John C. Tang

dblp:75/3390 · DBLP profile ↗
← Back
74ranked-venue papers
23as first author
13since 2021 · last 2025
0000-0003-0603-3877ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 69 · 22 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4Databases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2025 "I use video calling in all areas of my life": Understanding the Video Calling Experiences of Chronically Ill People
Humphrey Curtis, Erin Beneteau, Edward Cutrell, Denae Ford, Sasa Junuzovic, Ann Paradiso, John C. Tang, Martez E. Mott
CHI7
2025 FamilyDittos: Reimagining Intergenerational Interaction through Mimetic Agents
abstract
Technology-mediated communication tools are widely used to maintain connections between older adults and their remote family members. However, challenges often arise due to differences in their life rhythms and communication preferences, such as time zones, daily routines, or preferred platforms. To address these challenges, we propose using Ditto, a mimetic embodied agent, in video-call-like interactions between an older adult and a remote family member. When direct interaction is difficult, FamilyDitto can represent either party, providing a strong social presence and a personalized experience to the other person. To explore the potential of Ditto in supporting intergenerational communication, we conducted seven co-design workshops (n=27) with older adults and younger family members. Our thematic analysis reveals Ditto's potential roles as both a temporal bridge and an emotional proxy, identifies the tension between faithful and idealized representations, and emphasizes the importance of personalization to support unique family dynamics. We distill our findings into implications for designing mediated semi-synchronous communication, using idealized representation responsibly, and addressing the asymmetric motivations and comfort levels with Ditto across roles and ages. This study provides a foundation for mimetic AI technologies that enhance, rather than replace, human connection in remote intergenerational relationships.
Teerapaun Tanprasert, Jiamin Dai, John C. Tang, Kori Inkpen, Edward Cutrell, Joanna McGrenere
Proc. ACM Hum. Comput. Interact.3
2024 Dittos: Personalized, Embodied Agents That Participate in Meetings When You Are Unavailable
abstract
Imagine being able to send a personalized embodied agent to meetings you are unable to attend. This paper explores the idea of a Ditto —an agent that visually resembles a person, sounds like them, possesses knowledge about them, and can represent them in meetings. This paper reports on results from two empirical investigations: 1) focus group sessions with six groups (n=24) and 2) a Wizard of Oz (WOz) study with 10 groups (n=39) recruited from within a large technology company. Results from the focus group sessions provide insights on what contexts are appropriate for Dittos, and issues around social acceptability and representation risk. The focus group results also provide feedback on visual design characteristics for Dittos. In the WOz study, teams participated in meetings with two different embodied agents: a Ditto and a Delegate (an agent which did not resemble the absent person). Insights from this research demonstrate the impact these embodied agents can have in meetings and highlight that Dittos in particular show promise in evoking feelings of presence and trust, as well as informing decision making. These results also highlight issues related to relationship dynamics such as maintaining social etiquette, managing one's professional reputation, and upholding accountability. Overall, our investigation provides early evidence that Dittos could be beneficial to represent users when they are unable to be present but also outlines many factors that need to be carefully considered to successfully realize this vision.
Joanne Leong, John C. Tang, Edward Cutrell, Sasa Junuzovic, Gregory Paul Baribault, Kori Inkpen
Proc. ACM Hum. Comput. Interact.2
2024 Hybridge: Bridging Spatiality for Inclusive and Equitable Hybrid Meetings
abstract
Hybrid meetings limit inclusion for remote participants. The Hybridge experimental system provides different interfaces for remote and room endpoints, focusing on improving inclusion via shared spatiality and remote agency. In-room participants see remotes on displays around a table, and remotes see video integrated into a digital twin. Remotes can choose where to appear and from where they view the room. We tested Hybridge in a within-subjects study of group survival tasks. An in-person condition was followed by a counterbalanced order of hybrid traditional videoconferencing ("Gallery") and Hybridge. We found that co-presence and agency differences between in-room and remotes were alleviated in Hybridge but remained in Gallery. Physical presence for remotes was higher in Hybridge than Gallery. Conversation flow was better in Hybridge than Gallery, but ease of awareness was not different. We argue that asymmetry should be embraced when designing hybrid meeting systems, with inclusivity achieved by tailoring features for the needs of different endpoints.
Payod Panda, Lev Tankelevitch, Becky Spittle, Kori Inkpen, John C. Tang, Sasa Junuzovic, Qianqian Qi 0008, Pat Sweeney, Andrew D. Wilson, William Buxton, Abigail Sellen, Sean Rintel
Proc. ACM Hum. Comput. Interact.5
2023 Improving the Accessibility of Screen-Shared Presentations by Enabling Concurrent Exploration
abstract
Presenters often screen-share slides over remote meetings as visual aids. Screen reader users however often do not have adequate ways to access slide content during presentations. To inform the design of more accessible interfaces, we ran a formative design workshop to elicit what screen reader users value during live screen-shared presentations, which are Prioritize Key Information, Reduce Cognitive Load, Provide Exploration Independence, Minimize Control Effort, and Encode Spatial Information. Based on these values, we created two prototypes that users experienced in a follow-up design probe. These interactions provide users control over what, when, and how slide elements are read out and introduce spatial audio separation between the presenter’s voice and screen reader audio. Participants found that a laptop-based prototype designed for the first four values significantly improved the accessibility of screen-shared content over existing tools, even with a presenter who was perceived to present materials accessibly. The importance of concurrent exploration is highlighted by participants’ frequent and diverse use of access to consume information complementary to the presenter, align focus, and understand information using alternative means. A phone-based prototype that encoded spatial information and greater exploration independence at the cost of increased cognitive load received mixed feedback, illustrating the balance between values that interaction design needs to strike. We conclude with insights and considerations for how the identified values and corresponding interactions can be used to improve the accessibility of screen-shared presentations.
Danyang Fan, Sasa Junuzovic, John C. Tang, Thomas Jaeger
ASSETS3
2023 Accessibility Barriers, Conflicts, and Repairs: Understanding the Experience of Professionals with Disabilities in Hybrid Meetings
abstract
Workplaces around the globe are beginning to rapidly adopt hybrid meetings to conduct, plan, and organize their work. While previous literature explores the benefits and drawbacks of hybrid meetings, the experiences of professionals with disabilities are largely missing. With an orientation towards an accessible future of work, we interviewed 21 professionals with disabilities to unpack the accessibility barriers, opportunities, and conflicts of hybrid meetings. We highlight the creative ways professionals with disabilities developed workarounds and repairs to these accessibility tensions. Our paper expands the understanding of accessibility in hybrid meetings by identifying how the visibility of access labor may be affected by being in the room together with other colleagues or joining remotely. We also observed how hybrid configurations can require navigating accessibility conflicts specific to the location site of each participant. Building from our analysis, we offer practical suggestions and design directions to make hybrid meetings accessible.
Rahaf Alharbi, John C. Tang, Karl Henderson
CHI2
2023 Spatialized Audio and Hybrid Video Conferencing: Where Should Voices be Positioned for People in the Room and Remote Headset Users?
abstract
Hybrid video calls include attendees in a conference room with loudspeakers and remote attendees using headsets, each with different options for rendering sound spatially. Two studies explored the listener experience with spatial audio in video calls. One study examined the in-room experience using loudspeakers, comparing among spatialization algorithms spreading voices out horizontally. A second study compared varying degrees of horizontal separation of binaurally rendered voices for a remote participant using a headset. In-room participants preferred the widest spatialization over monophonic, stereo, and stereo-binary audio in metrics related to intelligibility and helpfulness. Remote participants preferred different widths of the audio stage depending on the number of voices. In both studies, rendering sound spatially increased performance in speech stream identification. Results indicate spatial audio benefits for in-room and remote attendees in video calls, although the in-room attendees accepted a wider audio stage than remote users.
