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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Kitchen, the Twitter and My Friends: Having a Coffee with ICT</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Junia Anacleto Andre Bueno Vinicius Ferreira</string-name>
          <email>andre.obueno@dc.ufscar.br</email>
          <email>junia@dc.ufscar.br</email>
          <email>vinicius.ferreira@dc.ufscar.br</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Advanced Interaction Laboratory - LIA, Department of Computing, Federal University of Sao Carlos - UFSCar</institution>
          ,
          <addr-line>Sao Carlos</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <fpage>79</fpage>
      <lpage>85</lpage>
      <abstract>
        <p>As Information and Communication Technologies (ICTs) permeate people's interactions, designers face the challenge of creating new forms to promote contact among unrelated individuals and fostering the communication and potential support to leverage the sense of community in public spaces. This work is related to Urban Computing, studying the correlation among people, urban spaces and technologies. Our research is about observing and understanding the impact of ICT social support in a physical and social context. We developed an interactive application aiming at leveraging socialization in a public space inside a University Campus. Using an in-the-wild approach, our system brings some evidences showing to be efficient in supporting ways for people to socialize in situ and remotely.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Public places are places where people go in order to meet
and interact with each other, such as pubs, bars, cafés and
parks. Oldenburg [3] describes these environments as “third
places” which are locations used for social and informal
interaction outside home and work settings. Nevertheless,
the number and the frequency of people in physical third
places have been decreasing, mainly because the
deterioration of the public spaces and the modern lifestyle,
what can lead people to gradually embrace interactions via
electronic media, online games and social networks [
        <xref ref-type="bibr" rid="ref1">1, 2</xref>
        ].
WAIHCWS’16 was held as part of IHC’16, organized by the Brazilian
Computing Society (SBC). October 04, 2016, São Paulo/SP, Brazil.
Copyright 2016 © for this paper by its authors. Permission to make digital
or hard copies of all or part of this work for personal or classroom use is
granted for private and academic purposes.
      </p>
      <p>
        Over the last few years, the virtual social spaces and
networks, such as Facebook and Twitter, have been through
an impressive growth around the world [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>Third places are places intended to allow people to enjoy
each other’s company promoting personal ties beyond
home and workplace. They have a key role in community
life, providing a democratic and affordable environment for
the discussion of topics such as politics, sports, religion and
cultural values. The neutrality of these places allows people
to express themselves, strengthening the sense of belonging
and the notion of community.</p>
      <p>However, these places are disappearing, partly because of
urbanization process and the modern lifestyle, leading
people to have fewer opportunities to attend such places.
This lack of third places and places to relieve the stressful
demands of work and home life, affect individuals’ quality
of life in a community [3].</p>
      <p>
        As much as virtual spaces tend to facilitate people’s
everyday lives, they also eliminate the need for them to be
in the same place to be in contact, disrupting the traditional
forms of communication and fostering the sense that
technology isolates people from others. In contemporary
society, third places are missing their value in the
communities. Thus, individuals can suffer by the lack of
places in the community to relieve the stressful demands of
work and home life [
        <xref ref-type="bibr" rid="ref2">12</xref>
        ]. As a consequence, the culture of
consumerism has increased, transforming leisure venues
into private consumer goods [3]. This scenario is worsening
relevant problems of contemporary cities, the absence of
connection among people and fragmentation of
communities [
        <xref ref-type="bibr" rid="ref3">13</xref>
        ].
      </p>
      <p>
        Urban Computing is a research area to study the problems
associated with designing technologies within the city,
adding ubiquitous and pervasive technologies that can
reshape the space and support community life [8]. It
addresses a combination of sociality, mobility and
proximity for people to develop awareness of their
surroundings [4] as well as possibilities to interact with
their peers. Ubiquitous and pervasive ICTs play an
important role in the composition of these places, by
constructing situations that disrupt the normal isolated
posture in order to stimuli people to break the ice and
interact with each other, promoting an active sense of
inclusion across public social environments [5, 6].
