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Wednesday, January 9, 2013

Hypothesis Generation Systems

Imagine you're tracking something about your health. Say it's your weight. You have weight measurements from every day and you want to generate some hypotheses to test, like "my weight this month is significantly higher than last month." Or say you're tracking how many steps you take each day, and want to know some things about how that correlates with when you woke up, or any number of other data streams you've got.

I'm picturing some kind of visual analysis tool. Something that would help with hypothesis generation and feature selection. What's in this space? I started with the 150 most popular tools on the Quantified Self guide, as well as all 204 tools on Ian Li's personalinformatics.org. Some things I found:

Systems that pull in data from a lot of places and generate visualizations
Notch pulls in data streams from (currently) Fitbit, Runkeeper, and Bodymedia. Then it generates some pretty basic (although definitely pretty) visualizations.
Cosm (formerly Pachube) lets you look at a bunch of graphs together (one example here). Doesn't do any statistics, though, AFAICT. Focuses on Arduino/Internet-of-Things applications.
Trackify seems nonexistent.
Fluxtream seems promising, but I don't have access yet.
Also The Locker Project (Memo to myself: they seem to be very connected with Singly, which looks like a way to easily integrate apps with lots of social and/or quantified-self applications), TheCarrot, DataDepot
These all would be much cooler if they did stats (although just visualization is useful too!)

Tools that let you track things yourself by hand (and then they generate graphs)
ChartMyself (meant for QS-type use), TallyZoo (for anything), Mycrocosm, Daytum (anything), MercuryApp (mood-ish things), Dayta, Tonic, DidThis (things you've done), rTracker, Graphomatic, DailyDiary, LifeMee (maybe? signup is broken), Limits, DailyTracker, Grafitter, your.flowingdata, lifemetric (for many people)
These all seem like not what I'm looking for. The data entry is manual, and the output is still mostly visualization.

There's Quantified Mind, which apparently shows you all the significant results in your mental-test data automatically. Only for mental-test data, but still, this is the kind of thing I'm looking at.

There's media annotation and editing tools as jumping-off points, if you wanted to build this. Elan is one, but it's based on the quirky Java Media Framework; Pitivi is another, but for Linux only.

Then there's the whole field of information visualization, big-data type stuff (recent startup Trifacta comes to mind), which I'm just starting to dig in to.

More to come! There's a conference called IEEE VIS (formerly VAST) that might have some interesting stuff, I'll trawl through that. Also, any ideas you have would be quite welcome.

Monday, December 17, 2012

New Note. New Note. *sigh* New Note.

I'm interested in what you can do with audio if you're wearing a headset/microphone. As a baseline, I want to see what you can do with off the shelf components already with minimal frustration. The test task is making a note without taking the phone out of my pocket.

(tl;dr: this does not work at all. I am surprised at how much this doesn't work. Geez, I figured voice commands were solved.)

Headsets:
I've tried the Plantronics M50 and the LG Tone. The M50 is a standard bluetooth headset, the Tone is worn around the neck and has detachable magnetized earbuds that you can put in your ears. First impressions:
- I feel like a businessman and a tool wearing the M50. With the Tone I feel like a regular person. This is important.
- Music streaming to the ears works right out of the box on both. This is surprisingly great, especially when biking.
- Sound quality in my ears seems fine on both, although I've only used them a couple days each. The M50 is a little bit quiet even on max volume for listening to music, but okay for calls. Can't say much about voice recording quality.

Apps:
- the Google app that includes Voice Actions and Google Now (on Jelly Bean, I think) is so cool and so flawed and buggy. The cool: saying "note ____" records your voice and sends it to yourself in an email: both the audio file and an attempted transcription. No confirmations or anything. Exactly correct. However, when I associate the "bluetooth button" action with the Google Search app and press the button, nothing happens. And when I open the app on my own, sometimes it jumps right into recording, and sometimes it, says "initializing" forever and freezes. This is on my 2-year-old Nexus S, and the Galaxy S3 I'm working with doesn't have Jelly Bean. I'm guessing when they get the bugs worked out, this will be the reasonable way to talk to my phone.

- Voice Control (Full) works pretty well. Pressing the button on my bluetooth opens it and starts listening (IF you disable the Google app and then re-associate the "bluetooth button" action with Voice Control). I can say "Make a note" and it puts it in my Evernote account. The downside is that it's a 5-step process: "Make a note" What should the content be? "blah blah" Do you want to make a note with content 'blah blah'? "Yes" What should the title be? "title title" Do you want the title to be 'title title'? "Yes." Five steps is four steps too many (especially because all these steps can, and do, fail).

- Vlingo boasted at least somewhat-competent voice recognition but you can only do about 7 things, none of which I even want to do. (call people, text people, update your facebook status...)

- Utter looks like it's headed in the right direction, but right now doesn't accept the button on the bluetooth to trigger it.

- Samsung's S Voice: not so good. Pressing the button on my Bluetooth device starts it... sometimes... and sometimes it just opens the app so I can start it by pressing a button on the screen (which defeats the whole purpose of the bluetooth button). Also, when you're making a note, it asks you to confirm by saying "Save note"... and if it doesn't hear "save", it just hears "note", which throws away your old note and starts a new one. What!

- Skyvi ("Siri for Android") had poor voice recognition. Also, it doesn't support just taking notes. Am I the only one who never wants to call people if it's not very reliable that the service will call the right person?

- Iris ("Siri backwards") just didn't work on my Nexus S, and on the Galaxy S3, it looks like it's a press-an-on-screen-button app. (with lots of annoying advertising for some other app too.)

