1. Let’s Interface
Connecting social research to UXD
#CMCnUXD
ImageCredit:http://blog.oup.com/2014/08/industry-sponsorship-academic-research/
bit.ly/interface
2. Is anyone out there?!?
Can anybody hear me!
Why do my interfaces cause seizures?
Who keeps feeding all of these trolls!
Man, I could use a coffee...
...and a friend.
#CMCnUXD
6. “If you have something that you don’t want anyone to know,
maybe you shouldn’t be doing it in the first place.”
~ Eric Schmidt (Google)
“The days of you having a different image for your work
friends or co-workers and for the other people you know are
probably coming to an end pretty quickly”
~ Mark Zuckerberg (Facebook)
#CMCnUXD
9. ...but then, it becomes a LOT to
manage!
#CMCnUXD
imagecreditt(PeterGriffin):http://www.iconarchive.com/download/i31624/sykonist/peter-griffin/Peter-Griffin-
Football-head.ico
10. Pew Research Center - Duggan & Rainie
#CMCnUXD image credit: http://i.kinja-img.com/gawker-media/image/upload/s--sSEYxqkq--/18mnlqv43ralpjpg.jpg
13. Considering Cues
Communication is more than
a buzzword…
Cues are the building blocks
of communication
● Verbal
● Nonverbal
● Social
Imagecredit:http://clipartoons.com/best-clipart-4927/
14. Many people assume...
• “lean” channels are good for
task, bad for relationships
• More cues = better
communication
#CMCnUXD
Considering Cues
imagecrediit:
https://upload.wikimedia.org/wikipedia/en/thumb/2/2d/Media_Richness_Theory_Diagram_PNG.png/375px-
Media_Richness_Theory_Diagram_PNG.png
15. Face-to-Face Interaction
GULPING
● Fast & efficient
● Many cues at once
● Comprehensive
● Less control
Mediated Interaction
SIPPING
● Slower
● Cues vary by channel
● Isolated and targeted
● More control
#CMCnUXD
Considering Cues
16. Social Information
Processing (SIP) Theory
• More cues ≠ better
• TIME is the key
• We fill in “missing” cues
#CMCnUXD
Considering Cues
imagecredit:http://www.komando.com/happening-now/294095/1881-the-year-we-got-emojis/all
17. #CMCnUXD
Hyperpersonal Effects
Many mediated
Channels feature
asynchronicity +
editability...
… will allows Senders to
engage in selective
presentation...
...which cause Receivers
to engage in idealization
and overattribution ...
… impacting Feedback
via self-fulfilling
prophecies
21. Cues built into the
interface should have
a function
More cues isn’t always
better!
#CMCnUXD
Design Implications
22. The interface will be co-opted to
convey missing cues
• Consider the goal or function
that is accomplished
• Example: The Like Button
#CMCnUXD
Design Implications
imagecredit:https://s.yimg.com/ny/api/res/1.2/zzgqXV_nZ3IK2jffdYPy1g--
/YXBwaWQ9aGlnaGxhbmRlcjtzbT0xO3c9NDQ1O2g9NzIwO2lsPXBsYW5l/http://l.yimg.com/cd/resizer/2.0/F
