Class blog for Winter 2006 "Ubiquitous Computing and Interaction"
Comments: too much information
Comments
i completely agree.
but just to play devil's advocate:
since each person is responsible for the content that is shown with their name, they can focus attention on topics they find interesting. in a sense, maybe they want others to focus on the topics they posted, versus older things they no longer find interesting..
on the one hand, I might agree with you that people might be pigeonholed by devices like this. but ultimately, with any sort of social ice breaker thingy, it comes down to the individuals being able to sustain a conversation, having good social skills, and having something in common. (unfortunately?) no technology is going to give us better social skills. (is this true?)
"I can see people becoming too reliant on the information presented instead of exploring other areas of shared interest."
I agree with this point, and I think the evidence from the "Picking Pockets" paper points toward it, as well. Participants there became focused on the tool's information as their primary referent - partly because the game was designed that way, sure, but it led to idiosyncratic "real world" behaviors.
i completely agree.
but just to play devil's advocate:
since each person is responsible for the content that is shown with their name, they can focus attention on topics they find interesting. in a sense, maybe they want others to focus on the topics they posted, versus older things they no longer find interesting..
Posted by: greg | April 17, 2006 11:12 PM
on the one hand, I might agree with you that people might be pigeonholed by devices like this. but ultimately, with any sort of social ice breaker thingy, it comes down to the individuals being able to sustain a conversation, having good social skills, and having something in common. (unfortunately?) no technology is going to give us better social skills. (is this true?)
Posted by: Eric | April 18, 2006 12:08 AM
"I can see people becoming too reliant on the information presented instead of exploring other areas of shared interest."
I agree with this point, and I think the evidence from the "Picking Pockets" paper points toward it, as well. Participants there became focused on the tool's information as their primary referent - partly because the game was designed that way, sure, but it led to idiosyncratic "real world" behaviors.
Posted by: Sara | April 18, 2006 12:29 PM