Finally, a couple of thoughts Absolutely Correct Ideas about how voice commands should work, based on a day of futzing with them:
- start on bluetooth button press. If I take my phone out of my pocket, you've lost me. Ideally ideally, we'd be starting on a wake-up word, but I assume the battery life isn't there quite there yet.
- don't rely on correct transcription, when possible. (taking notes shouldn't rely on correct transcription.)
- corollary: don't ask me to confirm stuff, unless it relies on correct transcription (like calling a person). I should say things once, maybe twice.

Wednesday, October 24, 2012

Memorizing Names

Say I was talking to you and I told you one fact (like my name) and you wanted to memorize it, but we kept conversing. How would you do it?

You should rehearse it at T+8 seconds, 14 seconds, 32 seconds, 86 seconds, and increasing intervals in a 5+3^n pattern. Here's why:

Spaced Repetition has been around a long time. The idea is that, if you're going to practice a fact N times to remember it, you should practice it over time, not all at once. (this is called the Spacing Effect.) You should be asked to reproduce the item, not simply shown it again. ("Testing Effect") Furthermore, these rehearsals should be in increasing intervals. ("Expanded Retrieval")

About the spacing effect: this has been shown repeatedly (see pretty much any link in this post where spaced practice beats massed practice)
About the testing effect: this has been shown repeatedly too, e.g. by Carpenter and DeLosh (2005).

About expanded retrieval: this is a little less clear. Pimsleur (1967) suggested exponentially increasing intervals. Landauer and Bjork (1978) found that increasing intervals (e.g. rehearse in 1-5-9 seconds) is better than equally-spaced intervals (like 5-5-5) if you're testing yourself, but neither Carpenter and DeLosh (linked above) nor Balota et al (2007) found much support for the "increasing intervals is best" argument. Indeed, Karpicke and Roediger (2007) found that increasing intervals helped short-term recall, but equally-spaced intervals helped long-term recall. But they found that this effect may be due to the equally-spaced intervals' lack of an immediate recall (the "1" in a 1-5-9 schedule). They showed that just delaying the first test by 5 seconds makes it harder, which helps long-term recall. So it seems like you should be able to get the best of all worlds by adopting an increasing-intervals schedule, but also delaying the first review.

Another consideration is that this is the real world, not a 3-repetition study in the lab, and increasing intervals scales better. If you start practicing every 5 seconds, by the time you're at repetition 10 you'll be fed up, whereas if you go with 3-9-27-81 etc the intervals will quickly become so infrequent that you're not bothered.

But what should the first interval be? Peterson and Peterson (1959) show that recall percentage at 3 seconds is better than 6 seconds, 6 better than 9, etc., and we want them to remember it at the first interval, so might as well make the first interval 3 seconds. But, as Karpicke and Roediger (linked above) mentioned, we don't want it to be too easy to remember it at the first interval. Well, the same Peterson et al (1963) found 8 seconds to be the best interval.

So, how about a 3-9-27-81 interval plus 5 second delay, so 8-14-32-86-etc? Whew! Well, whatever; increasing + delayed-first-item sounds like at least a pretty good way to go.

Hmm... but if you're not in a lab, talking to an experimenter, how will you remember to test yourself at all these intervals? Hey, what if we could do that with a system using instant, unconscious, subtle microinteractions...
Stay tuned!

Saturday, October 20, 2012

Microinteractions: the book

Since I came across Daniel Ashbrook's thesis, I've been thinking about "microinteractions": "interactions with a device that take less than four seconds to initiate and complete." I'm interested in expanding the space of possible microinteractions that people use.

Now this fellow Dan Saffer is writing an O'Reilly book with the title Microinteractions. You can currently read a draft of the first chapter. Sounds like he's using a more general definition of the term, to include lots of non-mobile interactions: the "see translation" button on Facebook, the password entry form on Twitter, calendar apps including the duration and end time when you're scheduling a thing. I like it. It leaves me wondering: is this just "everything" now? Is "microinteractions" a synonym for "details"; something that of course we should focus on but nobody's going to have some big revolutionary ideas about? Or is this part of a big shift in thinking, now that we've got enough computing resources to actually make meaningful and positive microinteractions?

Incidentally, your potential microinteraction of the day: squeeze your phone as you pull it out of your pocket depending on how you want to use it.

Thursday, October 11, 2012

UIST 2012 highlights


... in my humble opinion, based on my particular interests:

Tactile/hands/fingers:

Watches are old news. How about having 6 watch screens in a bracelet shape around your wrist? It's clunky now, but who knows. They can detect pose and interact smoothly as needed.

A ring for input with 4 sensors. Clever: recognizes IR reflection and skin deformation to tell whether you're clenching, bending, pushing, flipping, or rotating the ring. Detects position/rotation by melanin content (which varies around your finger. Wired currently (and a ring is so small it makes me wonder if the wire could be removed).

Camera/LED on your finger for always-available input. The camera is 1x1mm, 148x148 pixels. ("NanEye") Read "fake textures"; ascii characters printed into patterns. Downsides: wired and ~1s latency on touches. Still, cool!

IR laser line and camera mounted on your wrist to detect your finger positions. Allows finger gesture prediction, 3d manipulation, etc. It's a bulky box now, but you could imagine it shrinking. Between 2-9 degrees of error, which is good enough for a lot of tasks.

Wear gloves so when you're looking at a wall of stuff you can find the exact thing. Sounds like it could be useful. (the trick is finding a task where the computer knows where the right thing is, but you still have to find it with your hands.)

An addition to phone calls. You can squeeze the phone, and then it vibrates on the receiver's ear. Four intensity levels, from light to sharp. This might sound a little silly, but:
- they tried it with 3 couples for a month, and they all sent at least one Pressage every single call.
- they wanted to have it available other times too, and as another channel of communication (e.g. light buzz = "I'm coming home")
Assuming they didn't just get 6 quirky people in their study, people will use this. It's super intuitive and quick, and adds a layer of richness to phone conversations. (the channel during non-phone conversation is mostly a nice bonus, and is kind of tricky for a lot of reasons.)