Jeremy Hyrkas, Andrew D. Wilson, John C. Tang, Hannes Gamper, Hong Sodoma, Lev Tankelevitch, Kori Inkpen, Shreya Chappidi, Brennan Jones
CHI3
2023 Accessibility of Profile Pictures: Alt Text and Beyond to Express Identity Online
abstract
Profile pictures can convey rich social signals that are often inaccessible to blind and low vision screen reader users. Although there have been efforts to understand screen reader users’ preferences for alternative (alt) text descriptions when encountering images online, profile pictures evoke distinct information needs. We conducted semi-structured interviews with 16 screen reader users to understand their preferences for various styles of profile picture image descriptions in different social contexts. We also interviewed seven sighted individuals to explore their thoughts on authoring alt text for profile pictures. Our findings suggest that detailed image descriptions and user narrated alt text can provide screen reader users enjoyable and informative experiences when exploring profile pictures. We also identified mismatches between how sighted individuals would author alt text with what screen reader users prefer to know about profile pictures. We discuss the implications of our findings for social applications that support profile pictures.
Martez E. Mott, John C. Tang, Edward Cutrell
CHI2
2023 Living Through a Crisis: How COVID-19 Has Transformed the Way We Work, Live, and Research
John C. Tang, Kori Inkpen, Paul Luff, Geraldine Fitzpatrick, Naomi Yamashita, Juho Kim 0001
Comput. Support. Cooperative Work.1
2023 Perspectives: Creating Inclusive and Equitable Hybrid Meeting Experiences
abstract
With the shift to hybrid meetings in work spaces, there is an increasing need to create a more inclusive hybrid meeting experience where people meeting together in a room interact with those joining remotely. This paper describes a design exploration, implementation, and evaluation of Perspectives, a novel hybrid meeting system that aimed to create an inclusive and equitable space for hybrid meetings. Perspectives digitally composites everyone into a virtual room so that each person has a unique but spatially consistent viewpoint into the meeting. The user study compared Perspectives with three commercially available UX designs for hybrid meetings: Gallery, Together Mode, and Front Row. Results from this study revealed key benefits of Perspectives, including supporting natural interactions, creating a strong sense of co-presence, and reducing cognitive load. Results from the study also helped iterate on the design principles of Perspectives, which offer important insights on supporting hybrid meetings.
John C. Tang, Kori Inkpen, Sasa Junuzovic, Keri Mallari, Andrew D. Wilson, Sean Rintel, Shiraz Cupala, Tony Carbary, Abigail Sellen, William Buxton
Proc. ACM Hum. Comput. Interact.1
2021 Mixed Abilities and Varied Experiences: a group autoethnography of a virtual summer internship
abstract
The COVID-19 pandemic forced many people to convert their daily work lives to a “virtual” format where everyone connected remotely from their home. In this new, virtual environment, accessibility barriers changed, in some respects for the better (e.g., more flexibility) and in other aspects, for the worse (e.g., problems including American Sign Language interpreters over video calls). Microsoft Research held its first cohort of all virtual interns in 2020. We the authors, full time and intern members and affiliates of the Ability Team, a research team focused on accessibility, reflect on our virtual work experiences as a team consisting of members with a variety of abilities, positions, and seniority during the summer intern season. Through our autoethnographic method, we provide a nuanced view into the experiences of a mixed-ability, virtual team, and how the virtual setting affected the team’s accessibility. We then reflect on these experiences, noting the successful strategies we used to promote access and the areas in which we could have further improved access. Finally, we present guidelines for future virtual mixed-ability teams looking to improve access.
Kelly Mack, Maitraye Das, Dhruv Jain, Danielle Bragg, John C. Tang, Andrew Begel, Erin Beneteau, Josh Urban Davis, Abraham Glasser, Joon Sung Park 0001, Venkatesh Potluri
ASSETS5
2021 Towards Accessible Remote Work: Understanding Work-from-Home Practices of Neurodivergent Professionals
abstract
Working from home has become a mainstream work practice in many organizations during the COVID-19 pandemic. While remote work has received much scholarly and public attention over the years, we still know little about how people with disabilities engage in remote work from their homes and what access means in this context. To understand and rethink accessibility in remote work, the present paper studies work-from-home practices of neurodivergent professionals who have Autism Spectrum Disorder, Attention Deficit Hyperactivity Disorder, learning disabilities (e.g., dyslexia) and psychosocial disabilities (e.g., anxiety, depression). We report on interviews with 36 US-based neurodivergent professionals who have been working from home during the pandemic. Our findings reveal that while working from home, neurodivergent professionals create accessible physical and digital workspaces, negotiate accessible communication practices, and reconcile tensions between productivity and wellbeing. Our analysis reconsiders what access means in remote work for neurodivergent professionals and offers practical insights for inclusive work practices and accessibility improvements in remote collaboration tools.
Maitraye Das, John C. Tang, Kathryn E. Ringland, Anne Marie Piper
Proc. ACM Hum. Comput. Interact.2
2021 Understanding the Telework Experience of People with Disabilities
abstract
To understand the lived experience of how people with disabilities telework in the United States, 25 people were interviewed. The participants included people who are blind or low vision, deaf or hard of hearing, neurodiverse, have limited mobility/dexterity, and have chronic health issues. The interviews focused on how they used video calling, screen sharing, and collaborative editing technologies to accomplish their telework. The interviews found ways in which design choices made in telework technologies interact with people's abilities, especially those who are blind or low vision, since the tools rely heavily on the visual channel to enable remote collaboration. A central theme emerged around how design choices made in telework technologies affect the digital representation of people's online activities in the video call interface: those who turn off their video (because they are blind or do not want to expend the cognitive effort to present themselves over video) are relegated to a static icon on a blank video frame with their name while those who are deaf and speak silently through a sign language interpreter never show up in interfaces that use active speaker detection to choose which video streams to display. Users with disabilities may avoid using screen sharing and collaborative editing tools which "leak" cues that disclose their disabilities. Because the interviews were conducted during the first month of the COVID-19 pandemic response, they also provided a preview of how the sudden shift to pervasive teleworking affected their telework experience.
John C. Tang
Proc. ACM Hum. Comput. Interact.1
2020 Lessons Learned in Designing AI for Autistic Adults
abstract
Through an iterative design process using Wizard of Oz (WOz) prototypes, we designed a video calling application for people with Autism Spectrum Disorder. Our Video Calling for Autism prototype provided an Expressiveness Mirror that gave feedback to autistic people on how their facial expressions might be interpreted by their neurotypical conversation partners. This feedback was in the form of emojis representing six emotions and a bar indicating the amount of overall expressiveness demonstrated by the user. However, when we built a working prototype and conducted a user study with autistic participants, their negative feedback caused us to reconsider how our design process led to a prototype that they did not find useful. We reflect on the design challenges around developing AI technology for an autistic user population, how Wizard of Oz prototypes can be overly optimistic in representing AI-driven prototypes, how autistic research participants can respond differently to user experience prototypes of varying fidelity, and how designing for people with diverse abilities needs to include that population in the development process.
