=Paper= {{Paper |id=Vol-1714/paper11 |storemode=property |title=A kitchen, the Twitter and my friends: having a coffee with ICT |pdfUrl=https://ceur-ws.org/Vol-1714/paper11.pdf |volume=Vol-1714 |authors=Junia Anacleto,Andre Bueno,Vinicius Ferreira |dblpUrl=https://dblp.org/rec/conf/ihc/AnacletoBF16 }} ==A kitchen, the Twitter and my friends: having a coffee with ICT== https://ceur-ws.org/Vol-1714/paper11.pdf
    Anais do 7º Workshop sobre Aspectos da Interação Humano-Computador para a Web Social (WAIHCWS’16)



                            A Kitchen, the Twitter and My Friends:
                                              Having a Coffee with ICT
              Junia Anacleto                    Andre Bueno                      Vinicius Ferreira
                      Advanced Interaction Laboratory - LIA, Department of Computing,
                        Federal University of Sao Carlos - UFSCar, Sao Carlos, Brazil
                             {junia, andre.obueno, vinicius.ferreira}@dc.ufscar.br

ABSTRACT                                                                           Over the last few years, the virtual social spaces and
As Information and Communication Technologies (ICTs)                               networks, such as Facebook and Twitter, have been through
permeate people’s interactions, designers face the challenge                       an impressive growth around the world [1].
of creating new forms to promote contact among unrelated                           Third places are places intended to allow people to enjoy
individuals and fostering the communication and potential                          each other’s company promoting personal ties beyond
support to leverage the sense of community in public                               home and workplace. They have a key role in community
spaces. This work is related to Urban Computing, studying                          life, providing a democratic and affordable environment for
the correlation among people, urban spaces and                                     the discussion of topics such as politics, sports, religion and
technologies. Our research is about observing and                                  cultural values. The neutrality of these places allows people
understanding the impact of ICT social support in a                                to express themselves, strengthening the sense of belonging
physical and social context. We developed an interactive                           and the notion of community.
application aiming at leveraging socialization in a public
space inside a University Campus. Using an in-the-wild                             However, these places are disappearing, partly because of
approach, our system brings some evidences showing to be                           urbanization process and the modern lifestyle, leading
efficient in supporting ways for people to socialize in situ                       people to have fewer opportunities to attend such places.
and remotely.                                                                      This lack of third places and places to relieve the stressful
                                                                                   demands of work and home life, affect individuals’ quality
Author Keywords                                                                    of life in a community [3].
Urban computing; ICT interactive installation; third places;
socialization; @CozinhaDC.                                                         As much as virtual spaces tend to facilitate people’s
                                                                                   everyday lives, they also eliminate the need for them to be
ACM Classification Keywords                                                        in the same place to be in contact, disrupting the traditional
H.5.m. Information interfaces and presentation (e.g., HCI):                        forms of communication and fostering the sense that
Miscellaneous.                                                                     technology isolates people from others. In contemporary
INTRODUCTION                                                                       society, third places are missing their value in the
Public places are places where people go in order to meet                          communities. Thus, individuals can suffer by the lack of
and interact with each other, such as pubs, bars, cafés and                        places in the community to relieve the stressful demands of
parks. Oldenburg [3] describes these environments as “third                        work and home life [12]. As a consequence, the culture of
places” which are locations used for social and informal                           consumerism has increased, transforming leisure venues
interaction outside home and work settings. Nevertheless,                          into private consumer goods [3]. This scenario is worsening
the number and the frequency of people in physical third                           relevant problems of contemporary cities, the absence of
places have been decreasing, mainly because the                                    connection among people and fragmentation of
deterioration of the public spaces and the modern lifestyle,                       communities [13].
what can lead people to gradually embrace interactions via                         Urban Computing is a research area to study the problems
electronic media, online games and social networks [1, 2].                         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
WAIHCWS’16 was held as part of IHC’16, organized by the Brazilian                  constructing situations that disrupt the normal isolated
Computing Society (SBC). October 04, 2016, São Paulo/SP, Brazil.
Copyright 2016 © for this paper by its authors. Permission to make digital         posture in order to stimuli people to break the ice and
or hard copies of all or part of this work for personal or classroom use is        interact with each other, promoting an active sense of
granted for private and academic purposes.                                         inclusion across public social environments [5, 6].