Other Things:

Pan-tilt projector and kinect so things can project and interact all around the office. Quite a feat of engineering.

Our current displays have around 100ms latency on touch. You can see this yourself: draw a quick line with your finger; it lags an inch behind you. What if instead we had 1ms latency? I tried the demo, and it is much slicker. Feels like you're moving real objects. Remember when Google started targeting latency and all of a sudden Gmail became a viable non-painful application? Latency matters on tablets too.

You know image histograms? What if you could select pixels by brightness or by blueness instead of by location, and edit them all based on that? Looks fun.

Ever made an iOS app with Interface Builder? You specify constraints (like "this text box aligns with the center of this image") and they are automatically maintained through resizes etc. ConstraintJS looks like a way you could do this on the web, and for more than UI layouts. You can make asynchronous calls and display all their states without the pain! http://cjs.from.so

An IDE for developing camera- (i.e. Kinect-) based applications. If I made a camera app, I think I would want this.

Instead of expensive "clickers" which you might have used in university classes, just print everyone a QR-like card and have them hold it up. Cheap webcam takes a picture of the whole class.

What if the default unit on the web were a JSON object instead of a hyperlink? Sounds like web standards stuff, where it's awesome as much as everyone uses it, and good luck, but would be really useful in a ton of ways.

MTurk is great, but people cheat. Some tasks you can design around this, but some you can't. Crowdscape lets you visualize what people are doing as they do your task, easily weed out cheaters, use that as labeled input to bootstrap a machine learning system, and more importantly understand what work patterns lead to a good response. (Maybe tooting my school's horn a bit, but: won a best paper award!)

Some folks made a braille tutor out of the pressure-enabled touchpad that we got for the Student Innovation Contest. Awesome. They won 2nd place; I'd have given them first. Our ambient stress sensor was neat but did not win. Nor did it deserve to; there was a lot of great stuff.

Cool posters:
MMG armband, Shumpei Yamakura (like EMG, but resilient to sweat; not sure how they'd compare)
MISO, David Fleer, Bielefeld; point and snap at your electronics
Tongue-finding with Kinect (i.e. for rehabilitation), Masato Miyauchi
Breathwear (band to detect when you're breathing), Kanit Wongsuphasawat

Cool coffeeshops in Cambridge: Crema in Harvard Square for cappuccino and Voltage by Kendall for a fine Guatemala Buena Esperanza roasted by Barismo.

Yes! Another good conference. People asked me multiple times "So how's UIST going?" Look, of course it's fun and full of cool people doing exciting stuff!


Monday, October 1, 2012

Thinking about unconscious/micro interactions

Trying to define a research plan or story or something that I can both work on and apply for fellowships about. Right now a lot of work that I'm interested in feels related to me, but it's hard to explain to other people, which means it's not well-defined enough. In this post, I'm working on that.

All our interactions with computers/smartphones now are both intentional and slow. By "intentional" I mean that you have to think about getting out your computer (or phone), and by "slow" I mean at least on the order of seconds, if not minutes. Right now, get your phone out and check the weather forecast, and count seconds while you do it. (Just tried it; 23 seconds.) I want to break both of those constraints.

Why?

When you remove "intentional", you move from the slow brain to the fast brain. You get North Paw, Lumoback; systems that train you on a physical level. Ambient systems which help you change behavior: DriveGain, Breakaway, UbiFit (some slides). The Reminder Bracelet: ambient notifications. I guess it feels like, and I'm not sure how best to put this, when you do things unconsciously/unintentionally, you can learn procedural things or adapt physical movement without increased cognitive load. "Human attention is the scarce resource", and these systems give you something for free.

When you remove "slow", a lot more things become possible.
Thad Starner mentions the "two-second rule" in wearable interaction (IEEE article): people optimize their systems so they can start taking notes within two seconds of realizing the need. Daniel Ashbrook, in his thesis, defined microinteractions as interactions under four seconds, start to finish. At Google, speed was a big emphasis, and they're right: if something takes longer, people will use it less. (wish I had a good citation for this.)

Interactions are also overt; everyone can tell when you're computing. Breaking that constraint lets you interact with your computer without people knowing, which seems useful. Enrico Costanza has worked on "intimate interfaces" (EMG armband, eye-q glasses). ("intimate interfaces" is overloaded to also mean "interfaces that allow intimacy", e.g. among remote couples or family; not talking about that here.) Is this good? Detractors might argue that if there are social cues against something, they're there for a reason. Nobody wants you to be computing when you're trying to talk with them. However, two things: first, it's a tool just like anything else and should be used wisely; second, people already do these things with their phones. They get buzzed, answer texts, silence their phones, etc. But I'm not sure that I want to get rid of "overt", or at least not necessarily.

How?

Watches:
Mounting things on the wrist can cut down the action time up to 78%. You can use round touchscreen watches. Conveniently, the Pebble watch is now somewhere in production stages, and the Metawatch is... shipping? InPulse has been around for a couple years, but is a little clunky and doesn't have the battery life.
PinchWatch might not be what you think of as a watch (besides the display); a lot of the interaction is done by pressing fingers together. 
Nenya is a ring/watch system, getting really minimal. I like it. Reminds me of Abracadabra, due to the magnetic sensing, but now the ring just a regular-looking ring you would wear anytime.

Pockets:
You can touch your phone in your pocket, even do a Palm-Graffiti-style input (PocketTouch). More simply, for some tasks you could just hit your phone (Whack Gestures). Sami Ronkainen et al investigated this first, though they hit more false positives. (they also found taps to be more natural/accepted than gestures.)