Andrew Begel, John C. Tang, Sean Andrist, Michael Barnett 0001, Tony Carbary, Piali Choudhury, Edward Cutrell, Alberto Fung, Sasa Junuzovic, Daniel McDuff, Kael Rowan, Shibashankar Sahoo, Jennifer Frances Waldern, Jessica Wolk, Annuska Z. Perkins
ASSETS2
2020 When to Add Human Narration to Photo-Sharing Social Media
abstract
Social media platforms facilitate communication through sharing photos and videos. The abundance of visual content creates accessibility issues, particularly for people who are blind or have low vision. While assistive technologies like screen readers can help when alt-text for images is provided, synthesized voices lack the human element that is important for social interaction. Here, we investigate when it makes the most sense to use human narration as opposed to a screen reader to describe photos in a social media context. We explore the effects of voice familiarity (i.e., whether you hear the voice of someone you know) and the perspective of the description (i.e., first vs. third person point-of-view (POV)). Preliminary study suggests that users prefer hearing from a person they know when the content is described in first person POV, whereas synthesized voice is preferred for content described in third person POV.
Lawrence H. Kim, Abena Boadi-Agyemang, Alexa F. Siu, John C. Tang
ASSETS4
2020 "I just went into it assuming that I wouldn't be able to have the full experience": Understanding the Accessibility of Virtual Reality for People with Limited Mobility
abstract
Virtual reality (VR) has the potential to transform many aspects of our daily lives, including work, entertainment, communication, and education. However, there has been little research into understanding the usability of VR for people with mobility limitations. In this paper, we present the results of an exploration to understand the accessibility of VR for people with limited mobility. We conducted semi-structured interviews with 16 people with limited mobility about their thoughts on, and experiences with, VR systems. We identified 7 barriers related to the physical accessibility of VR devices that people with limited mobility might encounter, ranging from the initial setup of a VR system to keeping VR controllers in view of cameras embedded in VR headsets. We also elicited potential improvements to VR systems that would address some accessibility concerns. Based on our findings, we discuss the importance of considering the abilities of people with limited mobility when designing VR systems, as the abilities of many participants did not match the assumptions embedded in the design of current VR systems.
Martez E. Mott, John C. Tang, Shaun K. Kane, Edward Cutrell, Meredith Ringel Morris
ASSETS2
2019 Accessible Video Calling: Enabling Nonvisual Perception of Visual Conversation Cues
abstract
Nonvisually Accessible Video Calling (NAVC) is a prototype that detects visual conversation cues in a video call and uses audio cues to convey them to a user who is blind or low-vision. NAVC uses audio cues inspired by movie soundtracks to convey Attention, Agreement, Disagreement, Happiness, Thinking, and Surprise. When designing NAVC, we partnered with people who are blind or low-vision through a user-centered design process that included need-finding interviews and design reviews. To evaluate NAVC, we conducted a user study with 16 participants. The study provided feedback on the NAVC prototype and showed that the participants could easily discern some cues, like Attention and Agreement, but had trouble distinguishing others. The accuracy of the prototype in detecting conversation cues emerged as a key concern, especially in avoiding false positives and in detecting negative emotions, which tend to be masked in social conversations. This research identified challenges and design opportunities in using AI models to enable accessible video calling.
Lei Shi 0020, Brianna J. Tomlinson, John C. Tang, Edward Cutrell, Daniel McDuff, Gina Venolia, Paul Johns, Kael Rowan
Proc. ACM Hum. Comput. Interact.3
2019 Managing Stress: The Needs of Autistic Adults in Video Calling
abstract
Video calling (VC) aims to create multi-modal, collaborative environments that are "just like being there." However, we found that autistic individuals, who exhibit atypical social and cognitive processing, may not share this goal. We interviewed autistic adults about their perceptions of VC compared to other computer- mediated communications (CMC) and face-to-face interactions. We developed a neurodiversity-sensitive model of CMC that describes how stressors such as sensory sensitivities, cognitive load, and anxiety, contribute to their preferences for CMC channels. We learned that they apply significant effort to construct coping strategies to support their sensory, cognitive, and social needs. These strategies include moderating their sensory inputs, creating mental models of conversation partners, and attempting to mask their autism by adopting neurotypical behaviors. Without effective strategies, interviewees experience more stress, have less capacity to interpret verbal and non-verbal cues, and feel less empowered to participate. Our findings reveal critical needs for autistic users. We suggest design opportunities to support their ability to comfortably use VC, and in doing so, point the way towards making VC more comfortable for all.
Annuska Z. Perkins, Andrew Begel, Jennifer Frances Waldern, John C. Tang, Michael Barnett 0001, Edward Cutrell, Daniel McDuff, Sean Andrist, Meredith Ringel Morris
Proc. ACM Hum. Comput. Interact.4
2018 Wish you were here: being together through composite video and digital keepsakes
abstract
We developed a prototype which overlays local and remote participants in a video call and enables them to take group pictures together. These pictures serve as keepsakes of the event. The application uses real-time chroma key background removal to composite the remote person into the scene with the local group. We tested the prototype in a museum setting, and compared it to a more standard picture-in-picture (PiP) model. Users rated the composite mode as being significantly more fun, creating a greater sense of copresence and involvement than the PiP mode. Composite snapshots were also strongly preferred over picture-in-picture. Based on results from the study, we added a pinch-zoom and positioning interface to make it easier to frame remote people together into the snapshot, and conducted a second study. We conclude that combining composite video calls and picture-taking on a mobile device enables people to socially construct a shared activity with a remote person.
Gina Venolia, John C. Tang, Kori Inkpen, Baris Unver
MobileHCI2
2018 Hands-Free Remote Collaboration Over Video: Exploring Viewer and Streamer Reactions
abstract
Video conferencing is often used to connect geographically distributed users and can be used to help them engage in a shared activity in a mobile setting for remote collaboration. One key limitation of today's systems however is that they typically only provide one camera view, which often requires users to hold a mobile phone during the activity. In this paper, we explore the opportunities and challenges of utilizing multiple cameras to create a hands-free, mobile, remote collaboration experience. Results from a study with 54 participants (18 groups of three) revealed that remote viewers could actively participate in an activity with the help of our system and that both the local participant and remote viewers preferred hands-free mode over traditional video conferencing. Our study also revealed insights on how remote viewers manage multiple camera views and showed how automation can improve the experience.
Baris Unver, Sarah D'Angelo, Matthew K. Miller 0001, John C. Tang, Gina Venolia, Kori Inkpen
ISS4
2018 From Being There to Watching: Shared and Dedicated Telepresence Robot Usage at Academic Conferences
abstract
Telepresence attendance at academic conferences is now a reality and allows people who cannot attend in person with the opportunity to still be “present.” This is valuable for people who face accessibility challenges, cost or travel restrictions, or limited time for travel. We have deployed and studied the use of telepresence robots at three ACM conferences, Ubicomp/ISWC 2014, CSCW 2016, and CHI 2016, ranging from remote users having dedicated telepresence robots to users sharing telepresence robots both synchronously and asynchronously. In this article, we report on the telepresence offerings along with the user behaviors, experiences, and the social norms found for remote conference attendance. Our results across the studies focus around three main themes: shared vs. dedicated robot usage, identity presentation and the value and challenges associated with it; and local in-person support through proxies and instant messaging backchannels. These themes point to three different areas of design exploration for telepresence robots, pointing out the limitations of existing design solutions with respect to each theme, areas for future telepresence design work, and the value in considering varied telepresence robot solutions, including both dedicated and shared telepresence robots.