We embrace the Urban Computing challenge to revitalize
public spaces aiming to promote socialization in a “socially
abandoned” place of a University Campus. This project
focuses on the development of an interactive system called
@CozinhaDC, a system designed for a common kitchen of
a Department using ICT to support people to hangout with
others in situ, to be invited when there are people around
the kitchen, and to share their experience on social network.
ICT SUPPORTING SOCIALIZATION IN PUBLIC SPACES
Public spaces encompass our everyday social reality. In
these spaces, the social experience happens influenced by
our spatial behavior. This spatial behavior is defined by and
defines the space around us [
        <xref ref-type="bibr" rid="ref4">14</xref>
        ]. With the omnipresence of
ICTs in urban areas, a new layer (technologic) was added in
the urban space, redefining people spatial behavior and
raising a number of issues for interaction designers and
urban architects. These issues refer to understand the
impact of ICTs in urban areas and how to use them to
transform the public space in a more attractive, social, safe
and sustainable place.
      </p>
      <p>
        Considering the problem of lack of interconnection among
people of a community and the fragmentation of
communities, ICTs can be used to address that [
        <xref ref-type="bibr" rid="ref22">32</xref>
        ].
However, the creation of ICT applications for public spaces
should consider and promote the local culture and
dynamism of cities, to best suit the needs and expectations
of its users, facilitate their adoption and appropriation [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">15,
16, 17, 18</xref>
        ]. In addition, designing ICT urban solutions need
to consider issues such as the sustainability of technological
investments, technical feasibility, efficiency and
effectiveness [
        <xref ref-type="bibr" rid="ref9">19</xref>
        ].
      </p>
      <p>
        Social interactions can be described as cyclical process of
perception and reaction. In this process, individuals
perceive and interpret the actions around them and respond
with other actions in accordance with their objectives and
expectations [
        <xref ref-type="bibr" rid="ref10">20</xref>
        ]. For the social experience to occur,
individuals must be able to realize that people around them
are open and accessible to socialize. This process is
complex and can change depending on the moment, the
emotional state, judgments, personal goals and experience
[
        <xref ref-type="bibr" rid="ref11">21</xref>
        ].
      </p>
      <p>
        According to Goffman [
        <xref ref-type="bibr" rid="ref12">22</xref>
        ], the success of social
interactions depends on the individual’s ability to observe
and be aware that they are being observed. Furthermore,
there is a dependence between the ability to understand
intuitively an attempt to interact coming from another
person with the competence to support this attempt.
Promoting social interactions in public spaces is a complex
activity, once people need to engage in a conversation with
a stranger [
        <xref ref-type="bibr" rid="ref11">21</xref>
        ]. In addition, there are some situations that
occur in public spaces, such as when people avoid eye
contact to not engage in a focused interaction with others
[
        <xref ref-type="bibr" rid="ref12">22</xref>
        ]. Another example is when people engage socially in a
collaborative process. Moreover, in public spaces
interaction requires certain skills of people to transpire,
identify and understand certain verbal, physical and even
cultural information involving communication [
        <xref ref-type="bibr" rid="ref13 ref14 ref21">23, 24, 31</xref>
        ].
Paradoxically, the rise of ICTs into urban areas resulting in
two major changes. ICTs have allowed the isolation within
the crowd, intimacy and sense of closeness with people
remotely, privacy in public spaces and lack of privacy in
private spaces [
        <xref ref-type="bibr" rid="ref15">25</xref>
        ]. For example, people can use their
personal mobile devices to remotely interact with friends
and acquaintances, and to perform several activities
simultaneously. Another change was the fact that digital
media expand our physical presence to the virtual world.