Speech:
This seems obvious, right? But it's not. First, talking while walking around is weird. (ever play Bluetooth Or Crazy?) Second, it's not easy to get audio input into your phone in your pocket unless you're wearing a Bluetooth or something.
Sunil Vemuri et al's "Memory Prosthesis" was one approach, focusing on recording nearly-continuously and then searching; the search is less interesting to me, but the continuous recording is useful. Ben Wong experimented with dual-purpose speech: the user wouldn't give direct commands to a system; rather, the system would harvest information from things the user was saying. The Personal Audio Loop recorded your last 15 minutes and let you go back to search within it.

Monday, September 17, 2012

Quantified Self 2012: some cool things


Quantified Self is a movement of researchers, business folks, and hobbyists who are interested in understanding themselves more deeply through data. Usually we track some data, either numeric (number of steps I took each day, number of hours I sleep) or more abstract (dream journal, photos taken every 5 minutes by a camera around my neck). Usually the meetings are local; a couple dozen people get together and share whatever projects they're working on or questions they're interested in. Then there's an annual conference; this was the second one.

Stuff's less polished than at an academic or business-focused conference, so the things I took from it are a little more abstract than a list of papers. Here's some good stuff:

Instant Feedback Gadgets
Nancy Dougherty demoed an EMG smile sensor attached to a string of blinky LEDs. When she smiled, the lights blinked. She mentioned she'd post instructions on her blog at theengineeress.com soon.

Lumoback is a posture sensor and feedback device. It's a comfortable band you wear around your waist that buzzes you when you slouch. This is the sort of thing I love, because it feels like you'd start to get a visceral sense of when you're slouching and automatically correct it. After a while, you wouldn't have to think about it at all, your posture would just be better. www.lumoback.com

In the same vein, I chatted with Eric Boyd, inventor of some neat biofeedback devices like the NorthPaw, which buzzes north until you eventually get a sense of where north is. What I didn't know before is that he's selling them. sensebridge.net

Butterfleye (butterfleyeproject.com) is a pulse meter for swimmers. I love the inventor's goals: frictionless and glance-able. 

Other Tools That Work

Quantified Mind (quantified-mind.com) is a platform for testing mental functions. Nick Winter talked about his experiments trying 11 different interventions to improve his cognitive skills. (creatine and piracetam+choline worked well. butter actually made him much worse. interesting, given the QS community's interest in butter as a mental enhancement.) Yoni Donner gave a talk about the platform and their goals. They've got tests for processing speed, executive function, attention, inhibition, context switching, working memory, learning, motor skill, and visual processing. I love this; the idea that there's a battery of tests out there that we can take anytime that might actually repeatably measure cognitive skills is exciting. The downside is that it's hard to convince people (even me) to take tests for 10 minutes. They may be working on something about this, but even if not, it's super cool stuff.

Project Life Slice is a short script that takes a screenshot and a photo of you every hour. So simple, but smart: gives you a sense of when you're working and what you're doing. wanderingstan.com/lifeslice

Other Neat Ideas
Matthew Keener talked about different brain areas that help make up our concept of the "self". Sure it's a simplification (we're dealing with brains after all) but identifying about 9 areas that really matter (and how they matter) is very interesting to me. So what can we do with this? (Besides FMRI tests?)

Kevin Kelly (www.kk.org) became the first person I've ever met to have reported actually trying the Uberman sleep schedule (20 minute nap every 4 hours, no sleep at night) successfully. He said he did it for two months but eventually gave it up because you really couldn't miss even one nap or you'd crash hard.

Larry Smarr reported on a long series of self-tracking to understand health problems. I've heard of omega-3 to omega-6 ratio, but he also pointed out Complex Reactive Protein (CRP) as an inflammation marker.

Robin Barooah talked about his relationship with coffee; stopping coffee made him more productive (though he felt less productive), but starting it again helped his mood. Indeed, coffee can ward off depression. What struck me about his talk is how this data not only gave him things to act on, but it helped him reflect on portions of his life and meant a lot to him. (oh, he's made a cool meditation tracking iPhone app too.)

Tuesday, September 11, 2012

Ubicomp 2012: some cool things

Ubicomp 2012 just ended, right here in Pittsburgh. I was a student volunteer and had a great time. As I guess is the norm at conferences, I'm a bit overwhelmed by all the information coming at me at once, so here's an attempt to sift through it a little bit by summarizing some talks/papers/posters that I liked. I'm in Week 3 of my PhD program, so this is not going to be super focused.

An Ultra-Low-Power Human Body Motion Sensor Using Static Electric Field Sensing by Gabe Cohn et al. Currently to track motion, we use accelerometers. Their device lets you wear one sensor on your wrist, it can detect when any part of your body moves, and the power usage is about 1-10% of an accelerometer's.

A Spark Of Activity: Exploring Informative Art As Visualization For Physical Activity by Chloe Fan, Jodi Forlizzi, and Anind Dey. So your Fitbit (pedometer) counts steps, right, but it only gives the data back to you in graph form. That's cool, but somehow it's more fun (and indeed, motivating) if it's in a little bit poppier form. She's developed some visualizations and found that people do prefer more abstract visualizations for display/fun purposes. (Graphs are still better if you're looking for concrete numbers.)

Lullaby: A Capture and Access System for Understanding the Sleep Environment by Matt Kay et al. Put this box in your room while you sleep, it'll tell you if there are any disturbances or anything that might be hurting your sleep. You can't tell what's wrong when you're sleeping. Difficult task, and well executed. Also, there are privacy concerns when there's a camera in your bedroom! (They address this.)

RubberBand: Augmenting Teachers' Awareness of Spatially Isolated Children on Kindergarten Field Trips by Hyukjae Jang et al. A system that'll alert a teacher if kids go wandering off. Solves a real problem, and does it in a clever way: clusters the kids based on proximity, then detects if any cluster is getting too far from the other kids, not from the teachers.