Carman Neustaedter, Samarth Singhal, Rui Pan 0001, Yasamin Heshmat, Azadeh Forghani, John C. Tang
ACM Trans. Comput. Hum. Interact.6
2017 What Makes Live Events Engaging on Facebook Live, Periscope, and Snapchat
abstract
Live streaming platforms bring events from all around the world to people's computing devices. We conducted a mixed methods study including interviews (N = 42) and a survey (N = 223) to understand how people currently experience events using Facebook Live, Periscope, and Snapchat Live Stories. We identified four dimensions that make remote event viewing engaging: immersion, immediacy, interaction, and sociality. We find that both live streams and the more curated event content found on Snapchat are immersive and immediate, yet Snapchat Live Stories enable quickly switching among different views of the event. Live streams, on the other hand, offer real time interaction and sociality in a way that Snapchat Live Stories do not. However, the interaction's impact depends on comment volume, comment content, and relationship between viewer and broadcaster. We describe how people experience events remotely using these social media, and identify design opportunities around detecting exciting content, leveraging multiple viewpoints, and enabling interactivity to create engaging user experiences for remotely participating in events.
Oliver L. Haimson, John C. Tang
CHI2
2017 Conversational Chat Circles: Being All Here Without Having to Hear It All
abstract
Live streaming services are a growing form of social media. Most live streaming platforms allow viewers to communicate with each other and the broadcaster via a text chat. However, interaction in a text chat does not work well with too many users. Existing techniques to make text chat work with a larger number of participants often limit who can participate or how much users can participate. In this paper, we describe a new design for a text chat system that allows more people to participate without overwhelming users with too many messages. Our design strategically limits the number of messages a user sees based on the concept of neighborhoods, and emphasizes important messages through upvoting. We present a study comparing our system to a chat system similar to those found in commercial streaming services. Results of the study indicate that the Conversational Circle system is easier to understand and interact with, while supporting community among viewers and highlighting important content for the streamer.
Matthew K. Miller 0001, John C. Tang, Gina Venolia, Gerard Wilkinson, Kori Inkpen
CHI2
2017 More to Meetings: Challenges in Using Speech-Based Technology to Support Meetings
abstract
Personal assistants using a command-dialogue model of speech recognition, such as Siri and Cortana, have become increasingly powerful and popular for individual use. In this paper we explore whether similar techniques could be used to create a speech-based agent system which, in a group meeting setting, would similarly monitor spoken dialogue, pro-actively detect useful actions, and carry out those actions without specific commands being spoken. Using a low-fi technical probe, we investigated how such a system might perform in the collaborative work setting and how users might respond to it. We recorded and transcribed a varied set of nine meetings from which we generated simulated lists of automated 'action items', which we then asked the meeting participants to review retrospectively. The low rankings given on these discovered items are suggestive of the difficulty in applying personal assistant technology to the group setting, and we document the issues emerging from the study. Through observations, we explored the nature of meetings and the challenges they present for speech agents.
Moira McGregor, John C. Tang
CSCW2
2017 Crowdcasting: Remotely Participating in Live Events Through Multiple Live Streams
abstract
We designed and developed a "crowdcasting" prototype to enable remote people to participate in a live event through a collection of live streams coming from the event. Viewers could select from a choice of streams and interact with the streamer and other viewers through text comments and heart reactions. We deployed the prototype in three live events: a Winterfest holiday festival, a local Women's March, and the South by Southwest festival. We found that viewers actively switched among a choice of streams from the event and actively interacted with each other, especially through text comments. Streams of walking about among exhibits or city sights elicited more user interaction than streams of lectures. We observed that voluntary viewers had a wider variation in how long they viewed the event, and switched among streams less and had less interaction through text comments compared to viewers recruited through Mechanical Turk.
John C. Tang, Gina Venolia, Kori Inkpen, Robert Gruen, Alicia Pelton
Proc. ACM Hum. Comput. Interact.1
2016 Meerkat and Periscope: I Stream, You Stream, Apps Stream for Live Streams
abstract
We conducted a mixed methods study of the use of the Meerkat and Periscope apps for live streaming video and audio broadcasts from a mobile device. We crowdsourced a task to describe the content, setting, and other characteristics of 767 live streams. We also interviewed 20 frequent streamers to explore their motivations and experiences. Together, the data provide a snapshot of early live streaming use practices. We found a diverse range of activities broadcast, which interviewees said were used to build their personal brand. They described live streaming as providing an authentic, unedited view into their lives. They liked how the interaction with viewers shaped the content of their stream. We found some evidence for multiple live streams from the same event, which represent an opportunity for multiple perspectives on events of shared public interest.
John C. Tang, Gina Venolia, Kori Inkpen
CHI1
2016 SocialStreamViewer: Guiding the Viewer Experience of Multiple Streams of an Event
abstract
Live streaming is becoming a popular way to share experiences with others. When concurrent video streams of the same event are available, it can be challenging to decide which streams to view and to manage the experience across multiple streams. We designed and developed the SocialStreamViewer prototype that aggregates multiple streams from an event and visualizes others' viewing, hearting, and text chat activity. It also enables users to replay portions of streams. A lab study of SocialStreamViewer explored how people experience an event remotely through multiple streams, and how they use social signals from other viewers' activities. We found that 1) providing multiple streams is beneficial; 2) replaying back in time is highly valued since it helps ensure that users will not miss interesting content; and 3) visualizing other viewers' activities helps users decide which stream to watch.
Ahmed E. Mostafa, Kori Inkpen, John C. Tang, Gina Venolia, William A. Hamilton
GROUP3
2015 A Framework for Understanding and Designing Telepresence
abstract
As a field, telepresence has grown to include a wide range of systems, from multi-view videoconferencing units to humanlike androids. However, the diversity of systems and research makes it difficult to form a holistic understanding of where the field stands. We propose a framework consisting of seven design dimensions for understanding telepresence, iteratively developed from previous literature, a series of three surveys, the construction of two design probes, and a field study. These design dimensions uniquely categorize 17 telepresence scenarios. In this work, we explain our development process, describe our design dimensions - initiation, physical environment, mobility, vision, social environment, communication, and independence - as well as our scenarios, and demonstrate the use of our framework as a tool to (1) highlight opportunities for future work, (2) identify generalizable findings from research, and (3) facilitate communication in the telepresence community.
Irene Rae, Gina Venolia, John C. Tang, David Molnar
CSCW3
2015 Investigating Mobile Users' Ringer Mode Usage and Attentiveness and Responsiveness to Communication
abstract
Smartphones are considered to be "always on, always connected" but mobile users are not always attentive and responsive to incoming communication. We present a mixed methods study investigating how mobile users use ringer modes for managing interruption by and awareness of incoming communication, and how these practices and locales affect their attentiveness and responsiveness. We show that mobile users have diverse ringer mode usage, but they switch ringer modes mainly for three purposes: avoiding interruption, preventing the phone from disrupting the environment, and noticing important notifications. In addition, without signals of notifications, users are less likely to immediately attend to notifications, but they are not less responsive to those they have attended. Finally, ringer mode switches, attentiveness, and responsiveness are all correlated with certain locales. We discuss implications from these findings, and suggest how future CMC tools and notification services take different purposes for using ringer modes and locales into consideration.