Thus, ICTs have enabled “private spaces” to become
“public spaces” for socialization [
        <xref ref-type="bibr" rid="ref11">21</xref>
        ]. However, in the
process of stimulation of social interaction in public areas,
ICT can be part of the solution [
        <xref ref-type="bibr" rid="ref16 ref17">26, 27</xref>
        ]. Games such as
MapAttack, Pac-Manhattan and Pokémon Go, use the
sensors of personal mobile devices to stimulate exploration
and interaction with the urban spaces, enhancing
collaboration, meetings and social interactions, which can
lead to a feeling of belonging and attachment to a place.
MapAttack! (mapattack.org) is a strategy and collaborative
game based on geolocation. Players must form teams and
meet in a public space defined by the game to accumulate
virtual points. Pac-Manahttan (pacmanhattan.com) is a
remake of the Pac-Man game in real life that invites players
to explore a region in Manhathan. Pokémon Go
(pokemongo.com) is a geolocation and augmented reality
based game that encourages people to explore their city to
catch virtual monsters named as Pokémons. Players must
go sightseeing in the city visiting spots, normally in parks
and squares, to get items in order to play the game and train
their Pokémons.
      </p>
      <p>
        In this paper, our hypothesis is that promoting playfulness
using ICT increases the socialization in the space and the
sense of third place, called thirdplaceness [
        <xref ref-type="bibr" rid="ref20">30</xref>
        ], also
expanding the social experience to the social networks.
FROM SPACES TO THIRD PLACES
Spaces and places are different. Since a place does not exist
without a space (physical or virtual), what differentiates a
place of a space are the psychological, social, cultural or
historical ties people build on the environment [
        <xref ref-type="bibr" rid="ref5">15</xref>
        ].
Overall, for Cheng [
        <xref ref-type="bibr" rid="ref11">21</xref>
        ], factors that differentiate places
from spaces are the existence of an identity, promotion of
place attachment and social experience, celebration of local
memory and they are uniqueness for their occupants.
Places are territories of meaning, spaces that you remember
and care about [
        <xref ref-type="bibr" rid="ref18">28</xref>
        ]. This meaning can be referred to a place
as a ‘social space’, since people perceived the environment
through different senses and their perception are influenced
by experiences, giving a significance to the spaces [
        <xref ref-type="bibr" rid="ref19">29</xref>
        ].
Focusing on the social dimension to give meaning and
function to the space transforming spaces into qualitative
places, leading to the phenomenon called thirdplaceness.
Thirdplaceness is a term used to indicate the event where
and when a space, physical or virtual, has characteristics of
a third place, leading people to feeling refers to the good
memories, usually associated with the experiences in third
places [
        <xref ref-type="bibr" rid="ref20">30</xref>
        ].
      </p>
      <p>
        Promoting thirdplaceness can transform a space into a third
place for a certain time or permanently. Aiming at
providing this social context, we deployed an ICT
installation called @CozinhaDC.
@COZINHADC
The @CozinhaDC is an integrated application designed to
observe if there is an enrichment of social interactions and
deployed at the kitchen of the Computing Department at the
Federal University of Sao Carlos – UFSCar (see Figure 1).
This place was chosen because students often use its coffee
machine, but usually do not stay and enjoy this moment for
conversations or other activities. Therefore, this location
has a big potential to be a third place, because it has most of
the features recommended by Oldenburg [3], such as being
a free, low profile, neutral, highly accessible ground, having
drinks and it provides a sense of equality. However, the
space is not used for hanging out. Aiming to understand if
ICT can support socialization leading to promote
thirdplaceness [
        <xref ref-type="bibr" rid="ref20">30</xref>
        ], also using an extension to the virtual
world, @CozinhaDC appears in this scenario seeking to
provide some entertainment and cause the regulars to
interact and expand such interaction to the virtual world. It
combines activities from both virtual and physical spaces
for allowing people to take photos and publish them on
Twitter automatically.
