Social Computing Group © 2006 IBM Corporation Towards Supple Enterprises Learning from N64’s...

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Social Computing Group © 2006 IBM Corporation www.research.ibm.com/SocialComputing/ Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii bowling, and a corporate Second Life Wendy A. Kellogg, Jason B. Ellis, John C. Thomas IBM T.J. Watson Research Center

Transcript of Social Computing Group © 2006 IBM Corporation Towards Supple Enterprises Learning from N64’s...

Page 1: Social Computing Group © 2006 IBM Corporation  Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii.

Social Computing Group

© 2006 IBM Corporation

www.research.ibm.com/SocialComputing/

Towards Supple Enterprises Learning from N64’s Super Mario 64, Wii bowling, and a corporate Second Life

Wendy A. Kellogg, Jason B. Ellis, John C. ThomasIBM T.J. Watson Research Center

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Social Computing Group

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Overview

Three Examples• Nintendo 64’s Super Mario 64

• Wii Bowling

• Corporate Second Lives

Social Translucence

Four (Proposed) Dimensions of Supple Interfaces• Physical Interaction

• Expressiveness

• Engagement

• Social Context

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Social Computing Group

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Perspective: Social Translucence

A tale of two doors• A problem:

• A door opens into a hallway; opened too quickly it can slam into those on the other side

• Two sorts of solutions

See Erickson, T. & Kellogg, W.A. "Social Translucence: An Approach to Designing Systems that Mesh with Social Processes." In Transactions on Computer-Human Interaction. Vol. 7, No. 1, pp 59-83. New York: ACM Press, 2000.

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Social Computing Group

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Perspective: Social Translucence

Why the glass window works...• Perceptual cues engage us in a way that text doesn’t

• Awareness brings social rules into play

• Accountability: I know that you know that I know

We call systems that do this "socially translucent" systems

• They're ubiquitous in the f2f world…

• …but rare in the digital world

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N64’s Super Mario 64

Game Experience• Progressively difficult ‘quests’

• Complex physical interaction with controller; two-handed ‘moves’

• Discovery

Suppleness• Physical Interaction: Very Good

• Expressiveness: Weak

• Engagement: Very Good

• Social Context: Outside of Game

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Social Computing Group

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Game Experience• Progressively difficult ‘quests’

• Complex physical interaction with controller; two-handed ‘moves’

• Discovery

Suppleness• Physical Interaction: Excellent

• Expressiveness: OK

• Engagement: Very Good

• Social Context: OK, but mostly outside of the game

Wii Bowling

www.nytimes.com/2007/03/30/arts/30seni.html?ex=1332907200&en=071aee3567f7bb9b&ei=5088&partner=rssnyt&emc=rss

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Game Experience• Little structure or progressive goals,

as yet

• Physical interaction is clumsy

• Social interaction

Suppleness• Physical Interaction: Poor

• Expressiveness: Excellent

• Engagement: Very Good

• Social Context: Potentially excellent

Corporate Second Life

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CHI 2007 Supple Interfaces Workshop

Social Computing Group

8 © 2007 IBM CorporationApril 2007

Crossing the Ravine Game

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CHI 2007 Supple Interfaces Workshop

Social Computing Group

9 © 2007 IBM CorporationApril 2007

Second Life…at IBM

“As a result of IBM’s Innovation Jam, Palmisano allocated $10M to help build out the 3D internet exemplified by Second Life…”

‘“The 3-D internet may at first appear to be eye candy,” says IBM’s Palmisano. But he thinks Second Life is “the next phase of the internet’s revolution.”’

“By early January, more than 3,000 IBM employees had acquired their own avatars, and about 300 were conducting company business inside Second Life.”

“In the case of IBM, it’s not just a matter of touting the wonders of Second Life; it’s really using it – both as a business opportunity and as an internal tool.”

Fortune Magazine February 5, 2007