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INTRODUCTIONAs researchers, designers, and other creative professionalslook to move beyond desktop interaction, there are few tools and proven methodologies to support human-centered design. One tactical approach with a track record for enabling the design of complex computing applications is the Wizard of Oz (WOz) method, the practice of using hidden operators to temporarily emulate unfinished parts of a computing system during development [4]. However, I believe there are issues with how designers and researchers approach the WOz method. The WOz method tends to be viewed as a tool to be used once or twice to test incomplete systems. Due to their temporary nature, wizard interfaces are often designed as ad-hoc solutions, leading to overly challenging wizard tasks and inconsistent system performance during evaluative simulations. There are no guidelines to help designers realize the potential, and avoid the pitfalls, of this technique. More seriously, because the development tools do not generally include explicit support for WOz, it can be extremely difficult to tack on WOz interfaces into a system, further hampering effective use of the method. By embracing and encouraging the WOz methodology early in the design process, and as the system evolves through constant and rapid user testing, I see the potential for dramatically changing the way interactive computing systems are designed and evaluated. The overall goals of my work are to first (i) identify prospects and limitations of the WOz method by conducting empirical studies, extensively reviewing the related literature, interviewing experts at conducting WOz studies, and gaining theoretical insight from sources such as distributed cognition [7, 9]. My primary contribution will be to (ii) articulate a conceptual framework for WOz to help reveal possibilities and design guidelines for the method, as well as, (iii) develop and evaluate practical tools for rapid generation of WOz interfaces. I am particularly interested in (iv) exploring the use of multiple wizard operators within a single simulation to understand issues of collective cognition, scale, and modularization, and (v) reflecting on the iterative development process of a complex interactive system in order to contribute to theoretical knowledge on deliberate distribution and redistribution of cognition among human operators and software during design and development. PROBLEMS WITH CURRENT USE OF “WIZARD OF OZ”At a high level, this thesis addresses the difficulty ofdesigning and building complex interactive software systems, a significant problem occupying the attention of researchers in many disciplines including HCI, Design, and Software Engineering. Speaking from the HCI perspective, the best practice is often to obtain user feedback early in the design process and to continue to get feedback throughout the development process as the system evolves. Evaluating systems before they are finished has vexed researchers and developers for many years, resulting in new techniques, such as the use of paper or video prototypes and the Wizard of Oz (WOz) method. However, a survey of prior use of the WOz method reveals that it has been underutilized in at least two ways. I believe there is: 1) A narrow view of the role for the WOz method. Most projects use a single human operator to simulate one part of a computer system, such as natural language dialogue [2]. Positioning the wizard as a “sensor” is limiting, considering the breadth of technologies pieced together in more advanced computing applications and the capacity available to human operators. Taking a broader view one could define the WOz method as “having one or more human operators simulate, moderate or supervise one or more modules of a system.” Wizard interfaces are rarely used to simulate multiple, distinct components of one application, and wizards are not used for more understated roles, such as mediating between users and partially implemented components or supervising a complete system [4]. 2) Limited use of WOz methods throughout a system’s development. When the broader set of possible wizard roles and activities mentioned above are considered, the opportunities for leveraging the WOz method throughout the development cycle are increased. The role of the wizard is likely to change as the system evolves, from full simulation early on, to supervision later in the development cycle. The underutilization of WOz can be attributed to some extent to the difficulty in creating WOz interfaces, and in particular in creating WOz interfaces that can be maintained and kept working as the application evolves. A more extensive treatment of the WOz method presents a serious software engineering problem because current development tools are not designed with WOz interfaces in mind. Developers must consciously structure applications for WOz interfaces and then deal with throwing away the code after testing. Because of their complexity, these WOz interfaces are not conceived as being part of the main application, nor designed to integrate cleanly with other application modules as they evolve through a design cycle. Wizard interfaces are typically viewed as temporary code, and are thus designed quickly to satisfy the minimum requirements of the application test being performed. Designers and researchers often spend little effort designing wizard interfaces, leading to cognitively and perceptually overloaded wizard operators. There are numerous examples from the HCI literature and in our own work with the WOz method where poor wizard interface design can lead to sub-par wizard task performance (e.g., [2, 5]). Inconsistent, mistimed, or inaccurate wizard performance can have a negative impact on the WOz evaluation and the actual application being created. Similarly, researchers and designers rarely (if ever) look behind the curtain to analyze wizard activities and to make appropriate adjustments to the Wizard interface. The “curtain” here refers to the real or imagined barrier separating the users from the wizards; “front of the curtain” evaluation is