@CozinhaDC is a persona that we created on Twitter to (i)
invite people to go to the kitchen for a coffee, (ii) tell
people who is at the kitchen, and (iii) tweet photos people
took at the kitchen. Tweets based on time, kinect inputs and
user events would define the messages:
      </p>
    </sec>
    <sec id="sec-2">
      <title>Tweets based on time:</title>
      <p>Good morning DC! 8:00 AM ! (beginning of the work
day)
Break time Guys, What about a coffee to recharge
batteries? 9:40 AM ! (at coffee break time)
I am hungry! #missingSC 11:40 AM ! - (at lunch time
SC means StudentCafeteria)
I believe so much in reincarnation, but I'm afraid to go
back as the Student Cafeteria! #fear 10:30 AM !
(random comments and light jokes)
All right, guys! I’ve talk a lot today. Sorry but I was
excited with my first day! I will be quieter tomorrow!
#ExcitingKitchen (message at the end of the work day)
Tweets based on kinect input:
•
•
•
•
•
•</p>
      <p>There are exciting people here! Have you made your
photomontage using #CozinhaDC app? (Kinect detects
more than one person)</p>
      <p>Somebody is alone having a coffee... This is not nice
#comeonguys (Kinect detects one single person)
I hope not be alone for too long:( (Kinect doesn’t
detect anybody for X hours)</p>
    </sec>
    <sec id="sec-3">
      <title>Tweets based on user input:</title>
      <p>•</p>
      <p>Meanwhile at #CozinhaDC: (tweeted photomontage).
With that approach on Twitter, we were able to spread the
invitation to go to the kitchen, showing what was happening
in there and, also, letting people know that there was or
there was not somebody hanging out in there. This
approach aimed to observe if the presence of a physical
space on an online social network can extend the space
representation into the virtuality, along with the users
involved with that place’s community following the twitter
profile, replying to its tweets, retweeting them, mentioning
the profile and, also, liking its tweets.</p>
      <p>The application is composed by a Microsoft Kinect sensor,
a wearable device, a Twitter account and two different
displays (see Figure 2). The basic functionality of the
Kinect is to identify people that arrive in the kitchen, in
order to start the interaction. Once the sensor perceives that
any user reached the place, it causes the twitter to announce
this fact, working as an invitation for others to go there. The
twitter account is a personification of the kitchen, i.e., it is
as if the kitchen could tweet something by itself. The
purpose of doing that is to observe if the
virtual world can have an impact on the socialization in the
physical world and vice-versa.</p>
      <p>Another part of the system is the wearable device, which
consists of a small electronic platform that can be used
under, with or on top of the bearer’s clothes [9]. Its design
must have to take some factors in consideration, such as
their aesthetics, form and functionality [10]. Attempting to
reach those goals, this first prototype incorporates a
wearable device that controls a LED attached to it. This
way, the presence of people in the kitchen also causes the
light to turn on, having the same purpose of Twitter: tell
people that someone is in the kitchen, then, they may feel
invited to get along with him/her.</p>
      <p>The tablet is used for allowing people to select different
backgrounds for their photos, which may be the kitchen
environment itself or any other place in the list. This list
includes seven famous coffee shops around the world, such
as Starbucks Coffee Portland, Le Cafe Marly (Paris) and
Dining Alfresco (Venice). Once users had chosen the
background of the photo, a ten seconds countdown starts on
the big display, allowing them to prepare themselves for the
shot (see figure 3). After the shot, the taken photo appears
on the tablet and users can make a photomontage, tweet the
result or simply discard it. If they choose to publish the
photomontage, it is automatically posted on the
@CozinhaDC Twitter page, finishing the interaction.</p>
      <p>IN THE WILD STUDY
To measure and evaluate the results of @CozinhaDC's
deployment we adopted an “in the wild” approach that has
proven to be beneficial to conduct trials of ubiquitous
computing [11]. This kind of study helps us to understand
the participant responses and reflect on our own
expectations, also creating connections and promoting
empathy [7].</p>
      <p>We put the system in the kitchen of the Computing
Department at UFSCar for one week. We observed the
users to understand how they perceived and approached the
application. Besides, the system also registered their
choices for further analysis, i.e., if they have chosen to take
a photo, edit, discard or tweet the photo from the
@CozinhaDC Twitter page (figure 5). Tweeted
photomontages are shown in Figure 4.</p>
      <p>As a complement, we also did a questionnaire aiming to
collect their evaluation over the system and measure two
main points: a) how attractive are the concept and the
application itself; and b) what the regulars think about using
technologies as facilitators for social interaction.