IT_TO_WIDTH-w445/1e3c16eb44b377060f81d16b11c97fc7f3082949.jpg
23. Can a robot go Catfishing?
Read more: http://www.adweek.com/adfreak/tinder-users-sxsw-are-
falling-woman-shes-not-what-she-appears-163486
#CMCnUXD
25. The Media Equation
Reeves & Nass
(1996)
#CMCnUXD
imagecredit:https://psyberneticandmore.files.wordpress.com/2015/11/immagine1.png
26. “A sense of being with
another, a sense of
being together,
awareness of another
intelligence” (Biocca,
Harms, & Burgoon,
2003)
#CMCnUXD
Social Presence
imagecredit:http://i.imgur.com/ubElifu.jpg
27. #CMCnUXD
Social Presence
“psychological feeling of
closeness that
communicators experience
using electronic
communication channels”
(Walther & Bazarova, 2008)
ImageCredit:http://orig14.deviantart.net/69b9/f/2012/307/7/5/my_computer_hates_me_by_dontwaketheneighbo
d5jv22s.jpg
32. Often times, what a
designer thinks is optimal
is not what the user
perceives as optimal
UX attempts to create both
pleasing and productive
human-computer
interactions
Designing, Minding Demand
“It it weren’t for these fleshbags getting it wrong all of
the time, our interfaces would be brilliant! “
#CMCnUXD
33. Case study: “Naturally-Mapped” video game controllers
Designing, Minding Demand
.38***
-.44***
-.42***
Rogers, Bowman,
& Oliver (2015)
#CMCnUXD
34. Case study: “Naturally-Mapped” video game controllers
Designing, Minding Demand
Liebold, Bowman,
& Pietschmann
(2015)
#CMCnUXD
35. Case study: “Naturally-Mapped” video game controllers
Designing, Minding Demand
Bowman,
Pietschmann, &
Liebold (2015)
NUIs are
● less precise
● more unnatural
● more novel
● more unsuccessful
● less preferred
Gamepads are
● more precise
● more comfortable
● more experience
● more successful
#CMCnUXD
36. Designing, Minding Demand
“...the least-intrusive
technologies – those that are
physically and socially
transparent and human-
centered – are the most likely
candidates to be incorporated
into the modern cyborg.
(Bowman, Banks, &
Westerman, 2015, p. 2)”
#CMCnUXD
37. Translating to social media, we see programs like this one ...
Designing, Minding Demand
#CMCnUXD
38. Displayed on desktops and workstations like this one …
Designing, Minding Demand
#CMCnUXD
39. Can our technologies be too demanding?
• Lang (2006) talks about the limited
capacity model
• Schwartz (2005) observed the paradox
of choice
We freak at and bemoan over choices
Designing, Minding Demand
#CMCnUXD
40. Can our technologies be too demanding?
Designing, Minding Demand
Bowman,
Westerman, &
Claus (2012)
#CMCnUXD
41. ...and do we always need all of this information?
Designing, Minding Demand
Between 27-37% of smartphone users
download the first app they
consider...installing without further
elaboration of other app details!
Dogruel, Joeckel,
& Bowman (2015)
#CMCnUXD
42. Three principles to keep in mind:
1.More information is not always more useful
2.Consider ecological rationality (Gigerenzer, 2008)
3.Use multiple channels with caution
Full article: http://www.uxbooth.com/articles/cognitive-
demand-not-always-by-design/
Designing, Minding Demand
#CMCnUXD
43. “An optimal system— at least from a human factors
standpoint— is not necessarily one that delivers the most
information, but rather one that delivers the most useful
information in the most useful format. And as it happens,
the most useful system isn’t the most comprehensive one,
but the most rational for the given environment.”
Designing, Minding Demand
#CMCnUXD
45. References!
● Bernstein, M. S., Baksy, E., Burke, M., & Karrer, B. (2013). Quantifying the invisible audience on social
networks. CHI2013, Paris, France. doi: 10.1145/2470654.2470658
● Biocca, F., Harms,C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social
presence: Review and suggested criteria. Presence, 12, 456-480. Doi: 10.1162/105474603322761270
● Bowman, N. D. (2015, May). Cognitive Demand, Not Always By Design. UXBooth.com, Retrieved 19
February 2016 from: http://www.uxbooth.com/articles/cognitive-demand-not-always-by-design/
● Bowman, N. D., Banks, J. D., & Westerman, D. K. (2015, May). Through the Looking Glass: The impact of
Google Glass on perceptions of face-to-face interaction. Paper presented at the International
Communication Association, Puerto Rico.
● Bowman, N.D., Westerman, D. K., & Claus, C. J. (2012). How demanding is social media? Understanding
social media diets as a function of perceived costs and benefits - a rational actor perspective.
Computers in Human Behavior, 28(6), 2298-2305.doi: 10.1016/j.chb.2012.06.037
#CMCnUXD
46. References!
● Child, J. & Petronio, S. (2011). Unpacking the paradoxes of privacy in CMC relationships. The challenges
of blogging and relational communication on the internet. In K. Wright & L. Webb (Eds.), Computer-
mediated communication in personal relationships (pp. 21-40). New York, Peter Lang.
● Dogruel, L., Joeckel, S., & Bowman, N. D. (2015). Choosing the right app: An exploratory perspective on
heuristic decision processes for smartphone app selection. Mobile & Media Communication, 3(1), 125-
144.