Providing eco-driving feedback to corporate car drivers: what impact does a smartphone application have on their fuel efficiency? by Johannes Tulusan, Thorsten Staake, and Elgar Fleisch. They gave drivers an iPhone app to mount on their dashboard that would give real-time feedback so they can learn to drive more efficiently. Cool not so much for the gas-saving effect (3%) as for the idea that they maintain their skills even after they take the phone app away. I'd love to know how they're driving a month or a year later.

SpiroSmart: Using a Microphone to Measure Lung Function on a Mobile Phone by Eric Larson, Mayank Goel, et al. Got lung problems? Need to measure lung function? Toss your $2000 home spirometer, use a smart phone.

MoodMeter: Counting Smiles in the Wild by Mohammed Hoque, Javier Hernandez, et al. They set up cameras and big screens around MIT that would detect who's smiling and who's not. Cool way to measure happiness of different places (in a sense), interesting interactions (everyone would try to make it see them as a smile or not), nice face recognition. What's this good for? As is, just seems neat, but it makes me think of a few other ideas. What if you had reminders to smile in your house? Making a smile causes you to feel happier... how far does this effect go, and is it worth trying to do it repeatedly? Or do we get into annoying cheesy "smile!" dystopias? Also, does the number or percent of smiles actually tell you anything useful about an area?

Enhancing the "Second Hand" Retail Experience with Digital Object Memories, by Martin de Jode et al. They put RFID tags and QR codes on stuff in Oxfam (second hand) shops in the UK, so you can hear the original owner's story behind something you buy. Cool. They had 50% more sales, but they couldn't attribute that to the tags. It makes the world more magical: you could find a secret story in any nook and cranny. Imagine you buy a second-hand fridge, find a QR code in the drawer, and the original owner left a message about a big party they had where they stored beer there. Or a recipe of their favorite thing to make, or a log of when people repaired this dang thing. Also, I'd love to know long-term how this affects sales; I'd imagine it'd make people more likely to buy and sell things. Increased use of second-hand shops is good for the environment, your wallet, etc.

Making Technology Homey: Finding Sources of Satisfaction and Meaning in Home Automation by Leila Takayama et al. They interviewed people who did home automation projects, from the basic to the extreme. People who made their own stuff had more connection to it than people who bought premade solutions. Sometimes other people think they're wasting time, but it brings them some meaning. One guy had a "Canyon Cam" on his vacation home so he could see this view he loved, one guy rigged up a system to take pictures of his cat when it got scared off the counter, one guy would turning off the lights in the whole house as a subtle signal to his daughter to go to sleep. These are surprisingly cool and surprisingly meaningful, and I guess the crucial insight is that people enjoyed them the most when they were connecting with their home, not controlling it.

Augmenting Gesture Recognition with Erlang-Cox Models To Identify Neurological Disorders in Premature Babies by Mingming Fan et al. Put accelerometers on babies, tell if they're doing Cramped Synchronized General Movements, which correlate with Cerebral Palsy. Instead of watching an hour of a baby moving, doctors can just watch 10% as much video to detect CSGMs for sure. Useful in the medical field (clinical trial going on now) and uses a cool variant of hidden Markov models.

Identifying Emotions Expressed by Mobile Users through 2D Surface and 3D Motion Gestures by Celine Coutrix and Nadine Mandran. This is not about general emotion detection, but rather about intentional actions people might use while expressing certain emotions. Neat study: when triggered once a day or on demand, users would do whatever gesture expresses what they're feeling, then rate how they felt on a PAD model (pleasure, arousal, dominance). This is interesting when creating apps that take emotional state into account (e.g. "shake the phone angrily to restart if it freezes"; I don't know whether this would be good or bad, but you get the idea.)

What Next, Ubicomp? Celebrating an Intellectual Disappearing Act by Gregory Abowd. Okay, everyone was talking about this the whole conference, so I've got to mention it. His point, as I understand it, is: "Ubicomp" used to just mean anything with small computers. Now that field is so big, the Ubicomp conference can't continue to be just anything with small computers. Imagine having a "Personal Computing" conference nowadays; it's too broad. Maybe new conferences need to form for subfields or something. Discuss.

Demos, Posters, etc.

Touche by Ivan Poupyrev, Chris Harrison, Munehiko Sato. I feel like I've heard about this, but it's still cool. Make anything touch- and gesture-sensitive.

SenSprout: Inkjet-Printed Soil Moisture and Leaf Wetness Sensor, by Yoshihiro Kawahara et al. Print out some conductive ink and it, well, senses soil moisture and leaf wetness.

Design of a Context-Aware Signal Glove for Bicycle and Motorcycle Riders, by Anthony Carton. Of course I want this.

uSmell: A Gas Sensor System to Classify Odors in Natural, Uncontrolled Environments by Sen Hirano, Khai Truong, and Gillian Hayes. I've never seen a smell sensor before. This allows lots of possibilities.

Big talks:

The keynote by Steve Cousins, CEO of Willow Garage, was cool. A "state of personal robotics". Saw how finding a beer is easy but opening the fridge is hard, folding a towel is easy but finding the corners is hard, letting go of things at the right times is hard, etc.

The talk before the conference by Jun Rekimoto and colleagues was cool too. FlyingBuddy2, a drone you can control with your mind; glass that you can turn transparent or opaque; a drawer system that can tell what's in each drawer; armband that programmatically activates your fingers, a smile sensor before you can open your fridge; a really cute potted plant on wheels that drives around; a fork that makes different noises based on conductivity when you touch food to your mouth. Some of these things I'm not going to argue are super useful, but they're all cool.

Wednesday, July 4, 2012

About Google Glass

I'm starting to think about research again. Not intensely (still traveling!) but that doesn't stop me from collecting articles.

