons, being pictorial, are easier to understand than text, and that pre-literate children, or speakers of different languages, might thereby be able to use computers without being able to read. In practice, most icons simply add decoration to text labels, and those that are intended to be self-explanatory must be supported with textual tooltips. The early Macintosh icons, despite their elegance, were surprisingly open to misinterpretation. One PhD graduate of my acquaintance believed that the Macintosh folder symbol was a briefcase (the folder tag looked like a handle), which allowed her to carry her files from place to place when placed inside it. Although mistaken, this belief never caused her any trouble – any correspondence can work, so long as it is applied consistently.


Figure 5.22: In art, the term Icon (from Greek, eikon, “image”) commonly refers to religious paintings in Eastern Orthodox, Oriental Orthodox, and Eastern-rite Catholic jurisdictions. Here a 6th-century encaustic icon from Saint Catherine’s Monastery, Mount Sinai.

Copyright: pd. No higher resolution available


Figure 5.23: In computing, David Canfield Smith described computer icons as being like religious icons, which he said were pictures standing for (abstract) spiritual concepts.

Copyright: © Apple Computer, Inc All Rights Reserved. Reproduced with permission. See section “Exceptions” in thecopyright terms below. No higher resolution available

5.6.1 Summary

The design of simple and memorable visual symbols is a sophisticated graphic design skill. Following established conventions is the easiest option, but new symbols must be designed with an awareness of what sort of correspondence is intended – pictorial, symbolic, metonymic (e.g. a key to represent locking), bizarrely mnemonic, but probably not monolingual puns.
Where to learn more:

Napoles, Veronica (1987): Corporate Identity Design. 

5.7 Visual metaphor

The ambitious graphic designs of the Xerox Star/Alto and Apple Lisa/Macintosh were the first mass-market visual interfaces. They were marketed to office professionals, making the ‘cover story’ that they resembled an office desktop a convenient explanatory device. Of course, as was frequently noted at the time, these interfaces behaved nothing like a real desktop. The mnemonic symbol for file deletion (a wastebasket) was ridiculous if interpreted as an object placed on a desk. And nobody could explain why the desk had windows in it (the name was derived from the ‘clipping window’ of the graphics architecture used to implement them – it was at some later point that they began to be explained as resembling sheets of paper on a desk). There were immediate complaints from luminaries such as Alan Kay and Ted Nelson that strict analogical correspondence to physical objects would become obstructive rather than instructive. Nevertheless, for many years the marketing story behind the desktop metaphor was taken seriously, despite the fact that all attempts to improve the Macintosh design with more elaborate visual analogies, as in General Magic and Microsoft Bob, subsequently failed.

The ‘desktop’ can be far more profitably analysed (and extended) by understanding the representational conventions that it uses. The size and position of icons and windows on the desktop has no meaning, they are not connected, and there is no visual perspective, so it is neither a map, graph nor picture. The real value is the extent to which it allows secondary notation, with the user creating her own meaning by arranging items as she wishes. Window borders separate areas of the screen into different pictorial, text or symbolic contexts as in the typographic page design of a textbook or magazine. Icons use a large variety of conventions to indicate symbolic correspondence to software operations and/or company brands, but they are only occasionally or incidentally organised into more complex semiotic structures.


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Figure 5.24: Apple marketed the visual metaphor in 1983 as a key benefit of the Lisa computer. This advertisement said ‘You can work with Lisa the same familiar way you work at your desk’. However a controlled study by Carroll and Mazur (1986) found that the claim for immediately familiar operation may have been exaggerated.

Copyright: © Apple Computer, Inc and Computer History Museum, Mountain View, CA All Rights Reserved. Reproduced with permission. See section “Exceptions” in the copyright terms below. Download or view full resolution (891 x 617 pixels. 50 KB)


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Figure 5.25: The Xerox Alto and Apple Lisa, early products in which bitmapped displays allowed pictorial icons to be used as mnemonic cues within the ‘desktop metaphor’

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Figure 5.26: Apple Lisa.

Courtesy of Mschlindwein. Copyright: CC-Att-SA. No higher resolution available

5.7.1 Summary

Theories of visual representation, rather than theories of visual metaphor, are the best approach to explaining the conventional Macintosh/Windows ‘desktop’. There is huge room for improvement.
Where to learn more:

Blackwell, Alan (2006): The reification of metaphor as a design tool. In ACM Transactions on Computer-Human Interaction, 13 (4) pp. 490-530

Despite causing many debates in human-computer interaction (HCI), the term “metaphor” remains a central element of design practice. This article investigates the history of ideas behind user-interface (UI) metaphor, not only technical developments, but also less familiar perspectives from education, philosophy, and the sociology of science. The historical analysis is complemented by a study of attitudes toward metaphor among HCI researchers 30 years later. Working from these two streams of evidence, we find new insights into the way that theories in HCI are related to interface design, and offer recommendations regarding approaches to future UI design research.

© All rights reserved Blackwell and/or ACM Press

5.8 Unified theories of visual representation

The analysis in this article has addressed the most important principles of visual representation for screen design, introduced with examples from the early history of graphical user interfaces. In most cases, these principles have been developed and elaborated within whole fields of study and professional skill – typography, cartography, engineering and architectural draughting, art criticism and semiotics. Improving on the current conventions requires serious skill and understanding. Nevertheless, interaction designers should be able, when necessary, to invent new visual representations.

One approach is to take a holistic perspective on visual language, information design, notations, or diagrams. Specialist research communities in these fields address many relevant factors from low-level visual perception to critique of visual culture. Across all of them, it can be necessary to ignore (or not be distracted by) technical and marketing claims, and to remember that all visual representations simply comprise marks on a surface that are intended to correspond to things understood by the reader. The two dimensions of the surface can be made to correspond to physical space (in a map), to dimensions of an object, to a pictorial perspective, or to continuous abstract scales (time or quantity). The surface can also be partitioned into regions that should be interpreted differently. Within any region, elements can be aligned, grouped, connected or contained in order to express their relationships. In each case, the correspondence between that arrangement, and the intended interpretation, must be understood by convention, explained, or derived from the structural and perceptual properties of marks on the plane. Finally, any individual element might be assigned meaning according to many different semiotic principles of correspondence.

The following table summarises holistic views, as introduced above, drawing principally on the work of Bertin, Richards, MacEachren, Blackwell & Engelhardt and Engelhardt.
Where to learn more:

Engelhardt, Yuri (2002). The Language of Graphics. A framework for the analysis of syntax and meaning in maps, charts and diagrams (PhD Thesis). University of Amsterdam

 

 

Graphic Resources

Correspondence

Design Uses

Marks

Shape 
Orientation 
Size 
Texture 
Saturation 
Colour 
Line

Literal (visual imitation of physical features) 
Mapping (quantity, relative scale) 
Conventional (arbitrary)

Mark position, identify category (shape, texture colour) 
Indicate direction (orientation, line) 
Express magnitude (saturation, size, length) 
Simple symbols and colour codes

Symbols

Geometric elements 
Letter forms 
Logos and icons 
Picture elements 
Connective elements

Topological (linking) 
Depictive (pictorial conventions) 
Figurative (metonym, visual puns) 
Connotative (professional and cultural association) 
Acquired (specialist literacies)

Texts and symbolic calculi 
Diagram elements 
Branding 
Visual rhetoric 
Definition of regions

Regions

Alignment grids 
Borders and frames 
Area fills 
White space 
Gestalt integration

Containment 
Separation 
Framing (composition, photography) 
Layering

Identifying shared membership 
Segregating or nesting multiple surface conventions in panels 
Accommodating labels, captions or legends

Surfaces

The plane 
Material object on which the marks are imposed (paper, stone) 
Mounting, orientation and display context 
Display medium

Literal (map) 
Euclidean (scale and angle) 
Metrical (quantitative axes) 
Juxtaposed or ordered (regions, catalogues) 
Image-schematic 
Embodied/situated

Typographic layouts 
Graphs and charts 
Relational diagrams 
Visual interfaces 
Secondary notations 
Signs and displays

Table 5.1: Summary of the ways in which graphical representations can be applied in design, via different systems of correspondence.

 
 

 
 

Table 5.2: Screenshot from the site gapminder.org, illustrating a variety of correspondence conventions used in different parts of the page.

 
 

 
 

As an example of how one might analyse (or working backwards, design) a complex visual representation, consider the case of musical scores. These consist of marks on a paper surface, bound into a multi-page book, that is placed on a stand at arms length in front of a performer. Each page is vertically divided into a number of regions, visually separated by white space and grid alignment cues. The regions are ordered, with that at the top of the page coming first. Each region contains two quantitative axes, with the horizontal axis representing time duration, and the vertical axis pitch. The vertical axis is segmented by lines to categorise pitch class. Symbols placed at a given x-y location indicate a specific pitched sound to be initiated at a specific time. A conventional symbol set indicates the duration of the sound. None of the elements use any variation in colour, saturation or texture. A wide variety of text labels and annotation symbols are used to elaborate these basic elements. Music can be, and is, also expressed using many other visual representations (see e.g. Duignan for a survey of representations used in digital music processing).

5.9 Where to learn more

The historical examples of early computer representations used in this article are mainly drawn from Sutherland (Ed. Blackwell and Rodden 2003), Garland (1994), and Blackwell (2006). Historical reviews of visual representation in other fields include Ferguson (1992), Pérez-Gómez & Pelletier (1997), McCloud (1993), Tufte (1983). Reviews of human perceptual principles can be found inGregory (1970), Ittelson (1996), Ware (2004), Blackwell (2002). Advice on principles of interaction with visual representation is distributed throughout the HCI literature, but classics includeNorman (1988), Horton (1994), Shneiderman ( Shneiderman & Plaisant 2009, Card et al 1999, Bederson & Shneiderman 2003) and Spence (2001). Green’s Cognitive Dimensions of Notations framework has for many years provided a systematic classification of the design parameters in interactive visual representations. A brief introduction is provided in Blackwell & Green (2003).

Research on visual representation topics is regularly presented at the Diagrams conference series (which has a particular emphasis on cognitive science), the InfoDesign and Vision Plus conferences (which emphasise graphic and typographic information design), the Visual Languages and Human-Centric Computing symposia (emphasising software tools and development), and the InfoVis and Information Visualisation conferences (emphasising quantitative and scientific data visualisation).

5.11 Commentary by Ben Shneiderman

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Ben Shneiderman


Ben Shneiderman is a Professor in the Department of Computer Science, Founding Director (1983-2000) of the Human-Computer Interaction Laboratory, and Member of the Institute for Advanced Computer Studies at the University of Maryland at College Park. He has taught previously at the State University of New York and at Indiana University. He was made a Fellow of the ACM in 1997, elected a …   

 
 

 
 

Since computer displays are such powerful visual appliances, careful designers devote extensive effort to getting the visual representation right. They have to balance the demands of many tasks, diverse users, and challenging requirements, such as short learning time, rapid performance, low error rates, and good retention over time. Designing esthetic interfaces that please and even delight users is a further expectation that designers must meet to be successful. For playful and discretionary tasks esthetic concerns may dominate, but for life critical tasks, rapid performance with low error rates are essential. 

Alan Blackwell’s competent description of many visual representation issues is a great start for newcomers with helpful reminders even for experienced designers. The videos make for a pleasant personal accompaniment that bridges visual representation for interface design with thoughtful analyses of representational art. Blackwell’s approach might be enriched by more discussion of visual representations in functional product design tied to meaningful tasks. Learning from paintings of Paris is fine, but aren’t there other lessons to learn from visual representations in airport kiosks, automobile dashboards, or intensive care units? 

These devices as well as most graphical user interfaces and mobile devices raise additional questions of changing state visualization and interaction dynamics. Modern designers need to do more than show the right phone icon, they need to show ringing, busy, inactive, no network, conference mode, etc., which may include color changes (highlighted, grayed out), animations, and accompanying sounds. These designers also need to deal with interactive visual representations that happen with a click, double-click, right-click, drag, drag-and-drop, hover, multi-select, region-select, brushing-linking, and more. 

The world of mobile devices such as phones, cameras, music players, or medical sensors is the new frontier for design, where visual representations are dynamic and tightly integrated with sound, haptics, and novel actions such as shaking, twisting, or body movements. Even more challenging is the expectation that goes beyond the solitary viewer to the collaboration in which multiple users embedded in a changing physical environment produce new visual representations. 

These changing and interactive demands on designers invite creative expressions that are very different from designs for static signs, printed diagrams, or interpretive art. The adventure for visual representation designers is to create a new language of interaction that engages users, accelerates learning, provides comprehensible feedback, and offers appropriate warnings when dangers emerge. Blackwell touches on some of these issues in the closing Gapminder example, but I was thirsty for more.

 
 

 
 

5.12 Commentary by Clive Richards

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Clive Richards


© Clive Richards

Clive Richards, MPhil PhD(RCA) FCSD FRSA, is a Visiting Professor to the Faculty of Arts and Architecture, University of Brighton. He has worked in a wide range of art and design fields, including commercial practice (technical illustration, information graphics, corporate identity, typography and artists’ catalogue design), academic research, undergraduate and postgraduate teaching, PhD…   

  
 

If I may be permitted a graphically inspired metaphor Alan Blackwell provides us with a neat pen sketch of that extensive scene called ‘visual representation’ (Blackwell 2011).

“Visualisation has a lot more to offer than most people are aware of today” we are told by Robert Kosara at the end of his commentary (Kosara 2010) on Stephen Few’s related article on ‘Data visualisation for human perception‘ (Few 2010). Korsara is right, and Blackwell maps out the broad territory in which many of these visualisation offerings may be located. In this commentary I offer a few observations on some prominent features in that landscape: dynamics, picturing, semiotics and metaphor.