DATA ANALYSIS AND RESULTS
During this experiment, we had around 1400 visits of
students, professors and visitors at the kitchen, whether it
was motivated by the system or not. Over this short period,
the application registered 52 photos taken by the users
(Figure 6) and, in most of them, people were not alone but
accompanied by a friend or “familiar strangers”. 14 of the
pictures taken were sent to Twitter. Also, 44% of the users
have performed the image editing application to change the
photo background, add stickers, text, etc. All of them have
chosen another background image that was not the kitchen
itself.</p>
      <p>Very nice
Nice
Neutral
Boring
Very boring</p>
      <p>Additionally, 22 people answered our questionnaire. Most
of them liked the idea of the kitchen “owning” a Twitter
account (see figure 6) and the possibility of taking pictures
in the department’s kitchen (figure 7).</p>
      <p>Very interesting
Interesting
Neutral
Not interesting</p>
      <p>Not interesting at all</p>
      <p>Figure 8 shows 35% of users accepted the ICT mediation to
promote socialization at the department’s kitchen (7 of 19),
although around 18% observe that it does not help to
interact with each other (4 of 19). 10% (2 of 19) felt
uncomfortable with the installation.</p>
      <p>During the week, @CozinhaDC had 85 tweets and 23
followers. With those results, we cannot state that the social
media approach impacts the social relationship happening
in the physicality.</p>
      <p>CONCLUSIONS AND FUTURE WORK
We presented an interactive installation inside a University
Campus to observe if technologies can leverage
socialization and at some extent the sense of community of
individuals in public spaces. Our hypothesis was that
bringing playfulness using ICT, it can increase the
socialization in the space and promote thirdplaceness, also
expanding the social experience to the virtual social
networks. With the results we showed that ICTs perform an
important role in arousing people’s curiosity, with some
playful activity like photomontage, leading users to interact
with others in situ. The application has provided ways for
people to spark conversations. As reported by users, a sense
of a third place was created, reinforcing the potential of
such spaces in providing neutral ground for gathering and
self-expression. However, we could not observe if
expanding the social experience to the virtual social
networks reinforces social interaction. There are still
developments to explore in order to enhance the social
environments and transforming them into interacting
places. Also, more longitudinal studies are necessary to
understand the correlation between social places and virtual
social networks. As next steps, we want to provide elements
that are more attractive to @CozinhaDC, in order to
observe what is the users’ behavior after overcoming the
novelty factor. Then we can observe if there is continuity of
the interactions among users supported by virtual social
networks and the cultivation of an enhanced playful social
setting.
ACKNOWLEDGEMENTS
We thank all the participants, the developers Flavio Matano
Jr, Renan Peixoto da Silva and Fernando Messias da Silva
for designing @CozinhaDC, the fellows from the Advanced
Interaction Laboratory (LIA - UFSCar), and our sponsors
Boeing, Fapesp and Capes.</p>
    </sec>
    <sec id="sec-4">
      <title>Charles Soukup. 2006. Computer-mediated communication as a virtual third place: building Oldenburg’s great good places on the World Wide Web. New Media &amp; Society.</title>
      <p>Ray Oldenburg. 1989. The Great Good Place: Cafes,
Coffee Shops, Bookstores, Bars, Hair Salons and Other
Hangouts at The Heart of a Community. Cambridge,
Ma: De Capo Press.</p>
      <p>In International Conference on Ubiquitous Computing,
pp. 336-353, Springer Berlin Heidelberg.</p>
    </sec>
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