Conference Paper

Ambient Notifications with Shape Changing Circuits in Peripheral Locations

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Abstract

Calm technologies help us avoid distraction by embedding notifications in our surroundings with peripheral updates. However, users also lose out on the passive awareness that comes from more overt notifications. In our paper, we present an initial study setup on shape changing circuits as notifications. We compare near and far peripheral locations to determine the optimal location for these notifications by assigning a primary task of arithmetic questions, and a secondary task of responding to bend notifications. Our demonstration will show the set-up of our study to encourage discussion on possible applications of shape changing notifications in peripheral locations.

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... It has further been shown that using external devices leveraging the peripheral vision of users results in more accurate and overall less disruptive delivery (L. Jones, McClelland, Thongsouksanoumane, & Girouard, 2017;K. Kobayashi & Yamada, 2013;Rasmussen, Troiano, Petersen, Simonsen, & Hornbaek, 2016). ...
... It has further been shown that using external devices leveraging the peripheral vision of users results in more accurate and overall less disruptive delivery (L. Jones et al., 2017;K. Kobayashi & Yamada, 2013;Rasmussen et al., 2016). ...
... Therefore, systems that enable users to distinguish between different types of notification delivery for different applications and to easily prioritise them over each other in specific moments appear especially promising and could leverage findings on decreasing the overall disruptiveness of notifications, for example around batching (Fitz et al., 2019;Mark et al., 2016), predicting appropriate breakpoints (Exler et al., 2017;Okoshi, Nozaki, et al., 2016;Pejovic & Musolesi, 2014;Weber et al., 2017), and offering different and new types of notification delivery (L. Jones et al., 2017;K. Kobayashi & Yamada, 2013;Lopez-Tovar et al., 2015;Rasmussen et al., 2016). ...
Thesis
This thesis investigates smartphone use in naturally occurring contexts with a dataset comprising 200 hours of audio-visual first-person recordings from wearable cameras, and self-confrontation interview video footage (N = 41 users). The situated context in which smartphone use takes place has often been overlooked because of the technical difficulty of capturing context of use, actual action of users, and their subjective experience simultaneously. This research project contributes to filling this gap, with a detailed, mixed-methods analysis of over a thousand individual phone engagement behaviours (EB). We observe that (a) the smartphone is a key structuring element in the flow of daily activities. Participants report complex strategies on how they manage engaging with or avoiding their devices. (b) Unexpectedly, we find that the majority of EB (89%) are initiated by users, not devices; users engage with the phone roughly every five minutes regardless of the context they are in. (c) A large portion of EB seems to stem from contextual cues and an unconscious urge to pick up the device, even when there is no clear reason to do so. d) Participants are surprised about, and often unhappy with how frequently they mindlessly reach for the phone. Our in-depth analysis unveils several overlapping layers of motivations and triggers driving EB. Monitoring incoming notifications, managing time use, responding to social pressures, actually completing a task with the phone, design factors, unconscious urges, as well as the accessibility of the device, and most importantly its affordance for distraction all contribute to picking up the phone. This user drive for EB is used by providers to feed the attention economy. So far, keeping the smartphone outside of the visual field and immediate reach has appeared as the only efficient strategy to prevent overuse.
... Recent shape-changing interfaces make use of actuators (e.g., mechanical [2], thermal [16], magnetic [34], acoustic [52], pneumatic [64], or biologic [65]) to control the physical properties (e.g., form [18], viscosity [25], volume [27], position [33], texture [35], orientation [57]) of surfaces (e.g., [16]), curves (e.g., [39]) that they use as system input or output. Some shape-changing interfaces that relate to our context use ambient awareness to subtly inform at offices (e.g., [22,26]). These interfaces exploit ambient awareness-the ability of being aware of the surrounding information [61]-and they are able to move from peripheral attention to central attention of users, and the other way round [59]. ...
... We hypothesize that continous speed changes affect perception rates in peripheral vision. Kobayashi and Yamada [31], and Jones et al. [26] evaluated slow and quiet motion using shape-changing interfaces: but the later tested motion out of the view field, and the latter tested constant speed only. Traschütz et al. [58] study the detection instantaneous speed change in peripheral vision. ...
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We present CairnFORM, a shape-changing cylindrical display that physicalizes forecasts of renewable energy availability. CairnFORM aims at creating and encouraging new socially-shared practices by displaying energy data in collective and public spaces, such as public places and workplaces. It is 360°-readable, and as a dynamic physical ring chart, it can change its cylindrical symmetry with quiet motion. We conducted two user studies. The first study clearly revealed the attractiveness of CairnFORM in a public place and its usability for a range task and for a compare task. Consequently, this makes CairnFORM useful to analyze renewable energy availability. The second study revealed that a non-constant motion speed is the better visualization stimulus at a workplace. VIDEO: youtu.be/wZ_3CtDllbA