Dynamics

Ben Shneiderman’s critique of Blackwell’s piece points to a lack of attention to “… additional questions of changing state visualisations and interaction dynamics” (Shneiderman 2010). Indeed the possibilities offered by these additional questions present some exciting challenges for interaction designers – opportunities to create novel and effective combinations of visual with other sensory and motor experiences in dynamic operational contexts. Shneiderman suggests that: “These changing and interactive demands on designers invite creative expressions that are very different from design for static signs, printed diagrams, or interpretive art”. This may be so up to a point, but here Shneinderman and I part company a little. The focus of Blackwell’s essay is properly on the visual representation side of facilities available to interaction designers, and in that context he is quite right to give prominence to highly successful but static visual representation precedents, and also to point out the various specialist fields of endeavour in which they have been developed. Some of these representational approaches have histories reaching back thousands of years and are deeply embedded within our culture. It would be foolhardy to disregard conventions established in, say, the print domain, and to try to re-invent everything afresh for the screen, even if this were a practical proposition. Others have made arguments to support looking to historical precedents. For example Michael Twyman has pointed out that when considering typographic cueing and “… the problems of the electronic age … we have much to learn from the manuscript age” (Twyman 1987, p5). He proposes that studying the early scribes’ use of colour, spacing and other graphical devices can usefully inform the design of today’s screen-based texts. And as Blackwell points out in his opening section on ‘Typography and text’ “most information on computer screen is still presented as text”.

It is also sometimes assumed that the pictorial representation of a dynamic process is best presented dynamically. However it can be argued that the comic book convention of using a sequence of static frames is sometimes superior for focusing the viewer’s attention on the critical events in a process, rather than using an animated sequence in which key moments may be missed. This is of course not to deny the immense value of the moving and interactive visual image in the right context. The Gapminder charts are a case in point (http://www.gapminder.org). Blackwell usefully includes one of these, but as a static presentation. These diagrams come to life and really tell their story through the clustering of balloons that inflate or deflate as they move about the screen when driven through simulated periods of time.

While designing a tool for engineers to learn about the operation and maintenance of an oil system for an aircraft jet engine, Detlev Fischer devised a series of interactive animations, called ‘Cinegrams’ to display in diagrammatic form various operating procedures (Fischer and Richards 1995). He used the cinematic techniques of time compression and expansion in one animated sequence to show how the slow accumulation of debris in an oil filter, over an extended period of time, would eventually create a blockage to the oil flow and trigger the opening of a by-pass device in split seconds. Notwithstanding my earlier comment about the potential superiority of the comic strip genre for displaying some time dependant processes this particular Cinegram proved very instructive for the targeted users. There are many other examples one could cite where dynamic picturing of this sort has been deployed to similarly good effect in interactive environments.

Picturing

Shneinderman also comments that: “Blackwell’s approach might be enriched by more discussion of visual representation in functional product design tied to meaningful tasks”. An area I have worked in is the pictorial representation of engineering assemblies to show that which is normally hidden from view. Techniques to do this on the printed page include ‘ghosting’ (making occluding parts appear as if transparent), ‘exploding’ (showing components separately, set out in dis-assembly order along an axis) and cutting away (taking a slice out of an outer shell to reveal mechanisms beneath). All these three-dimensional picturing techniques were used by, if not actually invented by, Leonardo Da Vinci (Richards 2006). All could be enhanced by interactive viewer control – an area of further fruitful exploration for picturing purposes in technical documentation contexts.

Blackwell’s section on ‘Pictures’ warns us that when considering picturing options to avoid the “resemblance fallacy” pointing out the role that convention plays, even in so called photo-realistic images. He also points out that viewers can be distracted from the message by incidental information in ‘realistic’ pictures. From my own work in the field I know that technical illustrators’ synoptic black and white outline depictions are regarded as best for drawing the viewer’s attention to the key features of a pictorial representation. Research in this area has shown that when using linear perspective type drawings the appropriate deployment of lines of varying ‘weight’, rather than of a single thickness, can have a significant effect on viewers’ levels of understanding about what is depicted (Richards, Bussard and Newman 2007). This work was done specifically to determine an ‘easy to read’ visual representational style when manipulating on the screen images of CAD objects. The most effective convention was shown to be: thin lines for edges where both planes forming the edge are visible and thicker lines for edges where only one plane is visible – that is where an outline edge forms a kind of horizon to the object.

These line thickness conventions appear on the face of it to have little to do with how we normally perceive the world, and Blackwell tells us that: “A good pictorial representation need not simulate visual experience any more than a good painting of a unicorn need resemble an actual unicorn”. And some particular representations of unicorns can aid our understanding of how to use semiotic theory to figure out how pictures may be interpreted and, importantly, sometimes misunderstood – as I shall describe in the following.

Semiotics

Blackwell mentions semiotics, almost in passing, however it can help unravel some of the complexities of visual representation. Evelyn Goldsmith uses a Charles Addams cartoon to explain the relevance of the ‘syntactic’, ‘semantic’ and ‘pragmatic’ levels of semiotic analysis when applied to pictures (Goldsmith 1978). The cartoon in question, like many of those by Charles Addams, has no caption. It shows two unicorns standing on a small island in the pouring rain forlornly watching the Ark sailing away into the distance. Goldsmith suggests that most viewers will have little trouble in interpreting the overlapping elements in the scene, for example that one unicorn is standing behind the other, nor any difficulty understanding that the texture gradient of the sea stands for a receding horizontal plane. These represent the syntactic level of interpretation. Most adults will correctly identify the various components of the picture at the semantic level, however Goldsmith proposes that a young child might mistake the unicorns for horses and be happy with ‘boat’ for the Ark. But at the pragmatic level of interpretation, unless a viewer of the picture is aware of the story of Noah’s Ark, the joke will be lost  – the connection will not be made between the scene depicted in the drawing and the scarcity of unicorns. This reinforces the point that one should not assume that the understanding of pictures is straightforward. There is much more to it than a simple matter or recognition. This is especially the case when metaphor is involved in visual representation.

Metaphor

Blackwell’s section on ‘Visual metaphor’ is essentially a critique of the use of “theories of visual metaphor” as an “approach to explaining the conventional Mackintosh/Windows ‘desktop’ “. His is a convincing argument but there is much more which may be said about the use of visual metaphor – especially to show that which otherwise cannot be pictured. In fact most diagrams employ a kind of spatial metaphor when not depicting physical arrangements, for example when using the branches of a tree to represent relations within a family (Richards 2002). The capability to represent the invisible is the great strength of the visual metaphor, but there are dangers, and here I refer back to semiotics and particularly the pragmatic level of analysis. One needs to know the story to get the picture.

In our parental home, one of the many books much loved by my two brothers and me, was The Practical Encyclopaedia for Children (Odhams circa 1948). In it a double page spread illustration shows the possible evolutionary phases of the elephant. These are depicted as a procession of animals in a primordial swamp cum jungle setting. Starting with a tiny fish and passing to a small aquatic creature climbing out of the water onto the bank the procession progresses on through eight phases of transformation, including the Moeritherium and the Paleomatodon, finishing up with the land-based giant of today’s African Elephant. Recently one of my brothers confessed to me that through studying this graphical diorama he had believed as a child that the elephant had a life cycle akin to that of a frog. He had understood that the procession was a metaphor for time. He had just got the duration wrong – by several orders of magnitude. He also hadn’t understood that each separate depiction was of a different animal. He had used the arguably more sophisticated concept that it was the same animal at different times and stages in its individual development.

Please forgive the cliché if I say that this anecdote clearly illustrates that there can be more to looking at a picture than meets the eye? Blackwell’s essay provides some useful pointers for exploring the possibilities of this fascinating territory of picturing and visual representation in general.   

References

  • Blackwell A 2011 ‘Visual representation’ Interaction-Design.org

  • Few S 2010 ‘Data visualisation for human perception‘ Interaction-Design.org
  • Fischer D and Richards CJ 1995 ‘The presentation of time in interactive animated systems diagrams’ In: Earnshaw RA and Vince JA (eds) Multimedia Systems and Applications London: Academic Press Ltd (pp141 – 159). ISBN 0-12-227740-6
  • Goldsmith E 1978 An analysis of the elements affecting comprehensibility of illustrations intended as supportive of textPhD thesis (CNAA) Brighton Polytechnic
  • Korsa R 2010 ‘Commentary on Stephen Few’s article: Data visualisation for human perception’ Interaction-Design.org
    Odhams c. 1949 The practical encyclopaedia for children (pp 194 – 195)
  • Richards CJ 2002 ‘The fundamental design variables of diagramming’ In: Oliver P, Anderson M and Meyer B (eds) Diagrammatic representation and reasoning London: Springer Verlag (pp 85 – 102) ISBN 1-85233-242-5
  • Richards CJ 2006 ‘Drawing out information – lines of communication in technical illustration’ Information Design Journal 14 (2) 93 – 107
  • Richards CJ, Bussard N, Newman R 2007 ‘Weighing up line weights: the value of differing line thicknesses in technical illustrations’ Information Design Journal 15 (2) 171 – 181
  • Shneiderman B 2011 ‘Commentary on Alan Blackwell’s article: Visual representation’ Interaction-Design.org
  • Twyman M 1982 ‘The graphic representation of language’ Information Design Journal 3 (1) 2 – 22

 
 

 
 

5.13 Commentary by Peter C-H. Cheng

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Peter C-H. Cheng


© Peter C-H. Cheng

Peter Cheng’s main research interest is in the nature of representational systems, spanning the design of external representations and the cognitive processes that deal with internal mental representations. Knowledge rich representations used for higher forms of cognition (e.g., complex problem solving, discovery, conceptual learning) in conceptually demanding domains are a particular i…   

  
 

Alan Blackwell has provided us with a fine introduction to the design of visual representations. The article does a great job in motivating the novice designer of visual representations to explore some of the fundamental issues that lurk just beneath the surface of creating effective representations.  Furthermore, he gives us all quite a challenge:

Improving on the current conventions requires serious skill and understanding. Nevertheless, interaction designers should be able, when necessary, to invent new visual representations.

 
 

Alan, quite rightly, claims that we must consider the fundamental principles of symbolic correspondence, if we are to design new genres of visual representations beyond the common forms of displays and interfaces.  The report begins to equip the novice visual representation designer with an understanding of the nature of symbolic correspondence between the components of visual representations and the things they represent, whether objects, actions or ideas.  In particular, it gives a useful survey of how correspondence works in a range of representations and provides a systematic framework of how systems of correspondence can be applied to design. The interactive screen shot is an exemplary visual representation that vividly reveals the correspondence techniques used in each part of the example diagram.

However, suppose you really wished to rise to the challenge of creating novel visual representations, how far will a knowledge of the fundamentals of symbolic correspondence take you? Drawing on my studies of the role of diagrams in the history of science, experience of inventing novel visual representations and research on problem solving and learning with diagrams, from the perspective of Cognitive Science, my view is that such knowledge will be necessary but not sufficient for your endeavours.  So, what else should the budding visual representation designer consider? From the perspective of cognitive science there are at least three aspects that we may profitably target.

First, there is the knowledge of how human process information; specifically the nature of the human cognitive architecture. By this, I mean more than visual perception, but an understanding of how we mentally receive, store, retrieve, transform and transmit information. The way the mind deals with each of these basic types of information processing provides relevant constrains for the design of visual representations. For instance, humans often, perhaps even typically, encode concepts in the form of hierarchies of schemas, which are information structures that coordinate attributes that describe and differentiate classes of concepts. These hierarchies of schemas underpin our ability to efficiently generalize or specialize concepts. Hence, we can use this knowledge to consider whether particular forms of symbolic correspondence will assist or hinder the forms of inference that we hope the user of the representation may make. For example, are the main symbolic correspondences in a visual representation consistent with the key attributes of the schemas for the concepts being considered?

Second, it may be useful for the designer to consider the broader nature of the tasks that the user may wish to do with the designed representation.  Resource allocation, optimization, calculating quantities, inferences about of possible outcomes, classification, reasoning about extreme or special cases, and debugging: these are just a few of the many possibilities. These tasks are more generic than the information-oriented options considered in the ‘design uses’ column of Figure 27 in the article. They are worth addressing, because they provide constraints for the initial stages of representation design, by narrowing the search for what are likely to be effective correspondences to adopt. For example, if taxonomic classification is important, then separation and layering will be important correspondences; whereas magnitude calculations may demand scale mapping, Euclidian and metrical correspondences.

The third aspect concerns situations in which the visual representation must support not just a single task, but many diverse tasks. For example, a visual representation to help students learn about electricity will be used to explain the topology of circuits, make computations with electrical quantities, provide explanations of circuit behaviour (in terms of formal algebraic models and as qualitative causal models), facilitate fault finding or trouble shooting, among other activities. The creation of novel representations in such circumstances is perhaps one of the most challenging for designers. So, what knowledge can help? In this case, I advocate attempting to design representations on the basis of an analysis of the underlying conceptual structure of the knowledge of the target domain. Why? Because the nature of the knowledge is invariant across different classes of task. For example, for problem solving and learning of electricity, all the tasks depend upon the common fundamental conceptual structures of the domain that knit together the laws governing the physical properties of electricity and circuit topology. Hence, a representation that makes these concepts readily available through effective representation designed will probably be effective for a wide range of tasks.

In summary, it is desirable for the aspiring visual representation designer to consider symbolic correspondence, but I recommend they cast their net more widely for inspiration by learning about the human cognitive architecture, focusing on the nature of the task for which they are designing, and most critically thinking about the underlying conceptual structure of the knowledge of the target domain.