Yung-Ju Chang, John C. Tang
MobileHCI2
2015 SeeSaw: I See You Saw My Video Message
abstract
We developed a prototype called SeeSaw that explored using reaction video and auto reply to create an engaging video messaging experience. When viewing a video message, reaction video captures a video of the viewer's reaction to share back with the message sender. After finishing viewing the video message, auto reply immediately begins recording the viewer's response. A pilot study found that SeeSaw evoked conversational and authentic interactions, even though the messages were captured remotely and asynchronously. A follow-up comparative lab study found that reaction video encouraged a more conversational exchange, while both features together enhanced the authenticity of the experience. Although participants preferred the reaction video only condition, they perceived that the reaction video plus auto reply condition combined the conversationality of a video call with the flexibility of asynchronous messaging.
Gina Venolia, John C. Tang, Kori Inkpen
MobileHCI2
2013 HomeProxy: exploring a physical proxy for video communication in the home
abstract
HomeProxy is a research prototype that explores supporting video communication in the home among distributed family members through a physical proxy. It leverages a physical artifact dedicated to representing remote family members to make it easier to share activities with them. HomeProxy combines a form factor designed for the home environment with a "no-touch" user experience and an interface that responsively transitions between recorded and live video messages. We designed and implemented a prototype and conducted a pilot study with eight pairs of users. Our study demonstrated the challenges of a no-touch interface and the promise of offering quick video messaging in the home.
John C. Tang, Robert Xiao, Aaron Hoff, Gina Venolia, Patrick Therien, Asta Roseway
CHI1
2013 Experiences2Go: sharing kids' activities outside the home with remote family members
abstract
Video communication is moving beyond face-to-face discussions on desktop computers to sharing experiences out in the real world. We explored how mobile video could enable distributed family members to share experiences wherever they occurred - kids' sporting events, birthday parties, etc. We investigated how people used two technology probes to share activities outside the home: an iPad running Skype and our Experiences2Go prototype composed of a networked slate and a camcorder on a tripod. We observed their use in the field with nine families and explored the impact that their mobility, optical zoom, and multiple view features had on sharing the experience. We identified four sets of stakeholders in sharing experiences, the variety of sharing scenarios enabled, and reactions to the features that each probe offered, leading to design considerations for future mobile shared experience systems.
Kori Inkpen, Brett Taylor, Sasa Junuzovic, John C. Tang, Gina Venolia
CSCW4
2013 Sharing Experiences over Video: Watching Video Programs together at a Distance
Anna Macaranas, Gina Venolia, Kori Inkpen, John C. Tang
INTERACT (4)4
2013 What Do You See in the Cloud? Understanding the Cloud-Based User Experience through Practices
John C. Tang, Jed R. Brubaker, Catherine C. Marshall
INTERACT (2)1
2012 Focusing on shared experiences: moving beyond the camera in video communication
abstract
Even with the investment of significant resources, video communication in professional settings has not gained mass appeal. This contrasts with the consumer space where, despite limited resources and low quality solutions, services such as Skype have seen widespread adoption. In this paper, we explore the behavior and attitudes of individuals who actively use video communication in both their personal and professional lives. We highlight similarities and differences across these two domains, with particular focus on the interpersonal relationships, spaces, and activities that each domain supports and enables. We conclude by discussing how our study leads to a new perspective that focuses on the shared experiences enabled by video communication.
Jed R. Brubaker, Gina Venolia, John C. Tang
Conference on Designing Interactive Systems3
2012 That syncing feeling: early user experiences with the cloud
abstract
We studied how people use file sync and sharing services to better understand how early adopters conceptualize their interactions with the cloud. A survey of 106 users provided background information about current use of these cloud storage services and identified 19 people for in-depth interviews. Use cases described in the interviews revealed a hierarchy of concepts that participants needed to master to make full use of these services. Five pivotal concepts demonstrate that users make sense of the cloud as a: personal file repository, shared file repository, personal replicated file store, shared replicated file store, and synchronization mechanism that coordinates among replicas. We propose specific ways in which process transparency and interface scaffolding can help users build a more robust model of cloud services.
Catherine C. Marshall, John C. Tang
Conference on Designing Interactive Systems2
2012 Time travel proxy: using lightweight video recordings to create asynchronous, interactive meetings
abstract
Time Travel Proxy (TTP) enables participating in meetings that you cannot attend in real time, either because of time conflicts or global time zone differences. TTP uses lightweight video recordings to pre-record your contributions to a meeting, which are played on a tablet that serves as a proxy for you during the meeting. Reactions and responses in the meeting are also captured in video to give you feedback of what happened at the meeting. A working prototype of TTP was deployed and studied within four developer teams in their daily stand-up meetings. The study found that the affordances of video helped integrate the time traveler into the social context of the meeting, although the current prototype was better at enabling the time traveler to contribute to the meeting than it was in conveying the meeting experience back to the time traveler.
John C. Tang, Jennifer Marlow, Aaron Hoff, Asta Roseway, Kori Inkpen
CHI1
2012 To see or not to see: a study comparing four-way avatar, video, and audio conferencing for work
abstract
We conducted a study comparing avatar conferencing with video and audio conferencing for work scenarios. We studied nine four-person teams using a within-subjects design that measured users' perceptions and preferences across the conferencing conditions. Video was rated highest in all measures. Avatar and Audio were rated similarly, except for sociability, where Avatar was rated higher than Audio, and realism, where Avatar was rated lower than Audio. While users appreciated how avatar conferencing brought them together in a common virtual space, they found the cartoon avatars to be inappropriate for a professional discussion. As a result, participants preferred Video the most and Avatar the least for a business meeting. Lower ratings for the avatar condition were partly due to users' frustrations when the avatar system did not track them perfectly. When assuming a "perfect" system, preference for Avatar increased significantly while preference for Audio and Video remained unchanged.
Sasa Junuzovic, Kori Inkpen, John C. Tang, Mara Sedlins, Kristie J. Fisher
GROUP3
2011 What did i miss?: in-meeting review using multimodal accelerated instant replay (air) conferencing
abstract
People sometimes miss small parts of meetings and need to quickly catch up without disrupting the rest of the meeting. We developed an Accelerated Instant Replay (AIR) Conferencing system for videoconferencing that enables users to catch up on missed content while the meeting is ongoing. AIR can replay parts of the conference using four different modalities: audio, video, conversation transcript, and shared workspace. We performed two studies to evaluate the system. The first study explored the benefit of AIR catch-up during a live meeting. The results showed that when the full videoconference was reviewed (i.e., all four modalities) at an accelerated rate, users were able to correctly recall a similar amount of information as when listening live. To better understand the benefit of full review, a follow-up study more closely examined the benefits of each of the individual modalities. The results show that users (a) preferred using audio along with any other modality to using audio alone, (b) were most confident and performed best when audio was reviewed with all other modalities, (c) compared to audio-only, had better recall of facts and explanations when reviewing audio together with the shared workspace and transcript modalities, respectively, and (d) performed similarly with audio-only and audio with video review.
Sasa Junuzovic, Kori Inkpen, Rajesh Hegde, Zhengyou Zhang, John C. Tang, Christopher Brooks 0001
CHI5
2011 Am I wasting my time organizing email?: a study of email refinding
abstract
We all spend time every day looking for information in our email, yet we know little about this refinding process. Some users expend considerable preparatory effort creating complex folder structures to promote effective refinding. However modern email clients provide alternative opportunistic methods for access, such as search and threading, that promise to reduce the need to manually prepare. To compare these different refinding strategies, we instrumented a modern email client that supports search, folders, tagging and threading. We carried out a field study of 345 long-term users who conducted over 85,000 refinding actions. Our data support opportunistic access. People who create complex folders indeed rely on these for retrieval, but these preparatory behaviors are inefficient and do not improve retrieval success. In contrast, both search and threading promote more effective finding. We present design implications: current search-based clients ignore scrolling, the most prevalent refinding behavior, and threading approaches need to be extended.