what most people think of when doing WOz evaluation. Due to time constraints and the designer’s attention on the user experience, the wizards themselves are not the focus of scrutiny, but their experience should be evaluated if the outcome of the tests are to be trusted. For example, if the wizard cannot perform their tasks reliably and repeatably given the same users actions, conclusions drawn across multiple users may be questionable. Conversely, if a designer expends too much effort creating the wizard interface, either to create an effective interface or to integrate the wizard interface so it can evolve as the application evolves, the value of rapid prototyping is compromised. Not only can it slow down the design process, there is the danger of the developers becoming “attached” to their code, leading to resistance (explicit or implicit) of making significant changes to the code. The root problem and the primary need for more effective application of the WOz method is that wizard interfaces, and the internal application interfaces connecting the wizard interfaces to the rest of the application, need to be properly designed so that wizards can perform successfully and so the WOz method can be applied repeatedly throughout the design cycle. At the same time, such interfaces must be possible with relatively minimal effort or the WOz method will not be used, especially since the effort to create WOz code is typically seen as an additional cost above and beyond the development of the application itself. The challenge is to provide support for widespread and effective use of WOz during system development. RESEARCH APPROACHTo address these problems, I am proposing to articulate aconceptual framework for interactive system development based on more pervasive use of the WOz method. To test and refine my ideas, I will build a collection of WOz tools on top of an existing development environment, and work with application designers to attempt the expanded WOz approach. Both the conceptual framework and the toolset will be aimed at supporting effective use the WOz method for rapid design, iteration and evaluation of evolving system prototypes. As I have discussed above, the lack of appropriate tools has largely prevented the WOz method from being used use to its potential. But without the appropriate conceptual framework, designers will neither be aware of the potential WOz offers, nor understand how to approach application development to facilitate effective use of the WOz method. A number of researchers have reflected on their experience with WOz, pointing out important considerations [2,8]. Likewise, researchers in the HCI community have begun to add WOz support within custom prototyping tools for specific design contexts [11, 12], but have relegated the wizard to a “sensor simulator” (a speech-recognizer or a location sensor, in these examples), requiring that application logic be created before an experience can be tested. I propose a more general definition of the WOz method, along with a conceptual framework and far- reaching tools to demonstrate the power of using an expanded WOz approach. The following sections describe my research approach for gathering data, articulating a conceptual framework, building WOz tool support, and evaluating the work. Preliminary Data GatheringMy initial goal is to assimilate knowledge about how WOzhas been accomplished by experts in design and research. The information I collect will provide a strong foundation for the technical directions I take with specific tools. I will also seek to identify useful methods for evaluating the performance of wizard activities. By explicitly looking “behind the curtain”, I seek to understand the relationship between wizard task performance, wizard cognitive load, system implementation, and user experience. Expert InterviewsThrough my experience with the WOz method and anextensive review of research cases in the community, I perceive a vast range of approaches and issues with the methodology. To supplement my current understanding and to uncover WOz practices “in the wild”, I plan a series of open-ended interviews with “expert” wizard designers and practitioners. I will interview fifteen or more designers who have used the WOz method to help facilitate a design or research project. An ideal participant will be able to speak to their experience as a designer (of both the user and wizard interfaces) as well as a wizard (serving as the actual hidden operator). Conducting the interviews near the WOz setup will also provide an opportunity to probe the exact technical setup and to ask for a demonstration. The goal of these interviews will be to understand why, when, and how designers choose to use WOz methods, above and beyond the details reported in their research papers. Empirically Analyzing Wizard ActivitiesTo gain experience in analyzing activities behind thecurtain, I will utilize an existing application, the AR Façade interactive drama [5], and create several variations of the existing wizard task. Currently, in order to facilitate the AR Façade experience, a wizard operator uses a remote interface to complete two tasks: 1) listen and convert players’ speech utterances into text and 2) watch a live video feed of the player and press buttons when certain physical gestures are used. The wizard’s actions fill in for both speech and gesture recognition software. The AR Façade system takes the text and user gestures and translates them into “meaning” within the natural language understanding (NLU) software module. The NLU accomplishes a challenging task, filtering a wide range of speech and gesture acts to a subset of possible player intentions (such as “player agrees”) [14]. While one wizard can manage these tasks, it is not trivial. Anecdotally, we noticed many errors by the wizard during a previous experiment, both falsely identifying user interaction and missing user gestures and speech. Since the focus of our previous study was to understand the user experience, we did not record anything happening behind the curtain at the wizard station. As a follow-up study, changing my focus to