Doubters raise familiar arguments: "It'll be alienating!" "You'll look goofy!" etc. To this I agree with this post, which argues that alienation from technology has already happened, Glass will be less alienating, and looking goofy hasn't stopped technology before. (or rather, looking goofy has, but unconventional and new doesn't necessarily imply goofy.)

Another more interesting argument is: "There aren't any useful applications." Like Microsoft Surface. I guess that remains to be seen, but I for one would be interesting in exploring the application space. Here are a few directions off the top of my head:
- add in face recognition and tell you who you see and when. (tell you, not google! yes, privacy is important.)
- is there a microphone? tell you something about what you say.
- peripheral displays for things you care about peripherally. The time, if you're into that. Progressive levels of alerts; stop you from pulling out your cell phone for each call.
- stuff for improving social interactions! how long you've been making eye contact! hell, an eye contact coach!
- help you take breaks from work.
- tell you about how much your gaze wavers as some kind of proxy for focus.
- let you review a video of your day so you know how long stuff actually takes.

Sunday, April 8, 2012

I'm going to the HCII at CMU.

Yes indeed! I've decided that is the best place for me. Excited about this. See you in Pittsburgh this fall!

Tuesday, March 27, 2012

You mean I have to choose a grad school?

I figured I'd get into one school and it'd be an easy decision. Somehow, they let me in to four! UW CSE, CMU HCII, Toronto, and Georgia Tech. So now it's decision time. I'm thinking primarily about the first two, but I'll let you know in a couple weeks what I come up with.

Overall, I'm excited! Every school I visited, I met the coolest group of researchers doing all sorts of amazing things. Wherever I end up, I'm looking forward to seeing you all at conferences and all the rest.

Sunday, November 6, 2011

Grad school apps complete.

I've applied to five schools: U. Washington (CSE and I-School), CMU HCII, MIT Media Lab, Georgia Tech, and U. Toronto. I've also applied to two fellowships: the NSF and the NDSEG.

Anywhere I forgot? Could your university use a (ahem) particularly incredible grad student who likes HCI, ubiquitous computing, attention, activity detection, and generally figuring out what we're doing so we can do it better?

(If not, I'll breathe a sigh of relief that I'm done interneting in Nepal. Whew.)

Monday, August 29, 2011

Two grad school apps are in

I've been a bit quiet, as I've been wrapping up one research project, applying for grad schools, and getting ready for a trip.

First, the research project. The hypothesis is: "just learning something, without external rewards, can be fun; furthermore, the things to be learned can easily be turned into a game". I've developed this simple game called "Sea Salt" to test this hypothesis by offering different versions to different players, recording how long they are engaged, and recording their answers to a survey afterwards. We've run one study, but not found the results we expected, so it's currently a work in progress while we determine what to do next.

Second, grad schools. I'm applying to the University of Washington, Georgia Tech, Carnegie Mellon Human-Computer Interaction Institute, MIT Media Lab, Stanford, and the University of Toronto, to start as a PhD student in fall 2012. The first two apps are in, while the others are ready to go and just awaiting the opening of the online applications.

Third, this trip. I'll be gone from tomorrow until grad school starts in 2012, traveling around Asia, a bit of Australia, and eastern Europe. More details on my travel blog, if you're interested. So I'm on a bit of a research hiatus, and I hope to jump back into it next year as a full time PhD student.

Friday, July 15, 2011

Links roundup: contemplation, persuasion, embodied emotions

No big theme this time, but a few links I don't want to forget.

First, on meditation/contemplation: I should start keeping a list of reasons meditation is good for you. Here's another one: it helps you deal with pain. And here are some simple, direct results about how reflecting thankfully makes you happier.

Second, on motivation and persuasion: concentrate on the pride you will feel from resisting. (seems to jive with the thought that positive feedback in persuasive software works a lot better than negative.)

Third, lest we forget that we are embodied beings, check this out: in short, danger is sexy. In long, if you experience physical sensations of an emotion, you're likely to think you felt that emotion. You might attribute sensations you felt during music to the band playing it. (This may explain why I'm in love with Eleanor Friedberger.)

Friday, June 24, 2011

What makes games fun?

A distant goal would be to create applications/devices/tools that help people accomplish certain habits. But I wouldn't want to make something "painfully effective"- something that works but people hate it. (for examples.) It'd be nice to make something that helps people improve their lives and enjoy the process.

What makes games enjoyable? What makes them engaging; what makes people want to play them? A ton of people are trying to answer this question now; I'll give it a shot myself.

Learning
Daniel Cook (of lostgarden.com and Ribbon Hero at MS) says that interpreting information gives us a high. He mentions Biederman and Vessel, whose article "Perceptual Pleasure and the Brain" describes how interpreting new images activates our mu-opioid receptors.
Raph Koster (Ultima Online, among others) provides a nice quote: "with games, learning is the drug." Give someone tools, let them play with them and figure out how they work: this is fun. How so? Cook provides additional guidelines revolving around "skill atoms" and "skill chains".
Yannakakis and Hallam agree: "We view a game primarily as a learning process, and the level of entertainment is kept high when game opponents enable new learning patterns (‘not too easy a game’) for the player that can be perceived and learned by the player (‘not too difficult a game’)"
James Paul Gee bases at least a couple of papers on the idea that games are "learning machines". (this one is similar but shorter.)

Appropriate challenge
Von Ahn and Dabbish, in an ACM article, dedicate about a page to "increasing player enjoyment" and focus on creating an appropriate challenge through time limits, scores, leaderboards, leveling up, and randomness.
David Myers (1990) pulled out Malone's criteria of challenge, curiosity, and fantasy, and added interactivity, and found that challenge was the most important aesthetic in determining someone's favorite game. (including this is a stretch; they were talking about the overall point of the game, like "is it a game based on challenge or a game based on social interaction?" etc, and it's all based on surveys, and it's from 1990.)