 
 

 
 

5.14 Commentary by Brad A. Myers

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Brad A. Myers


© Brad A. Myers

Brad A. Myers is a Professor in the Human-Computer Interaction Institute in the School of Computer Science at Carnegie Mellon University. He is an ACM Fellow, winner of six best paper awards, and a member of the CHI Academy, an honor bestowed on the principal leaders of the field. He is the principal investigator for the Natural Programming Project and the Pebbles Handheld Computer Proje…   

  
 

I have been teaching human-computer interaction to students with a wide range of backgrounds for many years. One of the most difficult areas for them to learn seems to be visual design. Students seem to quickly pick up rules like Nielsen’s Heuristics for interaction (Nielsen & Molich, 1990), whereas the guidelines for visual design are much more subtle. Alan Blackwell’s article presents many useful points, but a designer needs to know so much more! Whereas students can achieve competence at achieving Nielsen’s “consistency and standards,” for example, they struggle with selecting an appropriate representation for their information. And only a trained graphic designer is likely to be able to create an attractive and effective icon. Some people have a much better aesthetic sense, and can create much more beautiful and appropriate representations. A key goal of my introductory course, therefore, is to try to impart to the students how difficult it is to do visual design, and how wide the set of choices is. Studying the examples that Blackwell provides will give the reader a small start towards effective visual representations, but the path requires talent, study, and then iterative design and testing to evaluate and improve a design’s success.

References

 
 

5.10 Behind the scenes


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5.16 References

                      what’s this?

Anderson, Michael, Meyer, Bernd and Olivier, Patrick (2002): Diagrammatic Representation and Reasoning.London, UK, 

Bederson, Benjamin B. and Shneiderman, Ben (2003): The Craft of Information Visualization: Readings and Reflections. Morgan Kaufman Publishers

Bertin, Jacques (1967): Semiology of Graphics: Diagrams, Networks, Maps (Sémiologie graphique: Les diagrammes – Les réseaux – Les cartes). English translation by W. J. Berg. Madison, WI, USA, University of Wisconsin Press

Blackwell, Alan (2002): Psychological perspectives on diagrams and their users. In: Anderson, Michael, Meyer, Bernd and Olivier, Patrick (eds.). “Diagrammatic Representation and Reasoning”. London, UK: pp. 109-123

Blackwell, Alan (2006): The reification of metaphor as a design tool. In ACM Transactions on Computer-Human Interaction, 13 (4) pp. 490-530

Despite causing many debates in human-computer interaction (HCI), the term “metaphor” remains a central element of design practice. This article investigates the history of ideas behind user-interface (UI) metaphor, not only technical developments, but also less familiar perspectives from education, philosophy, and the sociology of science. The historical analysis is complemented by a study of attitudes toward metaphor among HCI researchers 30 years later. Working from these two streams of evidence, we find new insights into the way that theories in HCI are related to interface design, and offer recommendations regarding approaches to future UI design research.

© All rights reserved Blackwell and/or ACM Press

Blackwell, Alan and Engelhardt, Yuri (2002): A Meta-Taxonomy for Diagram Research. In: Anderson, Michael,Meyer, Bernd and Olivier, Patrick (eds.). “Diagrammatic Representation and Reasoning”. London, UK: pp. 47-64

The recent rise of multimedia technology has turned visual communication into an everyday reality and made it necessary to achieve a better understanding of the role of diagrams and sketches in communication and in creative thought and problem-solving. Diagrammatic Representation and Reasoning is a wide-ranging, multidisciplinary overview of this area, covering relevant research in computer science, artificial intelligence, cognitive science and psychology. Key topics include: – Cognitive aspects of diagrammatic information; – Formal methods for computing with diagrams; – Applications of advanced diagrammatic systems. This book is a state-of-the-art survey that will be a valuable resource for researchers and students in the fields of cognitive science, artificial intelligence, human-computer interaction, and graphics and visualisation.

© All rights reserved Blackwell and Engelhardt and/or their publisher

 

Blackwell, Alan and Green, T. R. G. (2003): Notational Systems – The Cognitive Dimensions of Notations Framework. In: Carroll, John M. (ed.). “HCI Models, Theories, and Frameworks”. San Francisco: Morgan Kaufman Publisherspp. 103-133

Carroll, John M. and Mazur, Sandra A. (1986): LisaLearning. In Computer, 19 (11) pp. 35-49

Engelhardt, Yuri (2002). The Language of Graphics. A framework for the analysis of syntax and meaning in maps, charts and diagrams (PhD Thesis). University of Amsterdam

Ferguson, Eugene S. (1994): Engineering and the Mind’s Eye. MIT Press

Garland, Ken (1994): Mr. Beck’s Underground Map. Capital Transport Publishing

Goodman, Nelson (1976): Languages of Art. Hackett Publishing Company

Gregory, Richard L. (1970): The Intelligent Eye. London, Weidenfeld and Nicolson

Horton, William (1994): The Icon Book: Visual Symbols for Computer Systems and Documentation. John Wiley and Sons

Ittelson, W. H. (1996): Visual perception of markings. In Psychonomic Bulletin & Review, 3 (2) pp. 171-187

Lowe, Ric (1992): Successful Instructional Diagram. 

MacEachren, Alan M. (2004): How Maps Work: Representation, Visualization, and Design. The Guilford Press

Mccloud, Scott (1994): Understanding Comics: The Invisible Art. Harper Paperbacks

Micklewright, Keith (2005): Drawing: Mastering the Language of Visual Expression. Harry N. Abrams

Drawing is a language, a necessary skill for anyone who wants to express ideas or feelings in written images. Like all languages, it can be mastered with practice and instruction. Author Keith Micklewright distills a lifetime of hard thinking about drawing, presenting techniques-along with exercises-that help us become fluent at visual communication. The advantage of his approach is that drawing is seen as a flexible form of expression rather than a set of mechanical skills. There is no right way to draw creatively, anymore than there is one style of writing creatively. To drive this point home, Micklewright illustrates the book with marvelous drawings by great artists, from Old Masters to the present, that range from precise portraiture to ecstatic nature studies. There is no other book on the subject that combines such a deep, lucid text with such a generous collection of inspirational art.

© All rights reserved Micklewright and/or Harry N. Abrams

 

Napoles, Veronica (1987): Corporate Identity Design. 

Norman, Donald A. (1988): The Design of Everyday Things. New York, Doubleday

Petre, Marian (1995): Why Looking Isn’t Always Seeing: Readership Skills and Graphical Programming. InCommunications of the ACM, 38 (6) pp. 33-44

Pérez-Gómez, Alberto and Pelletier, Louise (1997): Architectural Representation and the Perspective Hinge. MIT Press

The relationship between the architectural representation and its intended product–a building–has undergone a profound transformation over the centuries. Before the age of modern technology, the systematically predictive role of architectural drawing so taken for granted today was less dominant in the evolution from architectural idea to built work. The age of computer-aided design has brought with it a stricter standard of fidelity. However, contemporary architecture need not simply accept the inevitability of a technological imperative. This book demonstrates that representation is never a neutral tool or mere picture of a future building. Writing from inside the discipline of architecture, rather than from the more common extrapolations from the history of painting and philosophy, Alberto Pérez-Gómez and Louise Pelletier focus on the implications of the tool of perspective (and the hegemony of vision) for architectural representation. Their primary thesis is that tools of representation have a direct influence on the conceptual development of projects and generation of forms, and that there are alternatives to the reductive working methods of most contemporary practice.

© All rights reserved Pérez-Gómez and Pelletier and/or MIT Press

 

Resnick, Elizabeth (2003): Design for Communication: Conceptual Graphic Design Basics. Wiley

Design for Communication offers a unique approach to mastering the basic design principles, conceptual problem-solving methods, and critical-thinking skills that distinguish graphic designers from desktop technicians. This book presents forty-two basic to advanced graphic design and typography assignments collaboratively written by college educators to teach the fundamental processes, concepts, and techniques through hands-on applications. Each assignment is illustrated with actual student solutions, and each includes a process narrative and an educator’s critical analysis revealing the reasoning behind the creative strategies employed by each individual student solution.

© All rights reserved Resnick and/or Wiley

 

Richards, Clive (1984). Diagrammatics: an investigation aimed at providing a theoretical framework for studying diagrams and for establishing a taxonomy of their fundamental modes of graphic organization. Unpublished Phd Thesis. Royal College of Art, London, UK

Sellen, Abigail and Harper, Richard H. R. (2001): The Myth of the Paperless Office. MIT Press

Over the past thirty years, many people have proclaimed the imminent arrival of the paperless office. Yet even the World Wide Web, which allows almost any computer to read and display another computer’s documents, has increased the amount of printing done. The use of e-mail in an organization causes an average 40 percent increase in paper consumption. In The Myth of the Paperless Office, Abigail Sellen and Richard Harper use the study of paper as a way to understand the work that people do and the reasons they do it the way they do. Using the tools of ethnography and cognitive psychology, they look at paper use from the level of the individual up to that of organizational culture.Central to Sellen and Harper’s investigation is the concept of “affordances” — the activities that an object allows, or affords. The physical properties of paper (its being thin, light, porous, opaque, and flexible) afford the human actions of grasping, carrying, folding, writing, and so on. The concept of affordance allows them to compare the affordances of paper with those of existing digital devices. They can then ask what kinds of devices or systems would make new kinds of activities possible or better support current activities. The authors argue that paper will continue to play an important role in office life. Rather than pursue the ideal of the paperless office, we should work toward a future in which paper and electronic document tools work in concert and organizational processes make optimal use of both.

© All rights reserved Sellen and Harper and/or MIT Press

 

Shneiderman, Ben and Plaisant, Catherine (2009): Designing the User Interface: Strategies for Effective Human-Computer Interaction (5th ed.). Addison-Wesley

The much-anticipated fourth edition of Designing the User Interface provides a comprehensive, authoritative introduction to the dynamic field of human-computer interaction (HCI). Students and professionals learn practical principles and guidelines needed to develop high quality interface designs—ones that users can understand, predict, and control. It covers theoretical foundations, and design processes such as expert reviews and usability testing. Numerous examples of direct manipulation, menu selection, and form fill-in give readers an understanding of excellence in design. Recent innovations in collaborative interfaces, online help, and information visualization receive special attention. A major change in this edition is the integration of the World Wide Web and mobile devices throughout the book. Chapters have examples from cell phones, consumer electronics, desktop displays, and Web interfaces.

© All rights reserved Shneiderman and Plaisant and/or Addison-Wesley

 

Spence, Robert (2001): Information Visualization. Addison Wesley

This is the first fully integrated book on the emerging area of information visualization, incorporating dynamic examples on an accompanying website to complement the static representations within the book. Its emphasis is on real-world examples and applications of computer-generated/interactive information visualization. Readers will learn how to display information to: pick out key information from large data streams; present ideas clearly and effectively; and increase the usability and efficiency of computer systems. It takes a dynamic approach to the subject using software examples on an associated website. This book is appropriate for readers interested in information visualization, human-computer interaction, business information technology, and computer graphics

© All rights reserved Spence and/or Addison Wesley

 

Sutherland, Ivan E. (1963). Sketchpad, A Man-Machine Graphical Communication System. PhD Thesis at Massachusetts Institute of Technology, online version and editors’ introduction by Alan Blackwell & K. Rodden. Technical Report 574. Cambridge University Computer Laboratory

The Sketchpad system uses drawing as a novel communication medium for a computer. The system contains input, output, and computation programs which enable it to interpret information drawn directly on a computer display. It has been used to draw electrical, mechanical, scientic, mathematical, and animated drawings; it is a general purpose system. Sketchpad has shown the most usefulness as an aid to the understanding of processes, such as the notion of linkages, which can be described with pictures. Sketchpad also makes it easy to draw highly repetitive or highly accurate drawings and to change drawings previously drawn with it. The many drawings in this thesis were all made with Sketchpad.

© All rights reserved Sutherland and/or his/her publisher

Tufte, Edward R. (1983): The Visual Display of Quantitative Information. Cheshire, CT, Graphics Press

Ware, Colin (2004): Information Visualization: Perception for Design, 2nd Ed. San Francisco, Morgan Kaufman

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Author(s): Alan Blackwell
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About the author

Alan Blackwell


© Alan Blackwell

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Has also published under the name of:
“Alan F. Blackwell” and “A. Blackwell”

Personal Homepage:
http://www.cl.cam.ac.uk/~afb21/

Current place of employment:
University of Cambridge

I only have one big research question, but I attack it from a lot of different angles. The question is representation. How do people make, see and use things that carry meaning? The angles from which I attack my question include various ways in which representations are applied (including design processes, interacting with technology, computer programming, visualisation), various methods by which I collect research data (including controlled experiments, prototype construction, ethnographic observation), and the theoretical perspectives of various academic disciplines (including computer science, cognitive psychology, engineering, architecture, music, anthropology).

If you are based in Cambridge, you may like to attend the following talks on human-computer interaction.

This page lists a few large research themes and major projects illustrating them. Smaller projects, including contributions to research communities and research-related teaching, are described on my publications page, andother activities page.

Crucible: Research in Interdisciplinary Design

Crucible is the Cambridge network for research in interdisciplinary design, which I founded with David Good. The network encompasses very many projects, funding sources and collaborators. Crucible projects include practical design work (as commercial consultants or in academic contexts) that draws on multiple disciplinary perspectives. We also carry out a significant amount of design research – investigating the processes of design work, developing facilitation processes for design activity, informing public policy related to the design of public value from academic research, and creating new and experimental software tools for designers to use. Many of these projects draw on my core expertise in visual representation.

Software and Creativity

Many contemporary arts practitioners develop software, incorporate it into their work, or use software tools to extend their professional practice. This research theme involves collaboration with a wide range of artists, including many with international profiles, exploring the ways in which they use representations. We have created a wide range of new software tools and programming languages for composers, performers, choreographers, sculptors and others. Many of these projects are linked via the Crucible page.