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We embrace the Urban Computing challenge to revitalize                interaction requires certain skills of people to transpire,
public spaces aiming to promote socialization in a “socially          identify and understand certain verbal, physical and even
abandoned” place of a University Campus. This project                 cultural information involving communication [23, 24, 31].
focuses on the development of an interactive system called
                                                                      Paradoxically, the rise of ICTs into urban areas resulting in
@CozinhaDC, a system designed for a common kitchen of
                                                                      two major changes. ICTs have allowed the isolation within
a Department using ICT to support people to hangout with
                                                                      the crowd, intimacy and sense of closeness with people
others in situ, to be invited when there are people around
                                                                      remotely, privacy in public spaces and lack of privacy in
the kitchen, and to share their experience on social network.
                                                                      private spaces [25]. For example, people can use their
ICT SUPPORTING SOCIALIZATION IN PUBLIC SPACES                         personal mobile devices to remotely interact with friends
Public spaces encompass our everyday social reality. In               and acquaintances, and to perform several activities
these spaces, the social experience happens influenced by             simultaneously. Another change was the fact that digital
our spatial behavior. This spatial behavior is defined by and         media expand our physical presence to the virtual world.
defines the space around us [14]. With the omnipresence of            Thus, ICTs have enabled “private spaces” to become
ICTs in urban areas, a new layer (technologic) was added in           “public spaces” for socialization [21]. However, in the
the urban space, redefining people spatial behavior and               process of stimulation of social interaction in public areas,
raising a number of issues for interaction designers and              ICT can be part of the solution [26, 27]. Games such as
urban architects. These issues refer to understand the                MapAttack, Pac-Manhattan and Pokémon Go, use the
impact of ICTs in urban areas and how to use them to                  sensors of personal mobile devices to stimulate exploration
transform the public space in a more attractive, social, safe         and interaction with the urban spaces, enhancing
and sustainable place.                                                collaboration, meetings and social interactions, which can
Considering the problem of lack of interconnection among              lead to a feeling of belonging and attachment to a place.
people of a community and the fragmentation of                        MapAttack! (mapattack.org) is a strategy and collaborative
communities, ICTs can be used to address that [32].                   game based on geolocation. Players must form teams and
However, the creation of ICT applications for public spaces           meet in a public space defined by the game to accumulate
should consider and promote the local culture and                     virtual points. Pac-Manahttan (pacmanhattan.com) is a
dynamism of cities, to best suit the needs and expectations           remake of the Pac-Man game in real life that invites players
of its users, facilitate their adoption and appropriation [15,        to explore a region in Manhathan. Pokémon Go
16, 17, 18]. In addition, designing ICT urban solutions need          (pokemongo.com) is a geolocation and augmented reality
to consider issues such as the sustainability of technological        based game that encourages people to explore their city to
                                                                      catch virtual monsters named as Pokémons. Players must
investments, technical feasibility, efficiency and
                                                                      go sightseeing in the city visiting spots, normally in parks
effectiveness [19].
                                                                      and squares, to get items in order to play the game and train
Social interactions can be described as cyclical process of           their Pokémons.
perception and reaction. In this process, individuals
perceive and interpret the actions around them and respond            In this paper, our hypothesis is that promoting playfulness
with other actions in accordance with their objectives and            using ICT increases the socialization in the space and the
expectations [20]. For the social experience to occur,                sense of third place, called thirdplaceness [30], also
individuals must be able to realize that people around them           expanding the social experience to the social networks.
are open and accessible to socialize. This process is                 FROM SPACES TO THIRD PLACES
complex and can change depending on the moment, the                   Spaces and places are different. Since a place does not exist
emotional state, judgments, personal goals and experience             without a space (physical or virtual), what differentiates a
[21].                                                                 place of a space are the psychological, social, cultural or
                                                                      historical ties people build on the environment [15].
According to Goffman [22], the success of social
                                                                      Overall, for Cheng [21], factors that differentiate places
interactions depends on the individual’s ability to observe
                                                                      from spaces are the existence of an identity, promotion of
and be aware that they are being observed. Furthermore,
                                                                      place attachment and social experience, celebration of local
there is a dependence between the ability to understand
                                                                      memory and they are uniqueness for their occupants.
intuitively an attempt to interact coming from another
person with the competence to support this attempt.                   Places are territories of meaning, spaces that you remember
                                                                      and care about [28]. This meaning can be referred to a place
Promoting social interactions in public spaces is a complex
                                                                      as a ‘social space’, since people perceived the environment
activity, once people need to engage in a conversation with
                                                                      through different senses and their perception are influenced
a stranger [21]. In addition, there are some situations that
                                                                      by experiences, giving a significance to the spaces [29].
occur in public spaces, such as when people avoid eye
contact to not engage in a focused interaction with others            Focusing on the social dimension to give meaning and
[22]. Another example is when people engage socially in a             function to the space transforming spaces into qualitative
collaborative process. Moreover, in public spaces                     places, leading to the phenomenon called thirdplaceness.