... [19]), it is important to bear in mind that the phone not delivering messages will increase fomo and lead to subsequent self-interruptions. Therefore, systems that enable users to distinguish between different types of notification delivery for different applications and to easily prioritise them over each other in specific moments appear especially promising and could leverage findings on decreasing the overall disruptiveness of notifications, for example around batching [29,54], predicting appropriate breakpoints [25,60,62,76], and offering different and new types of notification delivery [42,44,50,66]. Users could, thus, distinguish between information that they want 'forced' upon them, be gently alerted to, and information that only needs to be included in the 'digest' the next time they check their lock screen to manage their notifications. ...
Book
Smartphone use usually refers to what happens after users unlock their devices. But a large number of smartphone interactions actually take place on the lock screen of the phone. This paper presents evidence from a mixed-methods study using a situated video-ethnography technique (SEBE) and a dataset of over 200h of first-person and interview recordings with 221 unique lock screen checks (n=41). We find eight categories contextual antecedents to locked smartphone use that influence the nature and the content of the subsequent smartphone interaction. Overall, locked smartphone use emerges as a means to structure the flow of daily activities and to balance between not getting too distracted and not experiencing fomo (the fear of missing out). It also appears as highly habitualised, which can cause over-use and disruption. Based on this analysis, we provide recommendations on how intervention and design approaches can leverage differences in context and purpose of locked smartphone use to improve user experience.
... vibration or audible) seems to be appropriate for only 45% of situations; by adding visual or LED flashes, acceptance of notifications increased by 60% (Lopez-Tovar, Charalambous, & Dowell, 2015). It has further been shown that using external devices leveraging the peripheral vision of users results in more accurate and overall less disruptive delivery (Jones, McClelland, Thongsouksanoumane, & Girouard, 2017;Kobayashi & Yamada, 2013;Rasmussen, Troiano, Petersen, Simonsen, & Hornbaek, 2016). Lastly, giving users more options to respond to notifications than simply 'opening' them (Banovic, Brant, Mankoff, & Dey, 2014) and different gestures or other haptic interactions (Mayer, Lischke, Woźniak, & Henze, 2018) can increase engagement with ongoing tasks and make device interactions more efficient. ...
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Notifications are one of the core functionalities of smartphones. Previous research suggests they can be a major disruption to the professional and private lives of users. This paper presents evidence from a mixed-methods study using first-person wearable video cameras, comprising 200 h of audio-visual first-person, and self-confrontation interview footage with 1130 unique smartphone interactions (N = 37 users), to situate and analyse the disruptiveness of notifications in real-world contexts. We show how smartphone interactions are driven by a complex set of routines and habits users develop over time. We furthermore observe that while the duration of interactions varies, the intervals between interactions remain largely invariant across different activity and location contexts, and for being alone or in the company of others. Importantly, we find that 89% of smartphone interactions are initiated by users, not by notifications. Overall this suggests that the disruptiveness of smartphones is rooted within learned user behaviours, not devices.
... Existing techniques to implement deformable surfaces suffer from major drawbacks [16]. One approach requires cumbersome instrumentation of the surface itself, through, e.g., optical [12] or bend sensors [10,16]. This approach results in fragile, thick, and hard-to-build prototypes. ...
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... Peripheral vision is generally considered for display of information that can be detected without a priori focus, in games [13] and other areas of HCI, for example, deliver notifications without disrupting the task in focus [25] (e.g., keeping the eyes on the road while driving [18]). Recently, Luyten et al. proposed a near-eye display for presentation of peripheral information that is positioned relative to the user's eyes such that it is impossible to focus on it [28]. ...
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In this work, we challenge the Gaze interaction paradigm "What you see is what you get" to introduce "playing with peripheral vision". We developed the conceptual framework to introduce this novel gaze-aware game dynamic. We illustrated the concept with SuperVision, a collection of three games that play with peripheral vision. We propose perceptual and interaction challenges that require players not to look and rely on their periphery. To validate the game dynamic and experience, we conducted a user study with twenty-four participants. Results show how the game concept created an engaging and playful experience playing with peripheral vision. Participants showed proficiency in overcoming the game challenges, developing clear strategies to succeed. Moreover, we found evidence that playing the game can affect our visual skills, with greater peripheral awareness.
... The circumstance of having to notify or remind users at times when they are away from a display has also been investigated, including vibrating wearables [9] and LEDs [1, 8, 14-16, 25, 56, 61]. A related stream of research addresses communicating information without having to capture the user's attention at all [2,3,10,29,30,46]. ...
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