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Forever Cyborgs – a long view on physical-digital interaction

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Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022.
https://alandix.com/academic/talks/ECCE2022-keynote/

From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.

Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022.
https://alandix.com/academic/talks/ECCE2022-keynote/

From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.

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Forever Cyborgs – a long view on physical-digital interaction

  1. 1. Alan Dix https://alandix.com/ https://alandix.com/academic/talks/ECCE2022-keynote/ @alanjohndix @CompFoundry Forever Cyborgs seeing the world with digital eyes
  2. 2. intersecting themes timescales virtuality milliseconds years digital mental embodiment imagination memory
  3. 3. Fitts’ Law more than 50 years old! – Paul Fitts’ paper 1954 – originally physical movement (mouse etc. later) loads of research in HCI! – mostly focused on what: numbers, counts – rarely why – what is going on what is going on? – Fitts’ focus information theory – capacity of the brain (Shannon & Weaver influential at the time) – alternative cybernetic accounts – take the body seriously!
  4. 4. 1 intended direction circle of error target start position 4 finish when circle of error within target actual direction 2 3 cybernetic movement to target Note: • time lag • stochastic Fitts’ law if ... • error prop. to distance • practiced • etc. ... number of steps ~ log ( distance)
  5. 5. accurate enough? think about hands and arms for mouse initial error 5-20% initial ballistic movement accurate enough for effectors – hand for arm, finger-tip for finger for eye too saccade accurate enough for effector (fovea) only need better when artificially extended: cursor, stylus Fitts’ is law of cybernetic extension!
  6. 6. the extended body
  7. 7. the eternal cyborg
  8. 8. paths and journeys
  9. 9. Alan’s on the road again … P.S.
  10. 10. space and place – absent presence inhabited paths – traces
  11. 11. while walking active camera, recorder passive GPS, ECG, EDA when stopped iPad, blog, flickr, social media, uploading data before/after web for planning new contacts on Twitter, email reporting, analysis while walking other walkers occasional friends/family meeting when stopped shop keepers, B&B proprietors, chance meetings talks, visits before/after family and friends, readers, researchers, future walkers social sphere technical sphere
  12. 12. http://en.wikipedia.org/wiki/File:Chimp_Brain_in_a_jar.jpg memory scattered threads
  13. 13. types of memory seconds timescale short-term memory (STM) long-term memory (LTM) mezzanine memory sensory memory minutes hours/days lifetime
  14. 14. comparison short term long term mezzanine capacity 7+/-2 chunks big! ? decay ~30s lifetime ? mins–hours needs rehearsal laying down implicit repetition implicit neural electrical physical chemical? mechanism neuron firing synapse growth LTP
  15. 15. ‘normal’ life ‘normal’ life walking life universal time April May June July 2013 more than 3 month gap
  16. 16. universal time April May June July 2013 ‘normal’ life ‘normal’ life walking life more than 3 month gap event in past time of remembering underestimate time
  17. 17. universal time April May June July 2013 ‘normal’ life ‘normal’ life walking life more than 3 month gap
  18. 18. ‘normal’ life ‘normal’ life walking life more than 3 month gap
  19. 19. ‘normal’ life ‘normal’ life more than 3 month gap walking life walking life
  20. 20. ‘normal’ life ‘normal’ life walking life ‘normal’ life
  21. 21. many selves ??? • digital extensions into contact lists, email social media, etc. allow us to break Dunbar limits • maybe possible because Dunbar operates per thread?
  22. 22. regret … why? negative painful debilitating
  23. 23. Tony Grist, CC0, via Wikimedia Commons dwelling on the past should be looking to the future
  24. 24. adaptive? Gossipguy, CC BY-SA 3.0 via Wikimedia Commons § § § not necessarily for the 21st century
  25. 25. features of regret • past (bad) decisions brought to mind • counter-factual “what if” reasoning • feel bad if could have done better • feel worse if “just missed” • most egregious recapitulated
  26. 26. tuning learning to where it makes the most difference