behind the curtain, I will study the interaction of wizards as participants. The study will seek to understand the impact of two factors on wizard performance: using multiple wizards and changing the nature of the wizard task from cognitive to perceptual. To investigate these factors, I will develop several versions of the wizard station. First, the tasks will be split across two remote machines to allow two wizards to collaborate, each performing one of the tasks (speech to text conversion and gesture input). Second, I will modify the AR Façade code base to change the nature of the wizard task. I will essentially bypass the NLU software module and allow the wizard (or multiple wizards) to directly select the discourse acts in AR Façade, a distinctly more cognitive task than speech to text conversion. This creates four separate wizard task combinations with two different emulation tasks (speech/gesture input vs. discourse selection) and either working solely or collaboratively. Each wizard participant will emulate the system with all four types of interaction for real player participants so that they can reflect on their experiences. Wizard activities will be recorded during each trial (through video and interface interaction logs). I will interview each wizard participant before and after her experience as the wizard. The first interview will establish each wizard participant’s pre- understanding of her task and the technologies involved. The second interview will reveal adaptation strategies used during both the solo and collaborative versions of the wizard task. I will also talk to players to learn if they perceived a wizard operator or noticed any differences in system performance. This study will provide a novel dataset for understanding the effect of cognitive load and collaboration on a wizard’s ability to emulate a system. Analyzing the qualitative and quantitative data from “behind the curtain” will provide unique insights for a WOz conceptual framework. Conceptual FrameworkOne outcome of this research will be to describe my notionfor expanded WOz prototyping and development. To some extent these ideas originate from distributed cognition (DCog), a branch of cognitive science conceived by Hutchins, Hollan, and their collaborators after extensive observation of human activity in the wild. Their claim is that “cognitive processes may be distributed across the members of a social group, …distributed in the sense that the operation of the cognitive system involves coordination between internal and external (material or environmental) structure, and …distributed through time in such a way that the products of earlier events can transform the nature of later events” [9]. DCog and related theories may prove helpful for analyzing how a system operates when responsibility is shared by computing artifacts and one or more human wizards. The DCog framework suggests a more expanded use of WOz, allowing HCI researchers and designers to take advantage of WOz methods throughout an evolving design process, between multiple wizards, and across multiple decomposed system modules or artifacts. My thesis will attempt to articulate an abstract conceptual framework so that designers and developers may incorporate this approach. More practically, I will look at compiling preliminary WOz findings into a useful index, such as the design patterns framework [15], structured around WOz scenarios and canonical examples. The goal will be to create a practical online resource for anyone preparing to use the Wizard-of-Oz method, while also providing potential users with documentation and tutorials for the tools I distribute. For example, there might be a WOz design pattern for speech recognition and within that category, variants for open-ended speech emulation vs. predetermined utterance selection. Development of WOz Tool SupportCurrently, I envision WOz tools as two complimentarycomponents, a stand-alone WOz Generator application that runs on a remote machine waiting for requests to generate a specific wizard interface, and “hooks” that designers add to their prototype to support this wizard interface generation. Longer term, I could look to support a range of prototyping environments, all using the same low-level protocol for communicating to the WOz Generator and each other, but the initial version will concentrate on one environment, such as Macromedia Director (likely as an extension to DART [13]). The key for hooking into the prototyping environment is to require minimal effort with no significant changes to a designer’s normal prototyping process. One approach, which we currently use in DART, is to dynamically monitor the prototype at run time, and create WOz support based on the current configuration of the system. In DART, we monitor the event-passing subsystem, scanning for all subscribed event names, and generate a dynamically changing button interface in the remote wizard interface [4]. This approach has the advantage of allowing the wizard to trigger any action the designer has defined, regardless of whether the system is currently capable of generating the corresponding event itself. In practice, this means developers can add functionality aimed at wizard control very quickly, and gradually transition it to system control by adding subsystems to generate the appropriate events. Another approach would be to have the designer explicitly indicate places to get WOz support within their code, allowing her to specify parameters for the WOz Generator or construct her own wizard interfaces. The annotation could range from instantiating specific objects or calling WOz functions, to code annotation in conjunction with a language pre-processor. This approach would provide support for customization and it would eventually work for a wider variety of programming models. In any case, WOz hooks for the programming environment should handle low-level networking and broadcasting within a discovery service, so that the requests for WOz support can be picked up by any nearby WOz generator. Templates will be available for common data structures or frequent wizard situations, but