Steve Whittaker 0001, Tara Matthews, Julian A. Cerruti, Hernan Badenes, John C. Tang
CHI5
2011 Your time zone or mine?: a study of globally time zone-shifted collaboration
abstract
We conducted interviews with sixteen members of teams that worked across global time zone differences. Despite time zone differences of about eight hours, collaborators still found time to synchronously meet. The interviews identified the diverse strategies teams used to find time windows to interact, which often included times outside of the normal workday and connecting from home to participate. Recent trends in increased work connectivity from home and blurred boundaries between work and home enabled more scheduling flexibility. While email use was understandably prevalent, there was also general interest in video, although obstacles remain for widespread usage. We propose several design implications for supporting this growing population of workers that need to span global time zone differences.
John C. Tang, Kori Inkpen
CSCW1
2011 VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships
Honglu Du, Kori Inkpen, Konstantinos Chorianopoulos, Mary Czerwinski, Paul Johns, Aaron Hoff, Asta Roseway, Sarah Morlidge, John C. Tang, Tom Gross
ECSCW9
2011 Motion and Attention in a Kinetic Videoconferencing Proxy
David Sirkin, Gina Venolia, John C. Tang, George G. Robertson, Taemie Jung Kim, Kori Inkpen, Mara Sedlins, Bongshin Lee, Mike Sinclair
INTERACT (1)3
2010 Mobile taskflow in context: a screenshot study of smartphone usage
abstract
The impact of interruptions on workflow and productivity has been extensively studied in the PC domain, but while fragmented user attention is recognized as an inherent aspect of mobile phone usage, little formal evidence exists of its effect on mobile productivity. Using a survey and a screenshot-based diary study we investigated the types of barriers people face when performing tasks on their mobile phones, the ways they follow up with such suspended tasks, and how frustrating the experience of task disruption is for mobile users. From 386 situated samples provided by 12 iPhone and 12 Pocket PC users, we distill a classification of barriers to the completion of mobile tasks. Our data suggest that moving to a PC to complete a phone task is common, yet not inherently problematic, depending on the task. Finally, we relate our findings to prior design guidelines for desktop workflow, and discuss how the guidelines can be extended to mitigate disruptions to mobile taskflow.
Amy K. Karlson, Shamsi T. Iqbal, Brian Meyers, Gonzalo A. Ramos, Kathy Lee, John C. Tang
CHI6
2010 Embodied social proxy: mediating interpersonal connection in hub-and-satellite teams
abstract
Current business conditions have given rise to distributed teams that are mostly collocated except for one remote member. These "hub-and-satellite" teams face the challenge of the satellite colleague being out-of-sight and out-of-mind. We developed a telepresence device, called an Embodied Social Proxy (ESP), which represents the satellite coworker 24x7. Beyond using ESPs in our own group, we deployed an ESP in four product teams within our company for six weeks. We studied how ESP was used through ethnographic observations, surveys, and usage log data. ESP not only increased the satellite worker's ability to fully participate in meetings, it also increased the hub's attention and affinity towards the satellite. The continuous physical presence of ESP in each team improved the interpersonal social connections between hub and satellite colleagues.
Gina Venolia, John C. Tang, Ruy Cervantes, Sara A. Bly, George G. Robertson, Bongshin Lee, Kori Inkpen
CHI2
2010 Three's company: understanding communication channels in three-way distributed collaboration
abstract
We explore the design of a system for three-way collaboration over a shared visual workspace, specifically in how to support three channels of communication: person, reference, and task-space. In two studies, we explore the implications of extending designs intended for dyadic collaboration to three-person groups, and the role of each communication channel. Our studies illustrate the utility of multiple configurations of users around a distributed workspace, and explore the subtleties of traditional notions of identity, awareness, spatial metaphor, and corporeal embodiments as they relate to three-way collaboration.
Anthony Tang 0001, Michel Pahud, Kori Inkpen, Hrvoje Benko, John C. Tang, William Buxton
CSCW5
2010 AIR conferencing: accelerated instant replay for in-meeting multimodal review
abstract
When people attend meetings they may miss parts of the discussion if they, for example, step out to take a phone call, go to the bathroom, or have a momentary lapse in concentration. As a result, they may need to catch up on what they missed upon returning to the meeting. Asking other attendees for a recap is often disruptive. To avoid such disruptions, we have developed an Accelerated Instant Replay (AIR) Conferencing system for videoconferencing that enables participants to privately catch up to an ongoing meeting. We explored several mechanisms where the meeting content is replayed at an accelerated rate so that the participants can catch up to the live discussion reasonably quickly.
Kori Inkpen, Rajesh Hegde, Sasa Junuzovic, Christopher Brooks 0001, John C. Tang, Zhengyou Zhang
ACM Multimedia5
2007 Exploring patterns of social commonality among file directories at work
abstract
We studied files stored by members of a work organization for patterns of social commonality. Discovering identical or similar documents, applications, developer libraries, or other files may suggest shared interests or experience among users. Examining actual file data revealed a number of individual and aggregate practices around file storage. For example, pairs of users typically have many (over 13,000) files in common. A prototype called LiveWire exploits this commonality to make file backup and restore more efficient for a work organization. We removed commonly shared files and focused on specific filetypes that represent user activity to find more meaningful files in common. The Consolidarity project explores how patterns of file commonality could encourage social networking in an organizational context. Mechanisms for addressing the privacy concerns raised by this approach are discussed.
John C. Tang, Clemens Drews, Fei Wu 0003, Alison E. Sue, Tessa A. Lau
CHI1
2007 Recent shortcuts: using recent interactions to support shared activities
abstract
We present an empirical study of teams that revealed the amount of extraneous individual work needed to enable collaboration: finding references to other people, finding files to attach to email, managing incoming email attachments, managing the variety of files used in shared activities, and tracking what work is owed to others. Much of this work involves finding recently accessed objects that are needed again in the user's current task focus. These observations led to the design of Recent Shortcuts, a tool to help support coordination by making recently used objects easily accessible. Recent Shortcuts enables quick access to people (including groups of people), received attachments, files, and file folders that the user interacted with recently for re-use in the user's current context. Recent Shortcuts makes it easy to use these objects across applications with no additional user input and minimal changes to the user's applications or work practice. Early user experiences with a working prototype led to an extension that integrates recently accessed objects across multiple devices.
John C. Tang, Jeffrey S. Pierce, Steve Whittaker 0001, Clemens Drews
CHI1
2007 Incorporating Human and Machine Interpretation of Unavailability and Rhythm Awareness Into the Design of Collaborative Applications
abstract
Efficient coordination of collaboration requires sharing information about collaborators' current and future availability. We describe the usage of an awareness system called Awarenex that shared real-time awareness information to help coordinate activities at the current moment. We also developed a prototype called Lilsys that used sensors to gather additional awareness information that would help avoid disruptions when users are currently unavailable for interaction. Our experiences over time in designing and using prototypes that share awareness cues for current availability led us to identify temporal patterns that could help predict future reachability. Rhythm awareness is having a sense of regularly recurring temporal patterns that can help coordinate interactions among collaborators. Rhythm awareness is difficult to establish within distributed groups that are separated by distance and time zone. We describe rhythmic temporal patterns observed in activity data collected from users of the Awarenex prototype. Analyzing logs of Awarenex usage over time enabled us to construct a computational model of temporal patterns. We explored how to apply those patterns and model to predict future reachability among distributed team members. We discuss trade-offs in the design of collaborative applications that rely on human- and machine-interpretation of rhythm awareness cues. We also conducted a design study that elicited reactions to a variety of end-user visualizations of rhythmic patterns and investigated how well our computational model characterized their everyday routines.