Social Media and Activism

Internet technology research is crucially dependent on understanding the social dynamics of the ways in which it is used, and collaboration with social scientists is essential to provide intellectual rigor and new insights. These projects have investigated the design and deployment of new social media, both in the world at large (various professional and political contexts), and within the University itself. In all cases, the representation of social relations around and within technical systems has been critical to understanding and the development of new understanding among all stakeholders. Many of these projects are linked via the Crucible page.

Energy Monitoring and Usage

Electricity is invisible, so our awareness of environmental impacts arising from energy use is solely dependent on the quality of the visual representations provided of energy use. Ever since contributing to the design of the first generation of semi-smart domestic gas meters in 1991, I have taken an interest in the user interface of home energy controls and monitoring. Several of our projects are concerned with helping people understand and control the patterns of energy usage in their homes. Many of these projects are linked via the Crucible page.

PhD Students’ Research

  • Michal Kosinski – psychological instruments for the assessment of business value in social networking technologies.
  • Mo Syed – design techniques for incorporating social factors in technology development.
  • Luke Church – social, cognitive, philosophical, artistic and technical perspectives on the manipulation of information.
  • Chris Nash – Supporting Virtuosity and Flow in Computer Music.
  • Cecily Morrison – Bodies-in-Space: investigating technology usage in co-present group interaction (thesis). Now a Research Associate in the Cambridge Engineering Design Centre.
  • Blackwell, Alan (2011). Visual Representation. Retrieved 18 December 2012 from http://www.interaction-design.org/encyclopedia/visual_representation.html

4. Social Computing

As humans we are fundamentally social creatures. For most people an ordinary day is filled with social interaction. We converse with our family and friends. We talk with our co-workers as we carry out our work. We engage in routine exchanges with familiar strangers at the bus stop and in the grocery store. This social interaction is not just talk: we make eye contact, nod our heads, wave our hands, and adjust our positions. Not only are we busy interacting, we are also remarkably sensitive to the behaviors of those around us. Our world is filled with social cues that provide grist for inferences, planning and action. We grow curious about a crowd that has gathered down the street. We decide not to stop at the store because the parking lot is jammed. We join in a standing ovation even though we didn’t enjoy the performance that much. Social interactions like these contribute to the meaning, interest and richness of our daily life.

 

 
 

Chapter Table of Contents

4Social Computing

4.1 Social Computing: What is it and where did it come from?

4.2 An example: A Social Computing mechanism

4.3 The value of Social Computing

4.4 Social Computing as a system: The ESP Game

4.4.1 Computation

4.4.2 Recruiting and Motivating

4.4.3 Identity and Sociability

4.4.4 Directing and Focusing Activity

4.4.5 Monitoring and Controlling Quality

4.4.6 Summary

4.5 Social Computing as a system: Wikipedia

4.5.1 Contributing to Wikipedia

4.5.2 Judging Quality and Making Changes

4.5.3 Identity and Communication

4.5.4 Summary

4.6 Social Computing: The big picture

4.7 What’s next?

4.8 Where to learn more

4.8.0.1 WikiSym – International Symposium on Wikis

4.9 Acknowledgements

4.10 Notes

4.11 Commentary by Elizabeth Churchill

4.11.1 That was then, this is now and what’s next – Tom Erickson talks about ‘social computing’

4.11.2 Emotion

4.11.3 Embodiment

4.11.4 Literacy and access

4.11.5 Data analytics

4.11.6 Citations/references

4.12 Commentary by David W. McDonald

4.13 Commentary by Andrea Forte

4.14 User-contributed notes

4.15 References

4.1 Social Computing: What is it and where did it come from?

Social computing has to do with digital systems that support online social interaction. Some online interactions are obviously social – exchanging email with a family member, sharing photos with friends, instant messaging with coworkers. These interactions are prototypically social because they are about communicating with people we know. But other sorts of online activity also count as social – creating a web page, bidding for something on eBay™, following someone on Twitter™, making an edit to Wikipedia1. These actions may not involve people we know, and may not lead to interactions, but nevertheless they are social because we do them with other people in mind: the belief that we have an audience – even if it is composed of strangers we will never meet – shapes what we do, how we do it, and why we do it.

Thus when we speak of social computing we are concerned with how digital systems go about supporting the social interaction that is fundamental to how we live, work and play. They do this by providing communication mechanisms through which we can interact by talking and sharing information with one another, and by capturing, processing and displaying traces of our online actions and interactions that then serve as grist for further interaction. This article will elaborate on this definition, but first let’s look at where social computing came from.

The roots of social computing date back to the 1960’s, with the recognition that computers could be used for communications and not just computation. As far back as 1961 Simon Ramo spoke of millions of minds connected together and envisioned “a degree of citizen participation … unthinkable today.” (Ramo 1961) Perhaps the best known vision is Licklider and Taylor’s “The Computer as a Communications Device,” in which they wrote of the development of “interactivecommunities of geographically separated people” (Kittur & Kraut 2008) organized around common interests and engaging in rich computer-mediated communication.

The first general purpose computer-mediated communication systems emerged in the 1970’s. Examples include Murray Turoff’s pioneering EMISSARY and EIES systems (Hiltz & Turoff 1993) for “computer conferencing,” PLATO Notes at the University of Illinois (Wooley 1994), and the first mailing lists on the ARPANET. Others followed and the 1980’s saw a flowering of online systems that supported social interaction via online text-based conversation: bulletin board systems, Internet Relay Chat, USENET, and MUDs (see Howard Rheingold’s The Virtual Community for a good history (Rheingold 1993)). The early 1990’s saw continued improvements in basic communications technology – speed, bandwidth and connectivity – and the advent of the Web. Although initially the Web only weakly supported social interaction by allowing people to display content and link to web pages of others (Erickson 1996), it marked the beginning of the widespread authoring and sharing of digital content by the general public.

In my view, social computing came into its own in the late 1990’s and early 2000’s when digital systems became capable of doing more than simply serving as platforms for sharing online content and conversation. The key development was the ability of digital systems to process the content generated by social interaction and feed the results of that processing back into the system. That is, while computer conferencing and its successors served as platforms that supported the production of vast tracts of online conversation, the conversation itself was understood only by humans. Digital systems provided passive media through which people interacted. The advent of modern social computing came when digital systems began to process user-generated content and make use of it for their own purposes – which often involved producing new functionality and value for their users.

A good example of creating value by processing user-generated content is Pagerank™, the algorithm used by the Google1 search engine. The fundamental insight of Pagerank is that the importance of a web page can be estimated by looking at the number of pages that point to it (weighted by the importance of those pages, which can be recursively evaluated in the same way). The underlying assumption is that the act of creating a link to a page is, on the part of a human, an indication that the page is important in one way or another. Thus Pagerank mines and aggregates the results of human judgments as expressed through link creation, and uses it to assess the importance of pages and determine the order in which to display them. This is an early, and very notable, example of the recognition that the digital actions of a large number of people can be tapped to provide a valuable service.

Let us pause, and summarize what we’ve covered so far. Social activity is a fundamental aspect of human life. Not surprisingly, digital systems have accommodated such activity for decades, initially serving as platforms that supported online conversation and other collaborative activity. More recently an important shift has occurred: systems have become able to make use of the products of their users’ social activity to provide further value, and that in turn amplifies the use of the system.

4.2 An example: A Social Computing mechanism

This is abstract, so let us look at a common example, that of the online retailer Amazon.com1. As most readers will be aware, Amazon is an online department store that sells a wide variety of goods, as well as providing an online storefront for other retailers. While there is nothing in Amazon’s core business – selling goods online – that requires social computing, Amazon is notable because it used social computing mechanisms to differentiate itself from other online stores. For illustrative purposes, we will take a close look at Amazon’s product review mechanism.

Amazon enables its users to create online product reviews. Each review consists of a textual essay, a rating of 1 to 5 stars, and the name of its author. Products may garner many reviews – for example, the best-selling book, The Girl with the Dragon Tattoo, has amassed over 2500 reviews.If this were the extent of Amazon’s review mechanism, it would be interesting and useful, but not a social computing mechanism: it would be akin to the early systems that served as platforms for producing user-generated content that was only understood by users. Like those systems, while it is valuable to provide a large number of user-generated reviews, it seems unlikely that viewers will really read through all 2500+ reviews of The Girl with the Dragon Tattoo.

What makes the difference, and moves Amazon’s review mechanism into social computing territory, is that Amazon has been clever about the kind of information it enables its users to enter. Besides the 1-5 star ratings of books from which it can produce averages and other statistics, it allows users to essentially review the reviews: readers can vote on whether a review is “helpful” or not, can flag it as “inappropriate,” and can enter a comment. And readers, in fact, do this. The “most helpful” review of The Girl with the Dragon Tattoo has been voted on by over 2,000 readers, and has received 44 comments.

This is significant because users’ votes and ratings can be used (just as Pagerank uses links) to provide valuable information. Using this information, Amazon provides two user interface components that significantly increase the utility of the user-entered information (Figure 4.1). The first is a graph of the distribution of a book’s ratings that provides viewers with an at-a-glance summary of reviewer sentiment. The second is that it uses the number of “helpful” votes to foreground particular reviews – e.g., the most helpful critical review and the most helpful favorable review.


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Figure 4.1: The Amazon.com book review summary includes components that show (a) the overall distribution of review ratings, and (b) the “most helpful” (in terms of readers’ votes) critical review.

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These components – which rely on computations carried out on user input – make it easier for viewers to deal with large amounts of user-generated content. The first integrates the results of all reviews of a book, providing not only the average rating but also the more informative distribution of ratings. The second uses the review’s book ratings in tandem with helpful votes to highlight particular reviews – the most helpful favorable review, and the most helpful critical review. Now, rather than wading through dozens, hundreds or thousands of reviews, the viewer can glance at the overall distribution and read through the “most helpful critical review.” This increases the useful of Amazon’s review information, and most likely increases visits by prospective purchasers. In addition, the possibility of “helpful” votes, and the chance to be recognized as the author of a “most helpful” review, may serve to incent reviewers to write better reviews. All in all, these mechanisms produce virtuous circles: positive feedback loops that promote desirable results.

This aptly illustrates the phase shift that began around the year 2000. Systems emerged that were more than platforms for social interaction: the results of users’ activities began to be usable not just by users, but by the digital systems that supported their activity. Sometimes ordinary content is made digitally tractable by dint of computation, as with Google’s Pagerank algorithm that mines the web to determined linked-to frequency. (Amazon takes this approach as well, when it uses the purchase history of a user to identify those with similar histories, and then provides users-like-you-also-bought recommendations). And sometimes the system requests that users directly enter data in a form that it can make use of – like Amazon’s ratings and “helpful” votes, or the “I like this” and “favorite” votes used in other systems. However it occurs, this ability for the information produced via social interaction to be processed and re-used by the system supporting that interaction is the hallmark of present day social computing.

4.3 The value of Social Computing

Why does social computing matter? Besides the fact that the social interaction supported by social computing systems is intrinsically rewarding, there are a number of ways in which social computing systems can provide value over and above that offered by purely digital systems.

First, social computing systems may be able to produce results more efficiently. Because Amazon can draw on its entire customer base for book reviews, it can provide far more reviews far more quickly than relying on the comparative trickle of reviews produced by Publishers Weekly and other trade outlets. The Girl with the Dragon Tattoo received five reviews within a month of its 2008 publication in English, long before it emerged from obscurity in the English language market. Similarly, Wikipedia, the online encyclopedia, offers over three and a half million articles in the English edition, and can generate articles on current events literally overnight. For example, within an hour of the 2011 Tōhoku earthquake and tsunami in Japan, a three paragraph article had appeared; that, in turn, was edited over 1,500 times in the next 24 hours to produce a well-formed article with maps, photos and 79 references. (As of this writing, nearly ten weeks after the event, the article has been edited over 5,100 times by over 1,200 users, and has 289 references; in the last 30 days it has received nearly 600,000 views.)

A second way in which social computing can be of value is by increasing the quality of results. A good example is the MatLab1 open source programming contest (MatLab Central 2010, MatLab Central 2011). MatLab is a commercial software package for doing mathematical analysis that uses its own scripting language, and one way its developers promote it is by running a programming contest. Each contest poses a problem, and the challenge is to produce a program that solves it as quickly and completely as possible. Contestants submit the MatLab source code of their programs, and the programs are immediately evaluated, scored, and listed in order of their scores. What makes the contest unusual and interesting is that each entry’s source code is also made publicly available. So when a new top-scoring program is submitted, other contestants will download it and look through the source code for ways to “tweak” it so that it runs slightly faster. The new tweaked program can be submitted, and it and its author will thereby vault ahead of the originator into first place (until another contestant tweaks that entry). As this tweaking process is repeated dozens of times (e.g., Figure 4.2), the entry is rapidly optimized, drawing on and integrating the specialized knowledge of the community of MatLab programmers (Gulley 2004).


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Figure 4.2: Collective optimization in the MatLab open source programming contest. Following the introduction of a new algorithm (variants shown in red), contestants refine it, gradually (and noisily) optimizing the algorithm (adapted from MatLab Central 2010).

Copyright: Please read the copyright terms below. Download or view full resolution (1046 x 864 pixels. 97 KB)

A third way in which social computing systems can provide value is by producing results that are seen as fairer or more legitimate. Thus, to return to Amazon, one might trust the results of ‘the crowd’ of reviewers more than an ‘official’ reviewer who may have values or biases that are out of sync with the ordinary reader. Another example is the online auction, where multiple people bid for an item – those who lose out may not like the result, but few will argue that it is not legitimate. Stepping out of the digital realm for a moment, note that the rationale for the plebiscites on which democracies are based is not that they produce more rapid decisions, nor that the decisions are necessarily of higher quality, but rather that they are representative and reflect the popular consensus. It is notable that the value of plebiscites and auctions (and even the Amazon review process) can be invalidated by failures in their processes – ballot box stuffing, vote buying and other forms of fraud in elections; shills in auctions; and collusion among bidders and reviewers. In cases like this, it is the legitimacy of the result that has been undermined; demonstrating that the decision was arrived at more quickly or is of higher quality is immaterial. In this case the value of the product is contingent upon the process through which it was derived.