the architecture will be flexible enough to allow the wizard/designer to customize the interface. In DART, for example, we provide support for manually generating interfaces and injecting the same kinds of events that our automatic interfaces generate [3]. Finally, the WOz generator will support data capture and playback for evaluating all interactions between users, wizards, and the system. Analysis tools will be intended to help to evaluate the design of the user interface and, speculatively, contribute to directions for each particular software module being emulated. Evaluation of Conceptual Framework and ToolsAfter creating and ironing out initial issues with theconceptual framework and prototyping tools for WOz, I will provide a significant public release of the tools. The online tutorials for both the tools and my philosophy of WOz-centric iterative design will give potential users scaffolding on the potential power of the tools. At this point, I will begin working closely with one or more groups of designers on real-world scenarios to understand if my WOz approach and tools can be useful throughout a design process. Based on recent history, my advisor and I will likely team up with designers from the neighboring Digital Media program at Georgia Tech to create a novel adaptive media experience with embodied forms of interaction. Throughout the iterative process I will gather data about how the design method and software tools are used. I can record click navigation through the online documentation as well as track changes to the system code base. I am hesitant to state an explicit hypothesis about how the method and tools will be appropriated, but I expect that more extensive understanding and adoption of the WOz framework and tools will lead to more frequent evaluation and testing at multiple levels of formality, and ideally, to a better end result. I will adapt a design research method popular with education technology [1], where we introduce our tools, train the users in their use, and help them as needed. At multiple stages of the process, I will interview the experienced designers who can reflect on the impact of the WOz method and tool support. In addition to contributing tools to support more expansive and valuable use of the WOz methodology, our observations of the design process and WOz activities “behind the curtain” may reveal insights for design theory––my preliminary thoughts on deliberate re-distribution of cognition. EXPECTED BENEFITS OF PARTICIPATIONThe graduate symposium at Creativity and Cognition willbe timely and valuable for my thesis work. Currently, I am writing my proposal for thesis research and I plan to present my research plan to my committee this coming spring. I have a two-year timeline for my research, so gathering feedback from fellow colleagues would be fruitful at this time. The interdisciplinary nature of this conference provides an ideal setting for sharing my ideas. During my dissertation I intend to collaborate with and support both designers and developer, so I hope to communicate with folks doing both creative and technical work. My thesis also draws heavily from theories in cognitive science as I look to understand the deliberate distribution and redistribution of cognition during iterative design of complex systems. Dr. Hollan and Dr. Czerwinski will undoubtedly have useful feedback on my topic area. REFERENCES1. Barab, S. & Squire K. (2004) Design-Based Research: Puttinga Stake in the Ground, In Journal of Learning Sciences, 13(1). 2. Dahlback, N., Jonsson, A., & Ahrenberg, L. (1993) Wizard of Oz Studies - Why and How. In Knowledge Based Systems, 6(4): 258 - 266. 3. Dow, S., Lee, J., Oezbek, C., MacIntyre, B., Bolter, J.D., & Gandy, M. (2005) Exploring Spatial Narratives and Mixed Reality Experiences in Oakland Cemetery. In ACM SIGCHI Conf. on Advances in Computer Entertainment (ACE’05). 4. Dow, S., MacIntyre, B., Lee, J., Oezbek, C., Bolter, J.D., & Gandy, M. (2005b) Wizard of Oz Support throughout an Iterative Design Process. In IEEE Pervasive Computing (Special Issue on Rapid Prototyping), November, 2005. 5. Dow, S., Mehta, M., Lausier, A., MacIntyre, B., & Mateas, M. (2006) Initial Lessons from ARFaçade, An Interactive Augmented Reality Drama. In ACM SIGCHI Conference on Advances in Computer Entertainment (ACE’06). 6. Dow, S., Saponas, T. S., Li, Y., & Landay, J. A. (2006b) External Representations in Ubiquitous Computing Design and the Implications for Authoring Tools. In Conference on Designing Interactive Systems (DIS’06). 7. Hollan, J. D., Hutchins, E. & Kirsh, D. (2000) Distributed Cognition: a new foundation for human-computer interaction research. ACM Transactions on Human-Computer Interaction. 7, No. 2, pages 174-196. 8. Höysniemi, J. & Read, J.C. (2005) Wizard of Oz Studies with Children. In Proceedings of Interact 2005 Workshop on Child Computer Interaction: Methodological Research. 9. Hutchins, E. (1995) Cognition in the Wild. Cambridge, Mass: MIT Press. 10. Kelley, J. F. (1984) An iterative design methodology for user friendly natural language office information applications. In ACM Trans. on Office Information Systems, 2(1): 26 - 41. 11. Klemmer, S. R., Sinha, A. K., Chen, J., Landay, J., Aboobaker, N., & Wang, A. (2000) SUEDE: A Wizard of Oz Prototyping Tool for Speech User Interfaces. In Proceedings of UIST: ACM Symposium on User Interface Software and Technology, pp 1-10. 12. Li, Y., Hong, J.I., & Landay J.A. (2004) Topiary: A Tool for Prototyping Location-Enhanced Applications. ACM Symp. on User Interface Software and Technology (UIST’04), 217-226. 13. MacIntyre, B., Gandy, M., Dow, S., & Bolter, J. (2004) DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences. In Proceedings of User Interface Software and Technology (UIST'04). 14. Mateas, M. and Stern, A. (2003) Façade: An Experiment in Building a Fully-Realized Interactive Drama, In Game Developer's Conference: Game Design Track. 15. Van Duyne, D., Landay, J.A., & Hong, J.I. (2006) The Design of Sites: Patterns for Creating Winning Web Sites, 2nd edn. Prentice Hall PTR. Last modified 18 February 2008 at 9:48 pm by haleden |