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A Special Interest Group on Designed and Engineered Friction in Interaction
We’re part of a group (Sandy J.J. Gould, Lewis L. Chuang, Ioanna Iacovides, Diego Garaialde, Marta E. Cecchinato, Benjamin R. Cowan, Anna L. Cox) running a special interest group meeting at CHI2021 on the idea of adding ‘friction’ to interactions. Most of the time designers and engineers try to make interactions with technology less effortful. Frictions are about doing the opposite in order to change the way people interact with something.
Overview
Human-computer interactions are implicitly designed to be smooth and efficient. The implicit objective is to enhance performance, improve safety, and promote satisfaction of use. Few designers would intentionally create systems that induce frustration or are inefficient or evendangerous. Nonetheless, optimizing usability can lead to automatic and thoughtless behaviour. In other words, an over-optimization of performance and satisfaction could imply or encourage behaviours that compromises individual users and their communities.
Frictions —changes to an interaction to make it more taxing in some way— are one potential solution to the risks of over-optimisation and over-proceduralisation. The content warnings placed on social media posts on platforms like Facebook and Twitter are an example of a a friction. These frictions have been added in response to particularly ‘risky’ scenarios, where, for instance, widespread misinformation may significantly influence democratic processes. Twitter, for instance, added friction to the process of ‘retweeting’ (i.e., relaying a message to other users) for certain messages. If a user tried to retweet a message containing a link without having opened the link then Twitter would produce an interstitial dialog asking users if they wanted to read the link before retweeting (Andrew Hutchinson 2020).
In the short proposal we submitted, we consider the perspectives of different academic disciplines’ accounts (and usages) of tensions between automatic and deliberate behaviour. We explore the limits on theoretical frameworks that can plausibly describe the mechanism of designed frictions. Following this, we enumerate some effective designs for intentional frictions in human-computer interactions, identify abstract principles from their real-world use, and expand on how they could be generalized for innovations in designed frictions. Finally, we hope to address how current practices for evaluating usability can be modified to consider the potential costs of automatic behaviour and how they could be mitigated with designed frictions.
Open Questions
There a number of open questions about the use of frictions. One of the goals of the SIG is to determine which are most pressing. As we see it, the most important questions about frictions are:
- What kinds of interactional contexts are frictions most suited to?
- What are the most effective ways to get people to switch to a slower, more deliberative way of thinking?
- How quickly do people become habituated to frictions, and how do we manage and/or mitigate the effects of friction habituation?
- Should we be focusing on changing people’s behaviour instead of steering them with frictions?
- How do we calibrate frictions so that they give people space to think, but are not excessively frustrating or negative to user experience?
To find out more go to https://www.sjjg.uk/frictions-sig/
The gamer in your life isn’t ignoring you, they’re blind to your presence
By Charlene Jennett, University College London and Anna L Cox, University College London
It’s irritating when you try to talk to someone playing a videogame. You tell them dinner is ready and they completely ignore you. Their eyes are glued to the screen, their fingers frantically pushing buttons. We find it rude and it has led to many an argument in the family home.
But research suggests that your children, partner or parent may not be simply ignoring you when they’re plugged in to World of Warcraft – they may be experiencing something called “inattentional blindness.”. This is when a person chooses to focus on one thing and as a result they are blind to everything else around them.
Psychologists say that our lives would be pretty chaotic if we didn’t selectively attend to things in our environment in this way. Every noise, every sight, every smell, would distract us from our goals. We would simply feel overwhelmed with incoming information and we wouldn’t be able to get anything done.
This is, in fact, a common experience of people who are diagnosed with attention deficit disorder. They feel overwhelmed because they are unable to focus their attention. People selectively attend to some things over others all the time to avoid this feeling. It’s a natural process.
But there are some activities that absorb your attention more than others. When sports players or musicians feel extremely focused on what they are doing, they might say they are “in the zone” or “in full flow”. Videogame players describe themselves as feeling “immersed” when they’re focusing. They are fully engaged in a new reality, as though submerged in water.
In our research at the UCL Interaction Centre, we have been investigating immersion for several years now, following on from studies on inattentional blindness carried out by psychologists in the 1950s and 1960s. We ask our participants to focus on one source of information while ignoring others. But where older studies had participants staring at screens or listening to sounds, we asked ours to play a video game.
In one study we asked participants to play a driving game until they were told to stop but we didn’t tell them how they would be told. Part way through the game, a small pop-up box appeared on the bottom right of the screen saying “End of experiment – click here.” Participants who performed well in the game were slower to click on the pop-up box. These were the players who rated themselves as highly immersed in our immersive experience questionnaire.
In another study we asked participants to play a spaceship game. They were told that several distracting sounds would be broadcast into the room but that they should ignore them and continue playing. Some of the sounds related to the game, such as a voice saying “space games are boring” while others were person-relevant, such as a voice saying “London is boring”. Others, such as a voice saying “collecting stamps is boring”, were simply irrelevant. At the end of the study, participants were asked to remember as many of the distracting sounds as possible. We found that participants who performed well in the game recalled fewer auditory distracters, particularly the irrelevant ones.
