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. ThomasIBM T.J. Watson Research Center
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 2
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
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 3
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.
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 4
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
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 5
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
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 6
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
Social Computing Group
© 2006 IBM CorporationIbm.com GWS&E Slide: 7
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
CHI 2007 Supple Interfaces Workshop
Social Computing Group
8 © 2007 IBM CorporationApril 2007
Crossing the Ravine Game
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