  27. 27. senses (3) evaluation ow! it hurts! (4) learnt association touching thorn is bad (1) touch thorn (2) thorn pricks finger basic reactions - learning action emotion
  28. 28. NOTE intention to touch triggers reaction
  29. 29. senses action emotion (3) evaluation “that hurts” (1) touch plant (2) some time later your finger is sore why? (4) desire to make sense regret – the gap
  30. 30. senses (7) learnt association even though action not obviously linked or most salient (4) logical deduction of what mattered determines what is brought to mind (6) causes negative emotion “if only I hadn’t” … regret regret – causal thinking (5) imagination causes simultaneous activation in relevant areas action (6b) counter-factual deduction of how much it matters influences strength of emotion (7b) learnt association stronger or weaker depending on strength of emotion emotion
  31. 31. living in our imagination what might have been what might be
  32. 32. motivation and behaviour back to Rousseau
  33. 33. the paradox tools that increase motivation do not always instil behaviour
  34. 34. Jean-Jacques Rousseau real will vs. actual will
  35. 35. from real will to actual will from motivation to behaviour https://commons.wikimedia.org/wiki/File:FitbitStand.jpg https://commons.wikimedia.org/wiki/File:Duolingo,_mem-referenco,_1.jpeg
  36. 36. https://commons.wikimedia.org/ wiki/File:Gamification_Taxonomy.png
  37. 37. motivation task orientation intrinsic extrinsic locus of control internal external
  38. 38. real will actual will
  39. 39. long-term interaction more than a moment
  40. 40. simple interactions • limited duration (minutes/hours) • continuous activity (except breaks/interruptions) e.g. Norman’s execution evaluation cycle most design tools and principles system evaluation execution goal
  41. 41. extended interactions • long duration (days/weeks/years) • discontinuous activity (multi-phase) phases of direct interaction gaps … but things happen
  42. 42. examples • Use of social media • Shopping sites • Online courses • Support applications for physical courses • ATMs and banks links to: service design, CRM, adoption and appropriation, activity theory
  43. 43. long term … • absolute time – weeks/months/years vs second/minutes • relative time – discontinuous engagement – periods of use vs. length of overall activity – expected/design to be that way (c.f interruptions)
  44. 44. time scales sec min hour day week year sec min hour day week year absolute length relative length length of overall activity length of periods of engagement interruption intermittent
  45. 45. long term … • absolute time • relative time – discontinuous engagement • may be multi-scale – single module vs. university degree – using city guide in Paris vs. using same app. for tour of Beijing next year – activity may be fragmented – e.g. online course vs support software for physical course
  46. 46. Properties (1) • may cross organizational boundaries – e.g. hotel and taxi to airport • dealing with re-engagement – Triggers – re-establishing context • actions outside the digital domain – e.g. tourist app and visiting site or timetabling app and attending classes
  47. 47. Properties (2) • learning effects – but may be occasional use • activities change – phases/stages • systems change
  48. 48. expert evaluation start standard: cognitive walkthrough heuristics between phases maybe finish overall activity
  49. 49. at start knowledge – How does the user know the system exists? motivation – What makes them want to use it? opportunity – What enables actual use? (installation, access etc.)
  50. 50. between phases motivation – What makes them want to re-engage? trigger – What prompts the user to re-engage? opportunity – How do they do so? (e.g. find URL, locate app)
  51. 51. at end existence – Is there a natural end to the overall activity termination – If user action is needed is this clear? recognition – Does the user know they have got to the end? satisfaction – Has the overall activity met the broad goals?
  52. 52. Research Questions …
  53. 53. synopsis / reminisce context switching – social media and emotion Fitts law – the ever extended body walking – onion rings of experience memory – threads of experience regret – living in past and future motivation – remember Rousseau long-term interaction – intermittent episodes

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