James Begole, John C. Tang
Hum. Comput. Interact.2
2007 Approaching and leave-taking: Negotiating contact in computer-mediated communication
abstract
A major difference between face-to-face interaction and computer-mediated communication is how contact negotiation---the way in which people start and end conversations---is managed. Contact negotiation is especially problematic for distributed group members who are separated by distance and thus do not share many of the cues needed to help mediate interaction. An understanding of what resources and cues people use to negotiate making contact when face-to-face identifies ways to design support for contact negotiation in new technology to support remote collaboration. This perspective is used to analyze the design and use experiences with three communication prototypes: Desktop Conferencing Prototype, Montage, and Awarenex. These prototypes use text, video, and graphic indicators to share the cues needed to gracefully start and end conversations. Experiences with using these prototypes focused on how these designs support the interactional commitment of the participants---when they have to commit their attention to an interaction and how flexibly that can be negotiated. Reviewing what we learned from these research experiences identifies directions for future research in supporting contact negotiation in computer-mediated communication.
John C. Tang
ACM Trans. Comput. Hum. Interact.1
2006 Unobtrusive but invasive: using screen recording to collect field data on computer-mediated interaction
abstract
We explored the use of computer screen plus audio recording as a methodological approach for collecting empirical data on how teams use their computers to coordinate work. Screen recording allowed unobtrusive collecting of a rich record of actual computer work activity in its natural work setting. The embedded nature of screen recording on laptops made it easy to follow the user's mobility among various work sites. However, the invasiveness of seeing all of the user's interactions with and through the computer raised privacy concerns that made it difficult to find people to agree to participate in this type of detailed study. We discuss measures needed to develop trust with the researchers to enable access to this rich, empirical data of computer usage in the field.
John C. Tang, Sophia B. Liu, Michael J. Muller, Clemens Drews
CSCW1
2004 Lilsys: Sensing Unavailability
abstract
As communications systems increasingly gather and propagate information about people's reachability or ``presence'', users need better tools to minimize undesired interruptions while allowing desired ones. We review the salient elements of presence and availability that people use when initiating face-to-face communication. We discuss problems with current strategies for managing one's availability in telecommunication media. We describe a prototype system called Lilsys which passively collects availability cues gathered from users' actions and environment using ambient sensors and provides machine inferencing of unavailability. We discuss observations and design implications from deploying Lilsys.
James Begole, Nicholas E. Matsakis, John C. Tang
CSCW3
2003 When Can I Expect an Email Response? A Study of Rhythms in Email Usage
Joshua R. Tyler, John C. Tang
ECSCW2
2003 Rhythm modeling, visualizations and applications
abstract
People use their awareness of others' temporal patterns to plan work activities and communication. This paper presents algorithms for programatically detecting and modeling temporal patterns from a record of online presence data. We describe analytic and end-user visualizations of rhythmic patterns and the tradeoffs between them. We conducted a design study that explored the accuracy of the derived rhythm models compared to user perceptions, user preference among the visualization alternatives, and users' privacy preferences. We also present a prototype application based on the rhythm model that detects when a person is "away" for an extended period and predicts their return. We discuss the implications of this technology on the design of computer-mediated communication.
James Begole, John C. Tang, Rosco Hill
UIST2
2002 Work rhythms: analyzing visualizations of awareness histories of distributed groups
abstract
We examined records of minute-by-minute computer activity coupled with information about the location of the activity, online calendar appointments, and e-mail activity. We present a number of visualizations of the data that exhibit meaningful patterns in users' activities. We demonstrate how the patterns vary between individuals and within individuals according to time of day, location, and day of the week. Some patterns augment the schedule information found in people's online calendars. We discuss applications for group coordination (especially across time zones) plus opportunities for future research. In light of the popularity of instant messaging, this research identifies some of the benefits and privacy risks associated with the uses of online presence and awareness information.
James Begole, John C. Tang, Randall B. Smith, Nicole Yankelovich
CSCW2
2001 ConNexus to awarenex: extending awareness to mobile users
abstract
We explored the use of awareness information to facilitate communication by developing a series of prototypes. The ConNexus prototype integrates awareness information, instant messaging, and other communication channels in an interface that runs on a desktop computer. The Awarenex prototype extends that functionality to wireless handheld devices, such as a Palm. A speech interface also enables callers to make use of the awareness information over the telephone. While the prototypes offer similar functionality, the interfaces reflect the different design affordances and use context of each platform. We discuss the design implications of providing awareness information on devices with varying interface and network characteristics.
John C. Tang, Nicole Yankelovich, James Begole, Max Van Kleek, Francis C. Li, Janak R. Bhalodia
CHI1
2000 Instant messaging: products meet workplace users
abstract
No abstract available.
John C. Tang, Austina de Bonte, Mary Beth Raven, Ellen Isaacs
CSCW1
2000 Sun SharedShell tool
abstract
No abstract available.
Nicole Yankelovich, James Begole, John C. Tang
CSCW3
1996 Piazza: A Desktop Environment Supporting Impromptu and Planned Interactions
abstract
Much of the support for communication across distributed communities has focused on meetings and intentional contact. However, most interactions within co-located groups occur when people happen to run into each other. Such unintended interactions should also be supported among distributed communities. We conducted a study of the communication patterns of a large, distributed organization and found that people tend to disseminate information using formal techniques, even though people usually receive information informally. We then designed a system called Piazza that is intended to support the range of communication styles evident in large communities, paying particular attention to adchessing the problems revealed in our study. Piazza allows people to be aware of others who are doing similar tasks when they are using their computers, the~by enabling unintended interactions. It also supports intentiomd contacts and planned meetings. We discuss issues for analysis in an upcoming use study.
Ellen Isaacs, John C. Tang, Trevor Morris
CSCW2
1995 Comparison of Face-To-Face and Distributed Presentations
abstract
As organizations become distributed across multiple sites, they are looking to technology to help support enterprisewide communication and training to distant locations.We developed an application called Forum that broadcasts live video, audio, and slides from a speaker to distributed audiences at their computer desktops.We studied how distributed presentations over Forum differed from talks given in face-to-face settings.We found that Forum attracted larger audiences, but the quality of interaction was perceived to be lower.Forum appeared to provide more flexible and effective use of slides and other visual materials.On the whole, audiences preferred to watch talks over Forum but speakers preferred to give talks in a local setting.The study raises issues about how to design this technology and how to help people discover effective ways of using it.
Ellen Isaacs, Trevor Morris, Thomas K. Rodriguez, John C. Tang
CHI4
1994 Montage: providing teleproximity for distributed groups
abstract
Montage is a reseatch prototype that explores using video to help collaborators find opportune times to interact with eaeh other.Physical proximity with colleagues affords walking down hallways and peeking into offices in order to find a good time to contact someone.By helping members of distributed work groups more naturally find opportunities to interact with each other, Montage aims to provide a sense of teleproximity Montage uses momentary, reciprocal glances among networked workstations to make it easy to peek into someone's office.From a Montage glance, users can quickly start a full-featured desktop video conference.If the glance shows that the person is not in her office, Montage provides quick access to browse her on-line calendar, send her e-mail, or send her an electronic note that pops up on her screen.Preliminary usage data show that users had short, lightweight interactions through Montage, although most glances did not result in an interactive cmnmtmication.
