Speculative and Anticipatory Orientations Towards the Future

This is part 3 in a 3 part series of posts based on work I presented at Designing Interactive Systems (DIS) this year on analyzing concept videos. Read part 1, part 2, or find out more about the project on the project page or download the full paper

After doing a close reading and analyzing the concept videos for Google Glass (a pair of glasses with a heads up display) and Microsoft HoloLens (a pair of augmented reality goggles), we also looked at media reaction to these videos and these products’ announcements.

After both concept videos were released, media authors used the videos as a starting point to further imagine the future world with Glass and HoloLens, and the implications of living in those worlds. Yet they portrayed the future in two different ways: some discussed the future by critiquing the world depicted in the companies’ concept videos, while others accepted the depicted worlds. We distinguish between these two orientations, terming them speculative and anticipatory.

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A Closer Look at Google Glass’ & Microsoft HoloLens’ Concept Videos, and Surveillance Concerns

This is part 2 in a 3 part series of posts based on work I presented at Designing Interactive Systems (DIS) this year on analyzing concept videos. Read part 1, part 3, or find out more about the project on the project page or download the full paper

In this post, I walk through our close reading of the Glass and HoloLens concept videos and how they imagine potential futures. I then discuss how this analysis can be used to think about surveillance issues and other values associated with these representations of the future.

Google Glass Concept Video

Google’s concept video “Project Glass: One Day…” was released on April 4, 2012. The video portrays a day in the life of a male Glass user, as he makes his way around New York City. The video follows a single wearer throughout the day in New York City from when he wakes up until sunset. This video is shot entirely in a first person point of view, putting the video viewer in the place of a person wearing Glass.

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Analyzing Concept Videos

This is part 1 in a 3 part series of posts based on work I presented at Designing Interactive Systems (DIS) this year on analyzing concept videos. Read part 2, part 3, or find out more about the project on the project page or download the full paper

So What is a Concept Video?

I am defining concept video as a video created by a company, showing a new novel device or product that is not yet available for public purchase, though it might be in a few years. Concept videos depict what the world might be like if that device or product exists, and how people might interact with it or use it. An early example is Apple’s Knowledge Navigator video, while more contemporary examples include Amazon’s Prime Air video, Google’s Glass video, and Microsoft’s HoloLens video. (I’ll take a closer look at the latter two in a following blog post). Concept videos embed a vision about the social and technical future of computing: how computing will be done, for whom, by what means, and what the norms of that world will be.

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Reflections on CSCW 2016

CSCW 2016 (ACM’s conference on Computer Supported Cooperative Work and Social Computing) took place in San Francisco last month. I attended (my second time at this conference!), and it was wonderful meeting new and old colleagues alike. I thought I would share some reflections and highlights that I’ve had from this year’s proceedings.

Privacy

Many papers addressed issues of privacy from a number of perspectives. Bo Zhang and Heng Xu study how behavioral nudges can shift behavior toward more privacy-conscious actions, rather than merely providing greater information transparency and hoping users will make better decisions. A nudge showing users how often an app accesses phone permissions made users feel creepy, while a nudge showing other users’ behaviors reduced users’ privacy concerns and elevated their comfort. I think there may be value in studying the emotional experience of privacy (such as creepiness), in addition to traditional measurements of disclosure and comfort. To me, the paper suggests a further ethical question about the use of paternalistic measures in privacy. Given that nudges could affect users’ behaviors both positively and negatively toward an app, how should we make ethical decisions when designing nudges into systems?

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