Our findings share quite a few similarities with traditional psychology experiments. People are less aware of visual distractions when they are highly focused on a videogame. They are less aware of auditory distractions too, with only the most relevant breaking through to their conscious attention.
Feedback and immersion
There is another a key difference between our work and those of traditional psychology experiments because unlike watching a screen, you get feedback when you play a videogame. We found that a person’s immersive experience and the extent to which they were less aware of their distracters is related to the feedback they received. Positive feedback and positive perceptions of performance are essential for keeping a person’s attention during gaming.
But even when an indicator of performance is clearly unrelated to their true performance, players are unable to prevent themselves from interpreting it as meaningful. In another version of our spaceship experiment, we rigged the game so that no matter how well the player controlled the spaceship, they would either score really well or score really badly. Despite it being obviously rigged we found the same results. Participants who scored high in the game rated themselves as more immersed and recalled fewer auditory distractions. What seems to be important for immersion then is not that players actually perform well, but that they are able to perceive themselves as performing well.
These results reveal the powerful impact that feedback has on people’s immersive experiences and their motivation to continue with an activity. Receiving regular feedback that you are doing well is pleasurable. It might even be viewed as addictive in some ways, as it motivates the player to keep coming back for more.
This in part helps us explain why the gamer in your life ignores you when you tell them it’s dinnertime. Game designers have clocked that providing feedback as part of the game encourages us to keep on playing. This same feedback encourages inattentional blindness in the player. And given that children are more prone to inattentional blindness than adults it’s a wonder that they hear anything you say.
Charlene Jennett was supported by an EPSRC DTA studentship.
Anna L Cox receives funding from the EPSRC and NIHR.
This article was originally published on The Conversation. Read the original article.
Sabbatical week 3: second screening and media multitasking
In recent years there has been a profound shift in the way that people consume television programmes. We’re no longer constrained to 4 or 5 channels on the single TV in the living room. With the rise of internet TV we can use a mobile device, such as laptop or tablet computer, to watch our favourite television show whenever we like. But look around the average living room and what are people doing? They’re no longer glued to the box in the corner but are shifting their attention across multiple devices: keeping up with others through email and social networking sites, as well playing games and looking up information (Müller, Gove, & Webb, 2012; Stawarz, Cox, Bird, & Benedyk, 2013).
Encouraged by a friend who loves x-factor and her husband who works for a (competitor) UK TV channel, I subscribed to the x-factor app on Saturday (for research purposes!!!). There’s loads of video content on the app which I’ve not looked at. The bit that I played around with, the 5th judge, only appears when the show is live. As each act does their audition the app offers you the chance to vote. If you log in via facebook then you can also see whether your friends voted ‘yes’ or ‘no’.
But I guess the truth is that I don’t really watch x-factor, in fact I don’t often really watch any TV. More frequently you’ll find that it’s on in the background whilst I sit on the sofa and do my emails. But what I discovered yesterday was that this app is working really hard to stop me doing this by demanding my attention. It talks to me and tells me what the majority of 5th judges have decided, thus prompting me to interact with it. And just when the adverts come on and I think I can dedicate my attention to my email, it asks me questions and makes a ticking clock noise that suggests that I only have a limited time in which to give my response – who can resist that?? Companion apps like this are really successful in keeping the viewers attention on the TV programme and preventing them from switching to their email or social networking sites.
This week I also came across a startup called CanFocus http://www.canfocus.com/ . They’ve designed a button that switches all your email, phone and IM statuses to “do not disturb” so that you can focus on work and “become a productivity superhero”. There’s been many a situation where I’ve sat down with the idea of watching something, only to be distracted by a desire to engage with a digital device. I think I need one of these to help me resist temptations to engage in work when I’m supposed to be doing non-work!
Recovering from interruptions
Hospital wards are busy places, and medical professionals conducting routine tasks, such as setting up an infusion pump, are likely to find themselves interrupted at some point in the sequence. We have been investigating ways to reduce cognitive slips caused by interruptions, such as exploring the value of encouraging users to stop and think before resuming a task following an interruption. Findings suggest that the process of retracing previously achieved sub-goals can help with resuming a task. Ways of encouraging people to take time before resuming their task rather than jumping straight back in have been tested. In addition to demonstrating that people make speed/accuracy tradeoffs when resuming after an interruption, we are also investigating whether we can predict from eye-movement data if someone will make an error. Ultimately, as this work matures it will allow us to make predictions about device designs that better support error avoidance.
Back, J., Brumby, D. P., Cox, A. L. (2010). Locked-out: Investigating the effectiveness of system lockouts to reduce errors in routine tasks. Proceedings of the 28th international conference extended abstracts on human factors in computing systems, CHI EA ’10. ( pp.3775-3780). New York, NY: ACM Press. Author URL Publisher URL