● Edwards, C., Edwards, A., Westerman, D., & Spence, P. R. (in press). Initial interaction expectations with
robots: Testing the human-to-human interaction script. Communication Studies.
● Gigerenzer, G. (2004). Fast and frugal heuristics: The tools of bounded rationality. In D. J. Koehler & N.
Harvey (Eds.), Blackwell handbook of judgment and decision making (pp. 62–88). Malden, MA: Blackwell
Publishing.
#CMCnUXD
47. References!
● Lang, A. (2006). The limited capacity model of mediated message processing. Journal of
Communication, 50(1), 46-70. doi: 10.1111/j.1460-2466.2000.tb02833.x
● Liebold, B., Peitschmann, D., & Bowman, N. D. (2016, June). It’s New, but is it improved? Novelty and
learning effects in the use and enjoyment of naturally mapped video game controllers. Paper to be
presented at the International Communication Association, Fukuoka, Japan.
● Marwick, A., & boyd, d. (2012). “I tweet honestly, I tweet passionately. Twitter users, context collapse,
and the imagined audience. New Media & Society, 13, 114-133. doi: 10.1177/1461444810365313
● McEwan, B. (2015) Navigating New Media Networks. Lanham, MD: Lexington.
● Mori, M. (1970). The Uncanny Valley. Energy, 7(4), 33-35. [reprint in English]
● Petronio, S. (2002). Boundaries of Privacy. Albany, New York: SUNY University Press.
#CMCnUXD
48. References!
● Reeves, B., & Nass, C. (1996). The media equation: How people treat computers, television, and new
media like real people and places. New York: CSLI Publications.
● Rogers, R., Bowman, N.D., & Oliver, M. B. (2015). It’s not the model that doesn’t fit, it’s the controller! The
role of cognitive skills in understanding the links between natural mapping, performance, and
enjoyment of console video games. Computers in Human Behavior, 49, 588-596. doi:
10.1016/j.chb.03.027
● Schwartz, B. (2005, July). The paradox of choice. Ted.com. Retrieved 20 February 2016:
https://www.ted.com/talks/barry_schwartz_on_the_paradox_of_choice?language=en
● Spence, P. R., Westerman,D., Edwards, C., & Edwards, A. (2014). Welcoming out robot overlords: Initial
expectations about interaction with a robot. Communication Research Reports, 31, 272-282. Doi:
10.1080/08824096.2014.924337
● Stutzman, F., & Kramer-Duffield, J. (2010). Friends only: Examining a privacy enhancing behavior in
Facebook. Proceedings of the 28th International Conference on Human Factors in Computing
Systems, Atlanta, GA.
#CMCnUXD
49. References!
● Stutzman, F., Gross, R., Acquisti, A. (2012). SIlent listeners: The evolution of privacy and disclosure on
Facebook. Journal of Privacy and Confidentiality, 4, 7-41. doi: 10.1007/11957454_3
● Walther, J. B. (1992). Interpersonal effects in computer-mediated interaction: A relational perspective.
Communication Research, 19, 52-89. doi: 10.1177/009365092019001003
● Walther, J. B. (1996). Computer-mediated communication: Impersonal, interpersonal, and
hyperpersonal interaction. Communication Research, 23, 3-43.
● Walther, J. B., & Bazarova, N. N. (2008). Validation and application of electronic propinquity theory to
computer-mediated communication in groups. Communication Research, 35, 622-645. Doi:
10.1177/0093650208321783
● Westerman, D., & Skalski, P. D. (2010). Computers and telepresence: A ghost in the machine? In C. C.
Bracken & P. D. Skalski (Eds.), Immersed in media: Telepresence in everyday life (pp. 63-86). New York:
Routledge
#CMCnUXD
Looking for more?
Ask any one of us …
or contact your own
Friendly Neighborhood
Social Scientist!
50. For more information...
Bree McEwan
Associate Professor, Communication
Western Illinois University
breemcewan@gmail.com
David Westerman
Assistant Professor, Communication
North Dakota State University
david.k.westerman@ndsu.edu
Erin Sumner
Assistant Professor, Human Communication
Trinity University
ebryant@trinity.edu
Nick Bowman
Associate Professor, Communication Studies
West Virginia University
Nicholas.Bowman@mail.wvu.edu