Karrie Karahalios
Designing Mediated Social Spaces
Biography
Karrie Karahalios is an assistant professor in the computer
science department at the University of Illinois in Urbana Champaign. Her work
focuses on the interaction between people and the social cues they perceive in
networked electronic spaces. Of particular interest are interfaces for pubic
online and physical gathering spaces such as chatrooms, cafes, parks, etc. The
goal is to create interfaces that enable users to perceive conversational
patterns that are present, but not obvious, in traditional communication
interfaces. Her current research involves integrating social catalysts into the
design of interfaces for connecting spaces using audio, video, and graphics.
Previous projects include: Visiphone, a communication object that visualizes
conversation patterns between two spaces; Hear&Here, an augmented reality
interface for placing sound envelopes in space and retrieving them with an audio
interface; Chit Chat Club, a hybrid social space that combines the immediacy of
the traditional cafe with the global reach and easy introductions of an online
chat.
Karrie completed a S.B. in electrical engineering, an M.Eng.
in electrical engineering and computer science, an S.M. in media arts and
science and a Ph.D. in media arts and science at MIT.
Position Paper
This work focuses on audio-video communication links between
remote spaces for sociable and casual interaction. Another way to describe this
domain area is as a sociable media space. The term media space refers to any
environment created using video, audio, and networked computers to support
interaction between distributed groups of people. When placed in public or
semi-public spaces, they are often designed for casual encounters among people
within that community. Thus far, communicating via these systems has not met expectations
[1][4]. Some drawbacks to such systems have been lags in interaction time, gaze
ambiguity, lack of privacy, spatial incongruity, and fear of appearing too
social in a work environment [3][4]. Current media space systems are also
affected by a lack of mobility in the interaction.
space and a window effect, whereby the harsh edges of the
rectilinear window frame further emphasize the distance in the interaction.
Most systems to date attempt to mimic face-to-face interaction. The changes in
scale and the clear separation of space make it apparent that this is a different
mode of communication. Mediated communication interfaces need not recreate
face-to-face interaction to provide an expressive and satisfying interaction
[2][6]. Our approach to creating sociable media spaces is to blend the
communication interface into the space of the environment through the use of
social catalysts. A social catalyst is a dynamic interface or event created by
an interface that focuses the attention of the inhabitants of the space on a
common event and facilitates communication between otherwise disconnected
strangers [5][8].
Creating a sociable media space can be described in the following four procedures.
1. Explore which social cues to transmit between mediated spaces.
2. Sense cues (gaze, agreement, etc.).
3. Visualize social patterns, feedback.
4. Incorporate cues, signals and mediated space into catalytic interaction space.
The result is an intelligent dynamic communication
interface. The interface changes form as it is used by the participants in the
space. One example of such is change occurs when peoples comments appear in
text form on the walls as they speak. These sociable spaces create new
interactions that were not possible with traditional media space environments. In
creating our interfaces, we found four features that were common in all the
mediated social spaces. These are transformation of space, abstraction of
information, interaction in physical space, and motion in space. We find these
features allow one to navigate this hybrid mediated space and focus on aspects
of interaction that we have designed instead of all the surrounding signals.
They provide a focus for attention, a focus for presence, and a recreation
space in a social link that would otherwise be undecipherable. The
transformation highlights changes in the interaction—the abstraction eliminates
extra information—the physicality provides for an object to look at and
manipulate—motion draws our attention and guides us about the space. Future
work includes structuring a theoretical framework to better ground and evaluate
the design of computer mediated social spaces.
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