A fourth way in which social computing provides value is by tapping into abilities that are uniquely human. For example, the ESP Game (Ahn & Dabbish 2004), which we will discuss in more detail shortly, is an online game in which a user and an anonymous partner look at an image and try to guess the words that occur to the other person. Both enter words simultaneously, and when they both enter the same word they ‘win’ and receive points; a side effect of this is that the players are producing textual labels for the image – a task that, in general, computer programs cannot perform. Other examples are Galaxy Zoo (Galaxy Zoo 2011, Priedhorsky et al 2007), which asks people to classify galaxies in astronomical photographs by their shapes, and Investigate Your MP (Guardian – guardian.co.uk 2011), which asks participants to read through politicians’ expense reports and flag those that seem suspicious.

To sum up, there are different ways in which social computing systems may produce value: they may produce results more quickly by multiplying effort; they may produce higher quality results by integrating knowledge from multiple participants; they may produce results that are more legitimate by virtue of representing a community; and they may carry out tasks that are beyond the capacity of current digital systems by drawing on uniquely human abilities. But while this value is of great practical import, it should not obscure the most important aspect of social computing: the social interaction itself. Greater efficiency, quality and legitimacy are important benefits, but the reason most people engage with social computing systems lies in the give and take of the interaction itself, the meaning and insight we derive from it, and the connections with others that may be created and strengthened as its result.

4.4 Social Computing as a system: The ESP Game

Thus far we’ve introduced the notion of social computing as an approach that does more than provide a platform for social interaction – it makes use of social interaction to produce various forms of value. The shift to social computing is, at the heart, driven by the ability of digital systems to process the products of the social interaction they support. The products of social interaction have been made digitally tractable, either by dint of digital computation (e.g., Pagerank), or by persuading users to enter information in a form that the digital system can use (e.g., Amazon’s “Helpful” votes and Five-star ratings).

Up to this point our principal example of social computing has been Amazon. However, while Amazon has been enormously successful at making use of social computing mechanisms, if one removed all elements of social computing from Amazon, it would still be able to carry out its basic aim of selling goods online. To expand our understanding of social computing we’ll take a look at some examples of social computing systems – that is, systems that, without social computing mechanisms, simply would not function at all.

The ESP Game (Ahn & Dabbish 2004) is one of a class of systems that have been characterized as performing “human computation.” This type of system is designed so that it enables a large number of people to perform a simple task many times (and often many many times). The art of designing this type of social computing system lies in finding a domain with a difficult problem that can be solved by the massive repetition of a simple (for humans) task, and in figuring out how to motivate the human participants to carry out a simple task many times.

The ESP Game is notable both for its practical success and for the subtleties of design that underlie its apparent simplicity. At a high level the ESP Game sets out accomplish the task of assigning textual labels to images on the web. This is a task that is difficult for computers to perform, but easy for humans. However, while easy for humans, it is not a task that is very interesting to perform, which given that there are billions of images in existence constitutes a problem. What the ESP Game does is to reframe the image labeling process as a game, and by making it fun it succeeds in recruiting large numbers of people to label images. In fact, in its first 5 years of existence, 200,000 people used it to produce more than 50 million image labels (Ahn & Dabbish 2008).

The ESP Game works as follows. A user goes to the web site, where, after a brief wait, he or she is paired with an anonymous partner and the game begins (Figure 4.3). Both participants are shown (a) an image, and are asked to type (b) words that they believe their partner will type; they may also be shown (c) “taboo words” which cannot be used as guesses. When they achieve (d) a match, they receive points, and move on to a new image; if it proves too difficult to achieve a match, a player can click (e) the “pass” button, which will generate a new image. Each game lasts three minutes, and both participants receive points each time they match on a word.


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Figure 4.3: The ESP Game in Play mode. The player (a) looks at an image, (b) enters words that describe the image, except that (c) certain words called “taboo words” can’t be chosen. If the other player enters one of the same words, there is (d) a match, and both players get points. If it seems too difficult to come up with good guesses, either player can (e) pass.

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After a game ends the players go their separate ways, each seeing a screen (Figure 4.4) that recaps how well they did, both in the individual game, and in a cumulative score for all games played. Players are also shown how far they have to go to achieve the next “level,” and how they compare with the highest scoring player for the day.


Figure 4.4: The ESP Game Score window. At the end of the game, players are shown (a) their points, (b) their level, (c) points needed to achieve the next level and (d) to beat the best player of the day (d). Players can also earn points by (e) referring friends.

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The ESP Game has a number of design features that illustrate issues that social computing systems, in general, must address. As we shall see later, different systems may address these issues differently, but the ESP Game provides a good starting point for grounding this discussion.

4.4.1 Computation

Social computing systems carry out various forms of work to produce value, often by applying algorithms to the results of user-generated content. The ESP Game performs computations by incenting individuals to use their perceptual and cognitive abilities to generate possible labels for an image, and aggregating results across many games to produce a valuable outcome. The result of a single game is a set of images each of which has either a word that both players typed in response to the image, or a “pass.” As multiple pairs play the game on the same images, sets of labels are produced for each image. The best labels will be those that are produced most frequently, and after a while the game will add them to the list of “taboo words” that are not allowed as guesses. This requires players to produce less obvious labels, which are in turn added to the “taboo word” list, until it becomes sufficiently difficult that when presented with an image and its list of taboo words, most players pass. At this point, the image can be ‘retired’ from the game and considered to have a complete set of labels weighted by the frequency with which people produced them. This is a result that cannot be achieved by purely digital systems.

4.4.2 Recruiting and Motivating

The ability of a social computing system to produce value relies on user-generated content, and that means that the system must take measures to ensure that it has a sufficient number of users who are motivated to participate. This was not an issue for Amazon, because the Amazon review mechanism is embedded in the larger Amazon ecosystem, and it happens that some of those attracted to Amazon by its function as an online retailer are interested in reviewing products. This is not the case with the ESP Game – it must do all the work of attracting people. It does this via its use of game-like incentive mechanisms to recruit and motivate its players. People hear about the ESP Game via word of mouth – players can earn points by referring others – and come to play it because it’s fun. Once potential players arrive at the site the problem shifts to engaging them in the game. To that end the ESP Game is nicely designed with bright colors, snappy interaction and appropriate sounds. Many of its features – the limited time, the awarding of points for right answers, a graphical scale showing cumulative points, and the sound of a clock ticking during the final moments of the game – work to motivate the users during game play. When a game ends, other features – cumulative points, user levels, points needed to achieve the next level, and points needed to beat the top player of the day (Figure 4.4) – encourage the player to “play again!!!” This also provides motivation for players to register, creating online identities that can accumulate points across sessions, and that can vie for positions in the top scores lists for “today,” “this month,” and “all time.” All of these features serve to engage users, motivate them, and encourage them to return – issues that any social computing system will need to address.

4.4.3 Identity and Sociability

Not only must social computing systems attract and motivate their users, but they must make them ‘present’ within the system. Participants in a social computing system generally require identities through which to engage in interaction with others, and identity – especially identity that persists over time – is also bound up with motivation and reputation. The ESP game is actually a relatively low-identity example of a social computing system, in that its participants are not allowed to talk with one another while playing the game, so as to deter cheating. Nevertheless, the ESP Game does take pains to support identity and reinforce the social aspects of the game. As noted, players can register, creating a screen name, an icon, and other elements of a profile. While communication between a pair of players during the game is prohibited, players can join a chat room for the site as a whole (the ESP Game is part of a site called Games with a Purpose). More generally, the design shows the presence of others. Once a user chooses to play, there is a brief wait while the game is “matching you with a partner.” Once a match is made, the player is told the screen name and shown the icon of their partner. Like the incentive mechanism, these social features aim to increase the attraction and interest of the site.

But suppose you show up for a game and there is no one to play with? This is a problem in that not only can the game not take place, but the player who has come to the site may now be less likely to return. The ESP Game deals with this situation by using autonomous software programs called “bots.” If a visitor arrives at the ESP Game site and no one else is there, the visitor will still be paired up with another “player,” but unbeknownst to the visitor the other player will be a bot. The game that ensues will use images that have already been labeled by at least one pair of human players, and the bot will simply replay the responses (and timings) of one of the previous players, giving the human partner the experience of playing against someone else. This use of bots supports the experience of the game, and has another use that we will look at shortly.

4.4.4 Directing and Focusing Activity

Another issue that social computing systems need to deal with is how to focus or otherwise shape the activities of their users. In the ESP Game, this is done via taboo words. As already described, taboo words serve to increase the breadth of the set of labels generated for an image by ruling out those that many previous pairs of players have produced. Taboo words also shape the set of labels produced in a more subtle way: they can prime players to pay attention to certain aspects of the image (Ahn & Dabbish 2008) (e.g., an image with “green” as a taboo word might incline players to name other colors in the image). The ESP Game could use other approaches to focusing work such as selecting images from particular known sets (e.g., images of paintings), or recruiting players from particular populations (e.g., art school students). Many social computing systems have mechanisms, of one sort or another, that try to focus or otherwise control the nature of the computation the system performs.

 
 

4.4.5 Monitoring and Controlling Quality

While humans can perform computations that are difficult or impossible for digital systems, it is also the case that human-generated results may be inaccurate – thus many social computing systems need to address the issues of monitoring and controlling the quality of results produced. Quality problems may result from ignorance, unnoticed bias, or intentional choice. In the case of the ESP Game, the primary threat to quality is cheating. That is, the game-like incentive mechanisms work so well that players may play with the goal of getting points, rather than accurately labeling images.

As the ESP Game has developed, various cheating strategies have been identified and circumvented. Solo cheating occurs when a person logs on twice and tries to play themselves – this can be detected and prevented by IP matching. Dyadic cheating occurs when two players devise a word entry strategy (e.g., “one”, “two”, “three”) and try to log on at the same moment in the hopes of being paired up – this can be prevented by having a long enough waiting period (“matching you with a partner”) and a sufficient number of waiting players that it is unlikely that conspirators will be matched. If there are not enough players waiting to ensure a good likelihood of a random match, the ESP Game can use bots as surrogate players, as previously described. Finally, cheating can occur en mass when someone posts a word entry strategy and starting times on a public web site. This approach can be detected by a sudden spike in activity (or a sudden increase in performance), and countered by, once again, pairing players with bots.

These examples of cheating raise several points. First, with respect to designing social computing systems, cheating can be dealt with. It is simply necessary to identify cheating strategies and block them – or at least lower their probability of success to a point where it is easier to win by using the system as the designers intended. Second, note that cheating is an issue only in certain types of social computing systems. Cheating occurs primarily in systems where the incentive mechanism is unrelated to the system’s purpose. Third, note that since cheating removes the fun from the game, its existence is apt testimony to the power of the ESP Game’s game-like incentive mechanisms.

4.4.6 Summary

In this section we’ve looked at social computing systems as systems, using the ESP Game as an illustrative example. Unlike the Amazon review mechanism, which was embedded in the larger Amazon ecology, the ESP Game needs to function as a complete system, solving the problems of recruiting participants, giving them an identity within the system, focusing their attention on tasks that need doing, incenting them to do the task, and monitoring and controlling the quality of the results. The ESP Game does this by drawing on game design thinking. It is successful because the tasks on which it is focused are simple, well-formed and thus amenable to very rapid, very iterative interaction – and this, in turn, is well suited to game play.

On the other hand, while von Ahn and his colleagues have proven to be quite ingenious in their ability to find domains amenable to this approach (see Ahn & Dabbish 2008), many problems do not break down so neatly into such simple well-formed tasks. Yet, as we shall see, social computing systems – albeit with different approaches to the above issues – can still make headway.

4.5 Social Computing as a system: Wikipedia

In this section we examine what is, in the view of many, the most successful example of a social computing system: Wikipedia. Besides its success Wikipedia is of interest because it offers a stark contrast with the ESP Game. Whereas the ESP Game attracts a steady stream of anonymous users who perform a simple task embedded in a game, Wikipedia is more of a community, with a core of committed participants who interact with one another while performing a variety of complex tasks. Wikipedia has also proved to be popular with researchers, making it a superbly studied example of a social computing system. Thus, our examination of Wikipedia will add breadth to our understanding of social computing.

As most readers will know, Wikipedia is, in the words of its slogan, “the free encyclopedia that anyone can edit.” With a few exceptions, every article in Wikipedia has an “edit” tab that allows anyone to edit the article (Figure 4.5, b). On the face of it, this is a bit of a paradox: how can one have an authoritative source of knowledge that anyone can change at any moment? And yet it works well enough. While generalizing about millions of articles in all stages of development is difficult, it is fair to say that Wikipedia’s accuracy is surprising. Studies have shown that some classes of articles are comparable in accuracy to their counterparts in the Encyclopedia Britannica (Giles 2005), and, more generally, that an article’s quality tends to increase with the number of edits it has received (Wilkinson & Huberman 2007, Kittur & Kraut 2008).

Regardless of how it compares to the quality of traditional encyclopedias, Wikipedia has been remarkably successful. With over three and a half million articles in the English edition alone, it is among the most visited sites on the web. And, as we saw earlier, it can generate lengthy, well-researched articles very quickly – literally over night at times. As encyclopedias go, this puts Wikipedia in a class by itself.


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Figure 4.5: The Wikipedia article page for The Girl with the Dragon Tattoo. Most visitors come (a) to read, but they can also (b) edit the article, (c) view its history, or (d) read its discussion page. Those wishing more involvement in Wikipedia can visit (e) the Community portal.