The Gameflow model by Sweetser and Wyeth proposes 8 categories: concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. It talks about (indeed, is named after) Csikszentmihalyi's idea of Flow. Appropriate level of challenge and feedback are important conditions for flow.
Some, like Jenova Chen and Robin Hunicke, have created Dynamic Difficulty Adjustment systems to address this particular need.


Other
The article that I pulled Koster's quote from, in the Guardian, goes on to talk about authority and reward systems: disproportionate feedback, unpredictable rewards. It branches into self-determination theory, which I alluded to in a previous post. Authority, autonomy, the ability to create your world; these are important things if you want your game to be fun.
Melissa Federoff's thesis may come in handy. (this blog is all work-in-progress!)

For the most part, it seems like making a fun game is all about providing opportunities for learning while keeping the right challenge level. Conspicuously absent is any sort of reward system. Sure, there are long-standing psychological theories behind unpredictable rewards, disproportionate feedback, etc, but those mainly allow some shallow fun. To get to the deeper fun, it seems that we need learning at the right challenge level.

But "gamification" today ("gamification 1.0"?) is all about rewards: points, badges, leader boards. And everyone who talks about gamification hates this. Here's my hypothesis, then: instead of structuring your reward system, structure your learning system.

Tuesday, June 21, 2011

The Healthy Mind Platter: let's not follow the FDA.

Dan Siegel and David Rock recently published an idea called the Healthy Mind Platter. The idea is that we need some guidelines for mental health, kind of like guidelines for physical health. I'm a little conflicted.

The good:
- raising awareness that mental health is necessary (even for people without mental disorders)
- creating a concept ("healthy mind platter") and giving it a name
- calling out some types of mental health that we may not usually be aware of. We all know that sleep, physical, and focus time are helpful; maybe we're aware of connecting time and down time; and time in and play time definitely get the short end of the stick.

The bad:
- are these 7 types of time all that's necessary for a healthy life?
- where can I read more about the decisions that went into creating this Platter?
- it's vague and not actionable. If I'm an average person, how do I use this in my life, besides just worry that I'm not getting a good balance? I guess every so often, I could think "I haven't been getting enough Down Time recently" or something, but I don't think I'd need a Healthy Mind Platter for that.
- do we really want to go the way of physical nutrition? The Food Pyramid was horrendously broken, the new MyPlate is similarly useless (e.g. they're still promoting skim milk), and so I'm not likely to trust anything that follows in their footsteps. Instead of making sweeping generalizations, let's focus on small manageable changes and helping people figure out what's best for their own mental health.

Tuesday, May 31, 2011

Quantified Self 2011: Mental World/Breakouts and Thoughts

The mental world stuff is really my bread and butter, so it'll likely be more detailed. Also, some of these are notes from breakout sessions.

Mood tracking: 
- Moodscope apparently has a lot of users, but I don't like it at all. It tries to reduce your mood to a number, and the mood-tracking system is a really painful series of 20 ratings with too many page reloads.
- More interesting is Moodlog: it's freeform, just enter any word(s) you want. Also, you can add colors, which is more fun than it might sound.
- There's also MercuryApp, which I haven't tried.

Also, PACO by Bob Evans (an engineer, not the restaurant) is a system to help you do experience tracking on Android. For example, ask yourself "how energetic are you?" 5x/day. Here's a link; it 403s now but he hopes to open it up this week. This is super exciting; I'd been doing this but PACO is strictly more useful. (I hope the input is still quick, but I imagine it will be.)

Attention tracking: Matt Trentacoste's linked to all the notes about this session. (more detailed notes too.) Cool thoughts:
- a lot of the measurement of this is really productivity measurement
- there's some hope in EEG measurement; Neurosky is working on this
- maybe being able to pay attention is less important than being able to direct attention (e.g. ADHD)
- could we tell when distraction begins?
- there's also hope in psychological tests (SART? N-Back?)

Personal text analysis: Slides and notes. Coolest bits:
- in the Nun Study, some folks found that diary entries could predict Alzheimer's by measuring idea density.
- you can measure idea density yourself, using CPIDR.
- the LENA foundation has a baby monitor that monitors your child's development.

Mindfulness: Notes. A lot of ideas here; Frank Chen's main push is that technologies that want to support mindfulness should focus on not only attention, but also intention and attitude. Help the user do the right thing, with the right goal, in the right frame of mind. Cool things:
- Harvard maid study; maids who thought they were getting good exercise lost weight, compared to other maids who did the same thing.
- what happens if you frame Kinect dancing games as exercise vs. framing them as games?

Cognition: Don't try to just "improve mental performance"; it's too vague. However, some good tools:
- Anki (spaced repetition)
- Lumosity ("brain training games"- might work for some goals?)
- interestingly, this just came up in Newsweek, and their conclusion was that exercise and meditation were really the only general improving-brain solutions.

Behavior Change and Games: two breakouts. Thoughts mostly here.
- Livifi: an interesting idea. Track ALL the goals. I sure can't do it. (I am not being sarcastic.)

Quantified Self 2011: Physical World/Tools and Systems

Just attended the first Quantified Self Conference, held at the Computer History Museum in Mountain View, CA. There was so much happening, I can't possibly contain it all in one blog post! I'll split it into "physical world" and "mental world", disregarding the inherent nonsense of these lines.

First, though, let me mention how much good energy there was around the conference. I think this group is really on to something big. People in this group will probably revolutionize the web, their lives, and maybe science as a whole. It's an exciting group to be a part of.

Second, check out The Official Quantified Self Guide to Self-Tracking Tools. This is very cool. I don't think anyone has grouped these things together so effectively.