John C. Tang, Monica Rua
CHI1
1994 Supporting Distributed Groups with a Montage of Lightweight Interactions
abstract
The Montage prototype provides lightweight audio-video glances among distributed collaborators and integrates other applications for coordinating future contact. We studied a distributed group across three conditions: before installing Montage, with Montage, and after removing Montage. We collected quantitative measures of usage as well as video-tape and user perception data. We found that the group used Montage glances for short, lightweight interactions that were like face-to-face conversations in many respects. Yet like the phone, Montage offered convenient access to other people without leaving the office. Most glances revealed that the person was not available, so it was important to integrate other tools for coordinating future interaction. Montage did not appear to displace the use of e-mail, voice-mail, or scheduled meetings.
John C. Tang, Ellen Isaacs, Monica Rua
CSCW1
1994 Getting the Model Right for Video-Mediated Communication (Panel Abstract)
abstract
No abstract available.
Sylvia Wilbur, Garry Beirne, Jon Crowcroft, J. Robert Ensor, John C. Tang
ACM Multimedia5
1994 What Video Can and Cannot Do For Collaboration: A Case Study
Ellen Isaacs, John C. Tang
Multim. Syst.2
1993 What Video Can and Can't Do for Collaboration: A Case Study
abstract
As multimedia becomes an integral part of collaborative systems, we must understand how to design such systems to support users' rich set of existing interaction skills, rather than requiring people to adapt to arbitrary constraints of technology-driven designs.To understand how we may make effective use of video in remote collaboration, we compared a small team's interactions through a desktop video conferencing prototype with face-to-face interactions and phone conversations.We found that, compared with audioonly, a video channel adds or improves the ability to show understanding, forecast responses, give non-verbal information, enhance verbal descriptions, manage pauses and express attitudes.These findings suggest that video may be particularly useful for handling conflict and other interaction-intense activities.But the advantages of video depend critically on the nearly-instantaneous transmission of audio, even if it means getting out of sync with the video image.On the other hand, when compared with face-to-face, it can be difficult in video interactions to notice peripheral cues, control the floor, have side conversations, point to things or manipulate real-world objects.To fully enable rich interactions, video should be integrated with other distributed tools that increase the extent and type of shared space in such a way that enables natural collaborative behaviors within those environments.
Ellen Isaacs, John C. Tang
ACM Multimedia2
1992 Liveboard: A Large Interactive Display Supporting Group Meetings, Presentations, and Remote Collaboration
abstract
This paper describes the Liveboard, a large interactive display system. With nearly one million pixels and an accurate, multi-state, cordless pen, the Liveboard provides a basis for research on user interfaces for group meetings, presentations and remote collaboration. We describe the underlying hardware and software of the Liveboard, along with several software applications that have been developed. In describing the system, we point out the design rationale that was used to make various choices. We present the results of an informal survey of Liveboard users, and describe some of the improvements that have been made in response to user feedback. We conclude with several general observations about the use of large public interactive displays.
Scott Elrod, Richard H. Bruce, Rich Gold, David Goldberg 0001, Frank G. Halasz, William C. Janssen Jr., David D. Lee, Kim McCall, Elin Rønby Pedersen, Kenneth A. Pier, John C. Tang, Brent B. Welch
CHI11
1992 Why do users like video?
John C. Tang, Ellen Isaacs
Comput. Support. Cooperative Work.1
1991 VideoWhiteboard: video shadows to support remote collaboration
abstract
Article Free Access Share on VideoWhiteboard: video shadows to support remote collaboration Authors: John C. Tang Sun Microsystems, 2550 Garcia Avenue, Mountain View, California and System Sciences Laboratory, Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CA Sun Microsystems, 2550 Garcia Avenue, Mountain View, California and System Sciences Laboratory, Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CAView Profile , Scott Minneman System Sciences Laboratory, Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CA System Sciences Laboratory, Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CAView Profile Authors Info & Claims CHI '91: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsApril 1991 Pages 315–322https://doi.org/10.1145/108844.108932Online:01 March 1991Publication History 139citation1,489DownloadsMetricsTotal Citations139Total Downloads1,489Last 12 Months87Last 6 weeks16 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
John C. Tang, Scott Minneman
CHI1
1991 Findings from Observational Studies of Collaborative Work
John C. Tang
Int. J. Man Mach. Stud.1
1991 VideoDraw: A Video Interface for Collaborative Drawing
abstract
This paper describes VideoDraw, a shared drawing tool, and the process by which it is being designed and developed.VideoDraw m a video-based prototype tool that provides a shared "virtual sketchbooks" among two or more collaborators.It not only allows the collaborators to see each others' drawings, but also conveys the accompanying hand gestures and the process of creating and using those drawings, Its design stems from studying how people collaborate using shared drawing spaces.Design implications raised by those studies were embodied in a prototype, which was subsequently observed in use situations, Further research studying the use of VideoDraw (in comparison with other collaborative media) will lead to a better understanding of collaborative drawing activity and inform the continued techmcal development of tools to support collaborative drawing.
John C. Tang, Scott Minneman
ACM Trans. Inf. Syst.1
1990 VideoDraw: a video interface for collaborative drawing
abstract
This paper describes VideoDraw, a shared drawing tool, and the process by which it is being designed and developed. VideoDraw is a prototype, videobased, tool that provides a shared “virtual sketchbook” among two or more collaborators. It not only allows the collaborators to see each others' drawings, but also conveys the accompanying hand gestures and the process of creating and using those drawings. Its design stems from studying how people collaborate using shared drawing spaces. Design implications raised by those studies were embodied in a prototype, which was in turn observed in use situations. Continued research studying the use of VideoDraw (in comparison with other collaborative media) will lead to a better understanding of collaborative drawing activity and inform the continued technical development of VideoDraw.
John C. Tang, Scott Minneman
CHI1
1989 Tools for supporting cooperative work near and far: highlights from the CSCW conference
abstract
The second conference on Computer Supported Cooperative Work has provided focus on use of computers for supporting workers that are at various levels of geographic dispersion. The participants in this panel reported case studies at that conference on group work (1) in face-to-face meetings, (2) in the same building, and (3) distributed across a number of sites. Each panelist therefore brings insight about the communication needs of their research subjects and both the value and limitations of particular technologies for supporting the communication that ties the members of the groups together as geographic distance varies.
Susan F. Ehrlich, Tora Bikson, Wendy E. Mackay, John C. Tang
CHI4
1988 A Framework for Understanding the Workspace Activity of Design Teams
abstract
Small group design sessions were empirically studied to understand better collaborative workspace activity. A conventional view of workspace activity may be characterized as concerned only with storing information and conveying ideas through text and graphics. Empirical evidence shows that this view is deficient in not accounting for how the workspace is used: a) in a group setting, rather than by an individual, and b) as part of a process of constructing artifacts, rather than just a medium for the resulting artifacts themselves. An understanding of workspace activity needs to include the role of gestural activity, and the use of the workspace to develop ideas and mediate interaction. A framework that helps illustrate an expanded view of workspace activity is proposed and supported with empirical data.
John C. Tang, Larry J. Leifer
CSCW1