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4.5.1 Contributing to Wikipedia

Let’s begin our examination by considering what contributors do in Wikipedia. While the aim is to create an encyclopedia article, clearly this is too large a task. Contributors do not author fully formed articles all at once. Instead, articles coalesce out of the accretion of smaller efforts. One contributor writes an article “stub,” others add paragraphs, and still others expand, modify and condense existing text. Some may add links to references, others may correct typos and grammatical errors, and still others may contribute images. This is how the article on The Girl with the Dragon Tattoo developed. Starting from an article stub that appeared at about the time of the book’s English language publication, the article grew gradually – with bursts of activity when movies were released – until today it is a well-formed article that has been edited over 600 times by 395 contributors. As of this writing, it has been viewed 234,000 times in the last 30 days.

The key question to be asked about Wikipedia is this: How it is that Wikipedia articles improve in quality over time? How is it that Wikipedia determines that a particular change – whether it’s replacing one word, adding a paragraph, or reorganizing an article – is a change for the better? Sometimes it’s obvious – for example, correcting a typo – but more often than not it isn’t obvious. The answer is that Wikipedia relies on users to judge the quality of changes to an article. But this is not much of answer. What is important is – and what constitutes the art of how Wikipedia is designed – is the way in which it supports its users in making such judgments. As we shall see, Wikipedia musters a complex array of social computing mechanisms in support of the activities of its contributors.

4.5.2 Judging Quality and Making Changes

Two things have to happen for users to be able to judge the quality of a change: individual changes must be made visible; and users must be able to express their opinions on the desirability of a change. Wikipedia accomplishes this through its revision history mechanism (Figure 4.6) that is accessed by the “View History” tab on each article. The revision history lists all the changes made to an article and provides a link that enables the viewer to undo the change. Thus, if the entire text of the article has been replaced with a string of obscenities – an action more frequent than one might expect, and referred to as “vandalism” – the viewer can click on an “undo” link and revert the article to its prior state. And indeed, one of the early and surprising research findings about Wikipedia was that such acts of vandalism were typically discovered and reverted within two to three minutes (Viégas et al 2004) this result has continued to hold up over time (Priedhorsky et al). This becomes less surprising in view of the fact that Wikipedia provides a mechanism called a “watchlist” that allows users to monitor changes to articles they care about. For instance, the article for The Girl with the Dragon Tattoo currently has 59 people watching it.


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Figure 4.6: A Wikipedia revision history page. The revision history shows (a) a list of all changes made to an article, (b) provides a way to undo each change, and (c) enables those who care about an article to add it to a “watchlist” so changes to it can be watched.

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However, there is more to supporting quality than detecting and undoing vandalism. After all, vandalism is obviously a change for the worse. Much vandalism is trivial to detect. The more difficult issue is how to resolve subtler questions such as whether an explanation is clear or obscure. Or whether the reorganization of a paragraph improves it. Or whether a particular picture is helpful. Or whether a way of describing something departs from the neutrality desirable in an encyclopedia. To make decisions about these types of quality issues people need to communicate – and the revision history page lays the foundation for such communication. To see this, take a look at the section of the revision history shown in Figure 4.7.


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Figure 4.7: A segment of a Wikipedia revision history showing four revisions. For each revision there is (a) a way of comparing to other revisions, (b) a time and date stamp, (c) links to the user who made the change, (d) information about the change, and (e) a way to undo the change.

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The revision page contains a list of every change made to its article. Each entry in the list contains (a) a way to compare that change to other versions of the article, (b) the time and date of the change, (d) other information about the change), and (e) a way of undoing the change. Of particular interest for our purposes is that the entry also contains (c) information about who made the change. Specifically, the entry contains

  • the name or IP address of the person who made the revision
  • a link to that person’s talk page (which provides a way to communicate with them), and
  • a link to a list of contributions that person has made to Wikipedia (which provides a way to judge how experienced they are)

This expands the revision history into a social mechanism by introducing identity and communication channels. That is, rather than just seeing a change and deciding whether to revert it, the viewer can see who made the change, find out something about the user (via the link to their user page), their experience with Wikipedia (via the link to their contributions page), and even discuss their change with them (via the link to their talk page). Indeed, researchers have shown that the quality of Wikipedia articles is not simply related to the number of people who edit them, but that for this relationship to hold these contributors must also be engaging in communication and collaboration (Kittur & Kraut 2008, Wilkinson & Huberman 2007). For example, investigating the first entry in Figure 4.7, one can quickly discover that Varlaam is a highly experienced Wikipedia editor who has been awarded a “Master Editor” barnstar and has contributed to dozens (at least) of articles on books and films. Even if one disagreed with Varlaam’s change, one might hesitate to simply undo it, given the level of experience in evidence. The second entry is a different story – it has only an IP address associated with it, which means that this person has not registered with Wikipedia. Nevertheless, by clicking on the IP Address link, one can quickly see that the person at this IP address has been making regular contributions to Wikipedia over the last six months on a variety of articles related to films, and one can even take a look at individual contributions and see that this person has been a positive contributor.

4.5.3 Identity and Communication

The links in the revision history page illustrate another aspect of Wikipedia: it has a variety of mechanisms that support identity and communication. Every person who contributes to Wikipedia has a “user page,” a “contributions page,” and a “talk page.” The user page is like a home page, where a contributor can post whatever they like about themselves. Often this will include information that tells others about their experience and knowledge vis a vis topics they like to edit. This page is also where Wikipedia contributors display awards they’ve received from the Wikipedia community (Wikipedia has a custom of encouraging contributors to give symbolic awards – the best known example being a “barnstar” – to others who have helped on an article or project). In addition to the user page, there are two other automatically generated pages. The contribution page lists every change that that person has made to Wikipedia, and includes a “diff” link that shows precisely what changes the user has made. And the talk page supports conversation with that user. Both the talk and contribution pages have direct links from the entries in the revision history. In addition to user “talk pages,” there are also article “discussion pages” for discussions about the content of an article. For example, the discussion page for The Girl with the Dragon Tattoo has seven discussions, one on whether it is legitimate to characterize the protagonist as “incorruptible,” another about why the English title is so different from the original Swedish title, and yet another about whether to include a claim about an authorship dispute.

 
 

 
 

 
 

While all of these ways of finding out what people have done and talking with them might seem like a recipe for chaos, overall it appears to work. People do talk with one another, and their discussions tend to be about whether and how to change the content of the articles. For instance, more than half of the comments on talk pages are requests for coordination (Viégas et al 2007). And although argument is common, contributors often reach a rough consensus. What is interesting about this is not that people reach consensus, but rather how they reach agreement. Wikipedia has an extensive set of policies and guidelines that govern it (Figure 4.8a). For instance, one of Wikipedia’s fundamental principles is that articles should strive for a neutral point of view, and try to fairly represent all significant views that have been published by reliable sources. Another policy is verifiability – that is, that readers should be able to check that material in Wikipedia that is likely to be challenged must be attributed to a reliable source through an in-line citation.

What is important here, for the purposes of understanding social computing, is not the policies and guidelines themselves, but rather that policies and guidelines function to provide an infrastructure for discussion. Ideally, contributors who differ argue about whether something is in accord with the policies or not, rather than attacking one another. Or contributors discuss and evolve the policy itself. Just like Wikipedia articles, Wikipedia policies have their own pages with “Edit,” “Discussion,” and “View History” tabs, and, just like articles, policies and guidelines are extensively discussed and developed. Thus the article on the Neutral Point of View policy (Figure 4.8b) has seven sections that cover about 7 pages (4,300 words), and has been edited by over 1700 users over the decade it has been in existence; it has been viewed over 37,000 times in the last 30 days which, while not nearly as much as The Girl with the Dragon Tattoo, nevertheless indicates that it is an actively used resource. Both the use of policies to guide editing, and the collective evolution of policies by the community of users are discussed at length in the aptly named article, Don’t Look Now, But We’ve Created a Bureaucracy (Butler et al 2008).


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Figure 4.8: Wikipedia has a well-articulated set of guidelines and (a) policies, each of which is embodied as a Wikipedia article with (b) a detailed outline and (c) a thorough discussion, and which can be revised in the same way as ordinary articles.

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So what we’ve seen here is that although random people can and do click the edit tab and make changes on the spot, much of the work that happens in Wikipedia does not play out so simply. Mechanisms that support identity, communication, and the application of policies come together to enable a complex social process the guides the creation and development of high quality articles.

Given this, it is perhaps not surprising that there is a core of contributors, often referred to as Wikipedians, who are responsible for the majority of contributions. While there are various ways of defining what counts as a contribution, researchers agree that a small percentage of editors contribute the majority of content – for instance, the top 10% of contributors by number of edits provide between 80 and 90% of the viewed content (Priedhorsky et al 2007). More generally, Wikipedians do more work, make contributions that last longer (before someone else changes them), and invoke community norms to justify their edits more frequently (Panciera et al 2009). In sum, although Wikipedia “is the free encyclopedia that anyone can edit,” not just anyone tends to edit it, and there is much more to “editing” than meets the eye.

4.5.4 Summary

Wikipedia is a remarkable achievement. It is a self-governing system that produces well-structured articles – sometimes literally over night – that are sufficiently useful that it is among the most visited sites on the web. In our examination of Wikipedia we asked how it is that Wikipedia articles improve over time, noting that, for example, obvious problems like vandalism are repaired within two to three minutes. In what should by now be a recognizable motif, we saw that Wikipedia, as a system, ‘knows’ something about its content. Specifically, Wikipedia keeps track of every change ever made to every article, and it makes those individual changes visible and actionable on the revision history page of each article. Wikipedia (or, strictly speaking, the design of Wikipedia) recognizes that some changes are worth keeping, and others are not, and that by making it easy for users to view and pass judgment on those changes it can support the creation of increasingly higher quality articles. And because quality can be a subtle and contentious issue, Wikipedia provides ways for users to talk with one another about changes, and provides policies that guide users in making consistent decisions about those changes. In this we see the modus operandi of social computing: users add content, and the system processes that content in ways that make it more usable (in this case, by increasing the ability of people to discuss, evaluate and keep or undo changes in keeping with Wikipedia policy).

4.6 Social Computing: The big picture

Throughout this article we’ve looked at social computing in terms of how social computing systems work as systems: they create platforms for social interaction whose results can be drawn upon by the system to add value. This is natural because we have proceeded by looking closely at examples. However, I’d like to wrap this up by looking at social computing in a subtly different way – as a type of approach to computation.

In my view, social computing is not so much about computer systems that accommodate social activity, but rather it is about systems that perform computations on information that is embedded in a social context. That is:

Social computing refers to systems that support the gathering, processing and dissemination of information that is distributed across social collectives. Furthermore, the information in question is not independent of people, but rather is significantprecisely because it linked to people, who are in turn associated with other people.

At the core of this definition is the linking of information to identity. That is, information is associated with people, and, for the purposes of social computing, the association of information with identity matters. “Identity” does notnecessarily mean that information is associated with a particular, identifiable individual. For the purposes of social computing, identity can run the gamut from guaranteeing distinctiveness (i.e., that different pieces of information come from distinct individuals, as one would want in a plebiscite), to knowing some of the characteristics of each individual with whom information is associated (a set of book purchases by a distinct but anonymous individual), to knowing a person’s real world identity.

A second element of this definition is the idea that individuals are associated with one another in social collectives. Social collectives can be teams, communities, organizations, markets, cohorts, and so forth. That is, just as information is linked to a person, so are individuals associated with one another: it matters who is associated with whom, and how and why they are related. That is notto say that individuals are necessarily linked to one another inperson to person relationships. Individuals may be mutual strangers, and “associated” only because they happen to share some characteristic like an interest in a particular book, or in MatLab programming.

In fact, in some cases, social computing systems are predicated on the assumption that individuals will be mutually anonymous. For example, markets and auctions attract participants with shared interests, but the underlying social computing mechanisms are designed to prevent individuals from identifying one another. A market functions most effectively when the actions of individuals are independent; otherwise, individuals can collude to affect the functioning of the market to benefit themselves, as when auctions are manipulated via shilling (false bids intended to raise the final price). In short, it is precisely because the linkage between information and individuals matters that, for the purposes of some social computations, it must be suppressed.

A third element of the definition is that social computing systems have mechanisms for managing information, identity, and their interrelationships. This follows from the mention of the gathering, use and dissemination of information distributed across social collectives. Whereas an ordinary computational system need only manage information and its processing, social computing systems must also manage the social collective, which is to say that it must provide a way for individuals to have in-system identities, relate information to those identities, and manage relationships among the identities (which, as noted, can include maintaining mutual anonymity, as in the case of markets). Social computing systems can take a number of approaches to this, and the sort of social architecture it employs fundamentally shapes the nature of the system.

4.7 What’s next?

Social computing is a large area, and it is one that is growing rapidly. The examples we’ve looked at – Pagerank, the Amazon review mechanism, the MatLab Programming Contest, the ESP Game, and Wikipedia – just scratch the surface. New examples of social computing mechanisms and systems spring up seemingly over night.

This article has focused on ‘conventional’ examples of social computing. That is, they are web-based and largely draw on and appeal to educated audiences spread across the industrialized world. We are beginning to see, and will see many more, social computing systems that are designed expressly for mobile devices, that are targeted locally rather than globally, and that will include or be expressly targeted at populations in developing regions. These new domains, and the challenges they pose, will shape the further development of social computing.

Social computing is evolving with great rapidity. Designers and scholars from a wide range of disciplines – behavioral economics, computer science, game design, human-computer interaction, psychology, and sociology, to name a few – are actively studying social computing systems and applying insights gleaned from their disciplines. It is difficult to predict the future, but it seems safe to say that social computing mechanisms and systems will continue to transform the way we live, learn, work and play.