Okay, on to Self-Tracking Things in the Physical World:

Sleep tracking: Seems like the answer is just "get a Zeo." Fitbit was super popular too. (Wakemate had a table reserved but didn't show up.) A cool note about Zeo: by creating the Zeo, they effortlessly also created the largest sleep dataset in the world, over 500k nights. The second largest is something like 2k nights.

Activity sensing: GreenGoose! This was popular. Stickers you can put on anything, with built-in activity detection and wireless communication. The idea is that you can, say, put the "toothbrush" sticker on your toothbrush and it'll track when you're brushing your teeth. I'm not sure what I'd like to track with them, but man, sounds cool.

Video: Looxcie hangs on your ear and records video all the time. You can press a button to save the last 30 seconds. I kind of want to get one of these and wear it all around Asia. Or all the time. Kidding, but just barely.

HRV: Someone mentioned EmWave/HeartMath, a heart-wave-variability entrainment system. I didn't get any details, but sounds interesting.
I have "vision quest/wild vine" scribbled next to the EmWave stuff and do not remember what it means. (see, this WAS an interesting conference...)

HRV/Pulse/Temperature/GSR: Basis. Yep, it's supposed to track all those things. (when it launches.)

Ron Gutman gave an Ignite talk about smiling. Similar to his TED talk. Even if it's hard to act on (should we really persuade people to make fake smiles? how MUCH better does it make you feel?), it was a really good talk. I felt better just watching it.

And then, this isn't really physical-world, but it's more a general platform and doesn't really fit anywhere else. Quantter is for tracking numerical things via existing tweets. Sounds cool; also, Twitter is the new Gmail and/or CSV file for storing bits of data. I want to actually use Quantter for something before I can tell how useful it is. Helpful FAQ.

Friday, May 20, 2011

Measurements of enjoyment in games

How do you tell if someone's enjoying a game?

Modeling
First, because "enjoyment" is a complicated measure, unlike, say, temperature, we first have to model it. What does "enjoyment" mean? Once we've figured out what we mean by "enjoyment", then we can measure it.
One model is the Affect-Behavior-Cognition model (hey, ABC) proposed by Nabi and Krcmar (2004).
Another model is GameFlow (Sweetser and Wyeth, 2005 (pdf download)), which has 8 parts: concentration, challenge, skills, control, clear goals feedback, immersion, and social interaction. These map relatively well to the 8 components of Flow. (memo to my future self: Pervasive game flow.)
Vorderer, Hartmann, and Klimmt (2003) note that competition is an important part of the enjoyment of video games, although they also admit that there may be other components (challenge, fantasy, curiosity, and others).

Measurement
Fang et al (2008) put together an 11-part questionnaire to measure enjoyment along the Affect, Behavior, and Cognition axes.
Ravaja et al (2006) catalogued some measures for valence and arousal of emotions: heart rate and GSR for arousal, EMG cheek and around-the-eye muscles for positive emotions, EMG brow muscles for negative emotions. (see the intro; the paper itself is about opponents, which I'm not so interested in)
Mandryk and Inkpen (2004) consider even more physiological measures in their study of opponents: EMG jaw, heart rate variability, and respiratory measures. Again, their particular study is not so interesting to me.
Hazlett (2006) did a more detailed study on the cheek (zygomaticus major) and brow (corrugator supercilii) and found that they did indeed reflect positive and negative events, respectively, in games.
Andersen et al (2011) simply tracked how long people played a game under various conditions and how often they returned.

Seems like the questionnaire measures exactly what people want in games (enjoyment) but through the often-cloudy lens of self-report. The physiological measures seem good for emotional state, while the time-on-game measure is more suited for engagement. All good measures; I'm sure there are many others too.

Wednesday, May 18, 2011

Games: Intrinsic vs. Extrinsic Rewards

I used to be researching sleep, but now I'm going to switch focus to games and fun. First, I think it'll be useful to look at intrinsic vs. extrinsic rewards.

Intrinsic rewards are part of the game or experience. When you learn to ride a bike, all of a sudden you can ride a bike, and that's fun! Extrinsic rewards are outside of the experience. When you do well on a math test and get a good grade, that's an extrinsic reward; the test wasn't fun, but you get a prize afterward.

In short: intrinsic rewards work, extrinsic ones don't. Money (an extrinsic reward) sure doesn't. As usual, Eric Barker provides a nice summary. Recently, Dan Pink and others have expanded this "money doesn't motivate people" theory to "people want autonomy, mastery, and purpose."

In long: it's more nuanced than that; sometimes extrinsic rewards can be turned into intrinsic rewards by reframing the question: "will I?" instead of "I will." And it's possible that some extrinsic motivation actually works, especially if you use "integrated regulation of motivation", where you pick something that you don't enjoy, but you deeply value, and you approach it in your own way. Cal Newport has more. But this integrated-regulated-extrinsic motivation is unlikely to be found in games. Few people explicitly set out to master Halo because it complies with their core values.

So we're often left with games that are intrinsically fun, and "gamified things" that try to slap points and badges on top of otherwise not-fun things. Foursquare is a notable example of the latter, as is Epic Win.

A few game-related papers that point to the necessity of intrinsic motivation in games:
Bruckman (1999) offered the powerful and recurring "chocolate-covered broccoli" metaphor to represent games that combine boring drills with fun interludes.
Laschke and Hassenzahl (2011) express this succinctly in a workshop paper that contrasts patronage (going to a place over and over, becoming friends with the owner; intrinsically rewarding) with Foursquare mayorship (getting points when you "check in"). They conclude: "What is needed is a way to integrate single successes into a meaningful whole – a requirement, which is much better met by meaningful experiences than single rewards."
Habgood, in his doctoral thesis (2007) compared a version of a game where learning was integrated into gameplay with a version where it was external, concluding "... the integrated version is motivationally and educationally more effective than the extrinsic equivalent." (at least, that's what the abstract says. it's 250 pages long.)