4.8 Where to learn more

The roots of social computing stretch back decades. A good starting point for those interested in the forerunners of social computing is Howard Rhinegold’s The Virtual Community (Rheingold 1993). For those interested in a deeper taste of history, Starr Roxanne Hiltz and Murray Turoff’s The Network Nation (Hiltz & Turoff 1993) – originally published in the late 70’s and revised in the early 90’s – offer an early yet comprehensive vision (portions of which still seem remarkably prescient) of forms of social intelligence and action mediated by computer networks.

For those interested the new wave of social computing systems that have been the focus of this article, the best place to begin are books that lay out the underlying rationale for social computing by showing what can be achieved by large scale collective action. The Wisdom of Crowds, by James Suroweicki (Suroweicki 2004), is an excellent introduction to a wide range of examples of social computation. Arriving in the same territory from a different direction is Eric von Hippel’s Democratizing Innovation (Hippel 2005), which examines how innovation arises from groups and communities and argues for redesigning business practices and government policies to take advantage of large scale innovation.

 
 

 
 

4.9 Acknowledgements

Thanks to Robert Farrell for helpful comments on the penultimate draft of this article.

4.10 Notes

1. Amazon.com is a trademark of Amazon.com, Inc.; Google and Pagerank are trademarks of Google, Inc.; eBay is a trademark of eBay, Inc.; MatLab is a trademark of The Mathworks; Twitter is a trademark of Twitter, Inc.; Wikipedia is a registered trademark of the Wikimedia Foundation.

 
 

4.12 Commentary by Elizabeth Churchill

How to cite this commentary in your report

Elizabeth Churchill


Elizabeth Churchill is a Principal Research Scientist and manager of the Internet Experiences group at Yahoo! Research. She previously worked at PARC, the Palo Alto Research Center, and before that at FXPAL, Fuji Xerox’s research lab based in Silicon Valley where she led the Social Computing Group. Elizabeth has a BSc in Experimental Psychology, an MSc in Knowledge Based Systems, both fr…   

 
 

 
 

4.12.1 That was then, this is now and what’s next – Tom Erickson talks about ‘social computing’

IBM’s Tom Erickson has been an active researcher in the field of social computing since its inception in the late 1990’s. This set of interviews and his chapter that accompanies them is a lovely exposition on the research, design and development activities that make up social computing.

This discussion is well grounded in theory, in practice and in a rich set of analyses of existing systems. Tom offers his perspective on the coverage and concerns of the area of social computing with recourse to existing technologies: those that he has been directly engaged in designing and building (e.g., the Babble system developed and used at IBM [1]); systems that are based in research from university groups (e.g., the Grouplens Research group’s fabulous example of collective, ‘crowd’ knowledge in the Cyclopath bike route finder [2]); and some everyday social resources and services that we all know and love (e.g., Amazon, Wikipedia, eBay).

Tom’s exposition engages with all of my favourite “C words”— cooperation, collaboration, communication, conversation, competition, congregation, collective and what seems to be a relatively recently invented word ‘coopetition’ meaning cooperative competition. These words describe different forms of social organization and orientation for interaction with others. They define the ways in which social mechanisms and social skills are used in conducting ourselves with others to achieve personal and collective goals. Two more “C” words can be added to this collection and are discussed in essence — these are ‘coercion’ and ‘conned’. Utopian perspectives focus on the co-development of social arrangements and the establishment of consent; the darker, dystopian perspective is that social skills and manipulative mechanisms may be used to drive non-consensual outcomes through coercion and/or through being “conned”. As we are all aware, the truth about social computing systems is that they support the full panoply of human social engagement, from angelic to demonic. To illustrate how these different forms of social engagement are supported and enacted, Tom covers a number of social technologies, from low-social-touch systems that aggregate people’s viewpoints in reviews and recommendations (such as the reviews and recommendations on a shopping site like Amazon) to sites where mediated interactions are richer but highly structured (such as auction sites like eBay) to high-social-touch, relatively technologically unstructured and conversational online places that support text chat (e.g., chat spaces and instant messenger), and avatar-embodied interactions in online virtual world settings like (e.g., Second Life). One could of course add inmediated, embodied audio/video interactions (e.g., Chatroulette).

As Tom speaks about the area of social computing, we are reminded that the word “social” is a tricky adjective. As I have written about elsewhere, the term can mean many different things to different people [1]. Wisely, Tom is careful to define what he means when he says ‘social computing’ — he defines social computing to be any situation in which people are involved in the computation. With recommendations on sites like Amazon these computations are often made without people’s active involvement in the computation of the recommendation whereas in distributed collaboration and expertise sharing settings (like Slashdot for example), people may be actively collaborating. In articulating his definition of ‘social computing’, Tom distinguishes between social media and social computing — in social media no explicit computation is taking place. However, I would argue that many of the more general observations he makes are as appropriate for social media systems as they are for social computing systems.

In discussing the design of social computing technologies, considerable weight is given, as it should be, to the design and development process itself. Tom’s favored approach is to observe human sociality as it takes place in face-to-face, embodied settings and to draw analogies to what occurs and/or could be effectively replicated in the online world. This also requires that we get off our sofas and out of our offices and open our eyes to how social interactions take place beyond our own well worn-paths, away from our familiar settings. Through illustrative examples Tom reminds us that in designing, it is easy to become myopic, to forget that the world is not necessarily configured for everyone the way it is for us. Tom’s design sensibilities, in this regard, are close to those of participatory design [5]. Personally, I am deeply sympathetic to the ‘get-off-your-sofa approach to design and to evaluation, and strongly believe that design/developlaunchwatchaskiterate and repeat (a.k.a. DELAWAIR) with an open mind are the keys to successful design in social computing. Premature design commitments and ossified interaction/infrastructures usually lead to short-lived social systems. Indeed, Tom makes clear that his development sensibilities tend to the building of mutable tools that are tested early, iteratively designed and that can be appropriated by users to their own ends — which, notably, may have nothing in common with the original design intentions.

The idea of conducting field investigations that open our eyes to differences in ways of thinking and different norms for social action is not new, but it is easy to forget to look out for how our technologies are being adopted, adapted and indeed appropriated. Tom reminds us to move beyond simple characterizations of other perspectives and to field our technologies with a view to being surprised. Indeed, he suggests if we are not surprised, perhaps we are not designing well enough. The humility of this approach is very appealing to me.

There’s a lot of rich detail in this chapter and these wonderful video interviews, too much to do justice to in a short commentary. My mind is a whirl with ideas and thoughts and reactions and inspirations. Therefore, I will pick up on a couple of areas of design in social computing are mentioned and that are ripe for further investigation, especially for those with critical HCI tendencies, inclusive intentions and experience design leanings. These are not new areas per se but the world is changing. Many of us started our careers in social computing looking at the use of such technologies within fairly prescribed social groups and organizations —designing for people who were already grouped in some way, who worked within an organization or who already had a strong sense of homophily or like-mindedness. However, the world is changing and just being there, on the site, is no longer a guarantee of homophily. Nor are there, necessarily, societal or organizational macro structures governing or shaping adoption and use. We are living in a world of increasingly powerful consumer technologies, an increase in global telecommunications networks, and, as a result, expanding access to applications that enable connections with known and unknown others. There are enormous social, political and economic ramifications of these changes of course [e.g. for excellent reading on these broader implications 6, 7, 8]. However, for the purposes of this commentary, there are a couple of areas of interest that remain close to the experiences of individuals but which deserve more research investigation for how sociality and social computing are changing (or not); we may also consider in this how upcoming technological innovations will change the field of social computing experience itself. A couple of my favourite areas that Tom alludes to are: (1) emotion, (2) embodiment, (3) literacy and access, construed in the broadest sense, and finally, (4) data and instrumentation. I’ll quickly talk about each in turn.

4.12.2 Emotion

We know that the connections people make with others through these systems are not just useful and transactional but also emotional; consider the ‘high’ of ‘winning’ an auction, the emotional roller-coaster of being on a dating site, the thrill of seeing a comment on a photo one has posted, the warmth one feels when a loved one sends a message through Facebook, the satisfaction one gets in seeing one’s points go up in Slashdot because of one’s recognized expertise and the sense of anger, fear and bewilderment when one is betrayed, assaulted or abused online. Happiness, sadness, anger are all present in our interactions in social computing systems. Emotions are not just in-the-moment and ephemeral; emotions in the now matter for my actions in the future. Emotions underlie action and abdication; emotions foster avoidance or participation. Emotions orient us toward places and spaces where we feel good, and propel us away from places where we feel violated. Like pleasures, violations can come in many forms: threatened by the service providers (what are you doing with my data?); threatened by others on the site (why are you so obnoxious to me?) and by the tenor of the site itself (goodness, this is in poor taste). There are also cultural differences that need to be taken account of; anthropologists talk of differing emotional styles, and discuss norms of emotional response—how, when and where emotions like joy, anger, pride, shame, embarrassment are expressed. Emotions are important. They matter for individual and social computation. We know emotions drive participation or avoidance, but they also underlie cognition. António Damásio argues convincingly that emotions are involved in decision-making and are the basis for social cognition. Indeed he claims they are the cornerstone of consciousness. [9] How can we understand the ways in which social computing technologies are altering our emotional landscape? In turn, how is social computing shaped by the kinds of emotions that are expressed onsite and/or (in)expressible through the technologies themselves? What. If any, issues arise from cultural differences in the expression of human emotion? What are the effects of individual and collective emotion on collective cognition?

4.12.3 Embodiment

Many of Tom’s examples relate the conduct of people in physical places. Urban spaces, as he points out, are changing with the introduction of embedded sensors, within which category I include the proliferation of surveillance monitors. Embodied social computing and social computing of space and place are necessarily locative. The social computation in and of urban, social spaces is changing as we check-in to location-based social networking sites and track others individually and in the aggregate. Certainly, researchers interested in ‘reality mining’ are already tracking us, and applications allow us to easily see what are the most popular, most trafficked parts of town, places for us to avoid or navigate to, as we see fit. Perhaps the Cyclopath Geowiki project is a good example of how social computation is altering human ambulation through physical places as a result of the introduction of new forms of intentionally submitted and tacitly collected data. More mundanely, our behaviours in urban spaces with respect to each other are changing as we engage through our devices with others who are not physical present. Who has not collided with someone whose eyes and ears were directed firmly at a communication device as they walked blithely and ignorantly forward? Do these changes in the navigation of physical and social space and place have implications for social computation?

4.12.4 Literacy and access

Tom makes a nice point about symmetry and asymetries in social computing. Who does and does not have access and through what tools can create barriers to social participation. Literacy and access is central to the inclusive project of social computing. But exclusion is not simply a problem because it is a matter of not taking active part. Those who are not active are also not represented in models of sociality that are based on data from networked systems; the early intentions of anthropologists interested in human social networks was to understand human relationships, not just those that were easily available in accessible data sets [see 4]. This brings me to my final point of interest, again something to which Tom’s analyses point us.

4.12.5 Data analytics

As social scientists, designers, developers and business people we are very keen on measurement, on metrics for success and instrumented systems through which we can interrogate social activities and develop patterns on the basis of which we make claims about the fundamentals of human sociality. When social computing systems were only used in small groups in work contexts, the methods we used to triangulate our understanding were plentiful even if they were not as easily proceduralized as systematized datamining. Usage data analysis was combined with survey and/or interviews and/or an observational study. However, with the use of social computing technologies on a large scale—on the scales of hundreds of thousands and millions to many millions of people—scale bites us. It’s the seduction of large numbers and the delight of aggregates. We seem to have lost the art of designing effective instrumentation in the large to satisfy the rigors of good science and build meaningful models of systems-in-use. Typically, with the exception of a few exemplar systems, we are not instrumenting for experience analytics. ‘Big data’ may be everyone’s favourite fetish right now, but we need to more deeply understand how a sample is drawn, how many populations are represented on a social computing platform, from what population it derives, and the extent to which that population is representative of what and who we care about. If we can’t understand such basic questions, we have a seductive substrate for description and the fodder for hyperbolic claims. But it is not clear to me we really understand much more about human sociality that I could not have told you with a peek at Maslow’s hierarchy of needs [10].

Looking at this more positively, we are in a world of amazing opportunity. From a science, design, development, statistics and business of social computing perspective, we live in exciting times. That said, Tom touches on ethics throughout his contributions. His comments remind us that, in the surging world of Internet scale social computing in the midst of big numbers and exciting technological capabilities, it behooves us to look to the people who are using our technologies, to how they compute collectively with and through our tools, and to how our computations of their activities reflect them.

4.12.6 Citations/references

  • [1] Erickson, T., Smith, D. N., Kellogg, W. A., Laff, M. R., Richards, J. T., and Bradner, E. “Socially Translucent Systems: Social Proxies, Persistent Conversation, and the Design of ‘Babble.'” In Human Factors in Computing Systems: The Proceedings of CHI ’99. ACM Press, 1999.
  • [2] For more on the Cyclopath Geowiki project from the Grouplens Research group in Minnesota seecyclopath.org
  • [3] Elizabeth F. Churchill| Socializing at Cross Purposes, interactions, Volume 17 Issue 1, 2010. New York: ACM Press
  • [4] Elizabeth F. Churchill The (Anti) Social Net, interactions, Volume 17, Issue 5. 2010/ New York: ACM Press
  • [5] Bødker, K., Kensing, F., and Simonsen, J. (2004). Participatory IT design: Designing for business and workplace realities. Cambridge, MA, USA: MIT Press.
  • [6] Manuel Castells, The Information Age trilogy: Castells, Manuel (1996, second edition, 2000). The Rise of the Network Society, The Information Age: Economy, Society and Culture Vol. I. Cambridge, MA; Oxford, UK: Blackwell. ISBN 978-0631221401.Castells, Manuel (1997, second edition, 2004). The Power of Identity, The Information Age: Economy, Society and Culture Vol. II. Cambridge, MA; Oxford, UK: Blackwell. ISBN 978-1405107136. and Castells, Manuel (1998, second edition, 2000). End of Millennium, The Information Age: Economy, Society and Culture Vol. III. Cambridge, MA; Oxford, UK: Blackwell. ISBN 978-0631221395.
  • [7] Manuel Castells, Communication Power, Oxford University Press, 2009
  • [8] Jochai Benkler, The Penguin and the Leviathan: How Cooperation Triumphs over Self-Interest. New York: Random House, 2011
  • [9] António DamásioDescartes’ Error: Emotion, Reason, and the Human Brain, Putnam, 1994; revised Penguin edition, 2005
  • [10] A.H. Maslow, A Theory of Human Motivation, Psychological Review 50(4) (1943):370-96.

 
 

 
 

4.13 Commentary by David W. McDonald

How to cite this commentary in your report

David W. McDonald


© David W. McDonald

David W. McDonald is Associate Professor at the University of Washington. He has an MS (1992) in Computer Science, California State University Hayward; and an MS (1995) and PhD (2000) in Information and Computer Science. His research interests include Computer-supported cooperative work (CSCW), human-computer interaction (HCI), collaborative systems design, software architecture, softwar…   

4.14 Commentary by Andrea Forte

How to cite this commentary in your report

Andrea Forte


© Andrea Forte

I’m an assistant professor in the iSchool (College of Information Science and Technology) at Drexel University in Philadelphia. I received my PhD from the College of Computing at Georgia Institute of Technology in human-centered computing with a focus on social computing and learning sciences. My MLIS is from the School of Information at University of Texas at Austin. I’m intereste…   

 
 

 
 

It is hard to imagine a topic that exposes the power of good design with more salience than social computing. Creating systems in which people debate, teach, hate, play, bully and love one another is a phenomenal line of work.

Central to social computing is the idea that traces of computationally mediated activities can be exposed to users to help them make choices about how to behave. Furthermore, these traces can be aggregated or otherwise computationally manipulated and fed back into socio-technical systems to form a feedback loop. But what kinds of information should be surfaced? How can it be usefully manipulated? And what kind of influence will that information have on people’s behavior? These questions are the bread and butter of social computing design and research.

Tom Erickson begins this chapter with a simple but powerful statement, “As humans we are fundamentally social creatures.” He goes on to describe the seemingly effortless ways that average people use and create social information in their everyday lives. He talks about the challenge of designing to support interaction by reproducing or compensating for the lack of cues from the physical world. One particularly memorable proposition is that computational systems must support deception in order to support socially graceful interaction among humans.

But, in order to lie, you have to know how.

The “natural” ways that humans convey emotion through demeanor, construct identities by selecting words and dress, and reassure each other through feigned attention and other “little white lies” are skills we learn and refine throughout our lives. These social skills require different knowledge and skills in a computationally mediated world.

An example. On the social music site Last.fm, members may publish their music libraries and playlists and a log of all the music they listen to, updated in real time. To project the image of a Lady Gaga fan on Last.fm, it is not sufficient to simply state that one listens to Lady Gaga, one must actually listen to her so the software can record that activity and expose it. Others can observe the record of your listening experiences and use it as a recommendation of what to listen to (or avoid). In order to project a desired image, fans have been known to manipulate tracks so that they appear to play several times in a minute, artificially boosting their personal playcount of newly released or beloved songs and artists and influencing sitewide statistics. To do so requires proficiency with digital audio.

Computational deception requires computational literacies.

One might argue that the best designs will prove to be intuitive as users perceive and respond to social cues that map closely to their face-to-face analogs. But beyond the enticing design problems raised by the challenge of enabling humans to engage with one another “naturally” in mediated environments, there is the question of what kinds of things people might do in mediated environments that they were never able to do before. What kinds of new behaviors might socio-computational systems exhibit? What new manifestations of power might people—users and designers alike—wield over one another? And what new competencies will these new possibilities require of people?

Tom Erickson builds a compelling vision of new possibilities for mediated social interaction on a simple foundation: Humans are fundamentally social. We depend on social information to carry out the simplest tasks. We generate social information as a byproduct of every activity we carry out. What to do with that information is one of the most enticing, meaningful and complex design problems of the coming decades.

 
 

 
 

References

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We introduce a new interactive system: a game that is fun and can be used to create valuable output. When people play the game they help determine the contents of images by providing meaningful labels for them. If the game is played as much as popular online games, we estimate that most images on the Web can be labeled in a few months. Having proper labels associated with each image on the Web would allow for more accurate image search, improve the accessibility of sites (by providing descriptions of images to visually impaired individuals), and help users block inappropriate images. Our system makes a significant contribution because of its valuable output and because of the way it addresses the image-labeling problem. Rather than using computer vision techniques, which don’t work well enough, we encourage people to do the work by taking advantage of their desire to be entertained.

© All rights reserved Ahn and Dabbish and/or ACM Press

Ahn, Luis von and Dabbish, Laura (2008): Designing games with a purpose. In Communications of the ACM, 51 (8) pp. 58-67

Data generated as a side effect of game play also solves computational problems and trains AI algorithms.

© All rights reserved Ahn and Dabbish and/or ACM Press

Butler, Brian, Joyce, Elisabeth and Pike, Jacqueline (2008): Don’t look now, but we’ve created a bureaucracy: the nature and roles of policies and rules in wikipedia. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1101-1110

Wikis are sites that support the development of emergent, collective infrastructures that are highly flexible and open, suggesting that the systems that use them will be egalitarian, free, and unstructured. Yet it is apparent that the flexible infrastructure of wikis allows the development and deployment of a wide range of structures. However, we find that the policies in Wikipedia and the systems and mechanisms that operate around them are multi-faceted. In this descriptive study, we draw on prior work on rules and policies in organizations to propose and apply a conceptual framework for understanding the natures and roles of policies in wikis. We conclude that wikis are capable of supporting a broader range of structures and activities than other collaborative platforms. Wikis allow for and, in fact, facilitate the creation of policies that serve a wide variety of functions.

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A visionary book when it was first published in the late 1970s, The Network Nation has become the defining document and standard reference for the field of computer mediated communication (CMC). This revised edition adds a substantial new chapter on “superconnectivity” (invented and defined in the unabridged edition of the Online Dictionary of the English Language, 2067) that reviews the developments of the last fifteen years and updates the authors’ speculations about the future.Hiltz and Turoff highlight major current organizational, educational, and public applications of CMC, integrate their theoretical understanding of the impact of CMC technology, address ethical and legal issues, and describe a scenario in 2084. They have also added a selected bibliography on the key literature.Starr Roxanne Hiltz and Murray Turoff each hold the position of Professor of Computer and Information Sciences at the New Jersey Institute of Technology. They are also members of the faculty of the Graduate School of Business at Rutgers University, Newark.

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Hippel, Eric von (2005): Democratizing Innovation. The MIT Press

Innovation is rapidly becoming democratized. Users, aided by improvements in computer and communications technology, increasingly can develop their own new products and services. These innovating users—both individuals and firms—often freely share their innovations with others, creating user-innovation communities and a rich intellectual commons. In Democratizing Innovation, Eric von Hippel looks closely at this emerging system of user-centered innovation. He explains why and when users find it profitable to develop new products and services for themselves, and why it often pays users to reveal their innovations freely for the use of all. The trend toward democratized innovation can be seen in software and information products—most notably in the free and open-source software movement—but also in physical products. Von Hippel’s many examples of user innovation in action range from surgical equipment to surfboards to software security features. He shows that product and service development is concentrated among “lead users,” who are ahead on marketplace trends and whose innovations are often commercially attractive. Von Hippel argues that manufacturers should redesign their innovation processes and that they should systematically seek out innovations developed by users. He points to businesses—the custom semiconductor industry is one example—that have learned to assist user-innovators by providing them with toolkits for developing new products. User innovation has a positive impact on social welfare, and von Hippel proposes that government policies, including R&D subsidies and tax credits, should be realigned to eliminate biases against it. The goal of a democratized user-centered innovation system, says von Hippel, is well worth striving for. An electronic version of this book is available under a Creative Commons license.

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Wikipedia’s success is often attributed to the large numbers of contributors who improve the accuracy, completeness and clarity of articles while reducing bias. However, because of the coordination needed to write an article collaboratively, adding contributors is costly. We examined how the number of editors in Wikipedia and the coordination methods they use affect article quality. We distinguish between explicit coordination, in which editors plan the article through communication, and implicit coordination, in which a subset of editors structure the work by doing the majority of it. Adding more editors to an article improved article quality only when they used appropriate coordination techniques and was harmful when they did not. Implicit coordination through concentrating the work was more helpful when many editors contributed, but explicit coordination through communication was not. Both types of coordination improved quality more when an article was in a formative stage. These results demonstrate the critical importance of coordination in effectively harnessing the “wisdom of the crowd” in online production environments.

© All rights reserved Kittur and Kraut and/or ACM Press

Kittur, Aniket, Suh, Bongwon, Pendleton, Bryan A. and Chi, Ed H. (2007): He says, she says: conflict and coordination in Wikipedia. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 453-462

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Open content web sites depend on users to produce information of value. Wikipedia is the largest and most well-known such site. Previous work has shown that a small fraction of editors — Wikipedians — do most of the work and produce most of the value. Other work has offered conjectures about how Wikipedians differ from other editors and how Wikipedians change over time. We quantify and test these conjectures. Our key findings include: Wikipedians’ edits last longer; Wikipedians invoke community norms more often to justify their edits; on many dimensions of activity, Wikipedians start intensely, tail off a little, then maintain a relatively high level of activity over the course of their career. Finally, we show that the amount of work done by Wikipedians and non-Wikipedians differs significantly from their very first day. Our results suggest a design opportunity: customizing the initial user experience to improve retention and channel new users’ intense energy.

© All rights reserved Panciera et al. and/or their publisher

Priedhorsky, Reid, Chen, Jilin, Lam, Shyong (Tony) K., Panciera, Katherine, Terveen, Loren and Riedl, John (2007): Creating, destroying, and restoring value in wikipedia. In: GROUP07: International Conference on Supporting Group Work 2007. pp. 259-268

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© All rights reserved Priedhorsky et al. and/or ACM Press

Raddick, M. Jordan, Bracey, Georgia, Gay, Pamela L., Lintott, Chris J., Murray, Phil, Schawinski, Kevin, Szalay, Alexander S. and vandenBerg, Jan (2010): Galaxy Zoo: Exploring the Motivations of Citizen Science Volunteers. In Astronomy Education Review, 9 (1)

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Rheingold, Howard (1993): The Virtual Community: Homesteading on the Electronic Frontier. Reading, MA, The MIT Press

Howard Rheingold has been called the First Citizen of the Internet. In this book he tours the “virtual community” of online networking. He describes a community that is as real and as much a mixed bag as any physical community — one where people talk, argue, seek information, organize politically, fall in love, and dupe others. At the same time that he tells moving stories about people who have received online emotional support during devastating illnesses, he acknowledges a darker side to people’s behavior in cyberspace. Indeed, contends Rheingold, people relate to each other online much the same as they do in physical communities.Originally published in 1993, The Virtual Community is more timely than ever. This edition contains a new chapter, in which the author revisits his ideas about online social communication now that so much more of the world’s population is wired. It also contains an extended bibliography.

© All rights reserved Rheingold and/or The MIT Press

 

Surowiecki, James (2004): The Wisdom of Crowds. Anchor

In this fascinating book, New Yorker business columnist James Surowiecki explores a deceptively simple idea: Large groups of people are smarter than an elite few, no matter how brilliant—better at solving problems, fostering innovation, coming to wise decisions, even predicting the future. With boundless erudition and in delightfully clear prose, Surowiecki ranges across fields as diverse as popular culture, psychology, ant biology, behavioral economics, artificial intelligence, military history, and politics to show how this simple idea offers important lessons for how we live our lives, select our leaders, run our companies, and think about our world.

© All rights reserved Surowiecki and/or Anchor

 

Viégas, Fernanda B., Wattenberg, Martin and Dave, Kushal (2004): Studying cooperation and conflict between authors with history flow visualizations. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.)Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 575-582

The Internet has fostered an unconventional and powerful style of collaboration: “wiki” web sites, where every visitor has the power to become an editor. In this paper we investigate the dynamics of Wikipedia, a prominent, thriving wiki. We make three contributions. First, we introduce a new exploratory data analysis tool, the history flow visualization, which is effective in revealing patterns within the wiki context and which we believe will be useful in other collaborative situations as well. Second, we discuss several collaboration patterns highlighted by this visualization tool and corroborate them with statistical analysis. Third, we discuss the implications of these patterns for the design and governance of online collaborative social spaces. We focus on the relevance of authorship, the value of community surveillance in ameliorating antisocial behavior, and how authors with competing perspectives negotiate their differences.

© All rights reserved Viégas et al. and/or ACM Press

Wilkinson, Dennis M. and Huberman, Bernardo A. (2007): Cooperation and quality in wikipedia. In: Proceedings of the 2007 International Symposium on Wikis 2007. pp. 157-164

The rise of the Internet has enabled collaboration and cooperation on an unprecedentedly large scale. The online encyclopedia Wikipedia, which presently comprises 7.2 million articles created by 7.04 million distinct editors, provides a consummate example. We examined all 50 million edits made to the 1.5 million English-language Wikipedia articles and found that the high-quality articles are distinguished by a marked increase in number of edits, number of editors, and intensity of cooperative behavior, as compared to other articles of similar visibility and age. This is significant because in other domains, fruitful cooperation has proven to be difficult to sustain as the size of the collaboration increases. Furthermore, in spite of the vagaries of human behavior, we show that Wikipedia articles accrete edits according to a simple stochastic mechanism in which edits beget edits. Topics of high interest or relevance are thus naturally brought to the forefront of quality.

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Woolley, David R. (1994). PLATO: The emergence of online community. Retrieved 19 June 2011 from