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Thirdplaceness is a term used to indicate the event where              •   Somebody is alone having a coffee... This is not nice
and when a space, physical or virtual, has characteristics of              #comeonguys (Kinect detects one single person)
a third place, leading people to feeling refers to the good            •   I hope not be alone for too long:( (Kinect doesn’t
memories, usually associated with the experiences in third                 detect anybody for X hours)
places [30].
                                                                       Tweets based on user input:
Promoting thirdplaceness can transform a space into a third
place for a certain time or permanently. Aiming at                     •   Meanwhile at #CozinhaDC: (tweeted photomontage).
providing this social context, we deployed an ICT                      With that approach on Twitter, we were able to spread the
installation called @CozinhaDC.                                        invitation to go to the kitchen, showing what was happening
@COZINHADC                                                             in there and, also, letting people know that there was or
The @CozinhaDC is an integrated application designed to                there was not somebody hanging out in there. This
observe if there is an enrichment of social interactions and           approach aimed to observe if the presence of a physical
deployed at the kitchen of the Computing Department at the             space on an online social network can extend the space
Federal University of Sao Carlos – UFSCar (see Figure 1).              representation into the virtuality, along with the users
This place was chosen because students often use its coffee            involved with that place’s community following the twitter
machine, but usually do not stay and enjoy this moment for             profile, replying to its tweets, retweeting them, mentioning
conversations or other activities. Therefore, this location            the profile and, also, liking its tweets.
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 [30], 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)                  Figure 1. The kitchen of the Computing Department at
invite people to go to the kitchen for a coffee, (ii) tell                    UFSCar: without the system and with the system.
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:                                 The application is composed by a Microsoft Kinect sensor,
Tweets based on time:                                                  a wearable device, a Twitter account and two different
                                                                       displays (see Figure 2). The basic functionality of the
•   Good morning DC! 8:00 AM ! (beginning of the work                  Kinect is to identify people that arrive in the kitchen, in
    day)                                                               order to start the interaction. Once the sensor perceives that
•   Break time Guys, What about a coffee to recharge                   any user reached the place, it causes the twitter to announce
    batteries? 9:40 AM ! (at coffee break time)                        this fact, working as an invitation for others to go there. The
•   I am hungry! #missingSC 11:40 AM ! - (at lunch time -              twitter account is a personification of the kitchen, i.e., it is
    SC means StudentCafeteria)                                         as if the kitchen could tweet something by itself. The
•   I believe so much in reincarnation, but I'm afraid to go           purpose of doing that is to observe if the
    back as the Student Cafeteria! #fear 10:30 AM !                    virtual world can have an impact on the socialization in the
    (random comments and light jokes)                                  physical world and vice-versa.
•   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:
•   There are exciting people here! Have you made your
    photomontage using #CozinhaDC app? (Kinect detects
    more than one person)




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                                                                        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].
                                                                        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
Figure 2. @CozinhaDC architecture: A) the Kinect and a big              application. Besides, the system also registered their
display; B) a tablet device; C) the @CozinhaDC Twitter page;            choices for further analysis, i.e., if they have chosen to take
           D) a FLORA wearable electronic device.                       a photo, edit, discard or tweet the photo from the
                                                                        @CozinhaDC Twitter page (figure 5). Tweeted
Another part of the system is the wearable device, which
                                                                        photomontages are shown in Figure 4.
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.
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                Figure 4. Users’ photomontage tweeted by @CozinhaDC.
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.




Figure 3. Overview of the system's event flow: using the tablet,
the user chooses to take a photo; the photo taken is visualized
on the screen above the coffee machine; the user then can edit                      Figure 5. @CozinhaDC Twitter page.
the photo and share on Twitter; people then can see the photo
                          on Twitter.                                   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.




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                                                                         media approach impacts the social relationship happening
                                                                         in the physicality.
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.




                                              Very nice
                                              Nice
                                              Neutral
                                              Boring                     Figure 8. People’s thoughts about the role of ICTs considering
                                              Very boring                        the place, the applications and their purpose.

  Figure 6. Users’ opinions about the personification of the
                          kitchen.                                       CONCLUSIONS AND FUTURE WORK
                                                                         We presented an interactive installation inside a University
                                                                         Campus to observe if technologies can leverage
Additionally, 22 people answered our questionnaire. Most                 socialization and at some extent the sense of community of
of them liked the idea of the kitchen “owning” a Twitter                 individuals in public spaces. Our hypothesis was that
account (see figure 6) and the possibility of taking pictures            bringing playfulness using ICT, it can increase the
in the department’s kitchen (figure 7).                                  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
                              Very interesting                           of a third place was created, reinforcing the potential of
                              Interesting                                such spaces in providing neutral ground for gathering and
                              Neutral                                    self-expression. However, we could not observe if
                              Not interesting                            expanding the social experience to the virtual social
                              Not interesting at all                     networks reinforces social interaction. There are still
                                                                         developments to explore in order to enhance the social
Figure 7. Users' views on the possibility of taking photos in the
                            kitchen.                                     environments and transforming them into interacting
                                                                         places. Also, more longitudinal studies are necessary to
                                                                         understand the correlation between social places and virtual
Figure 8 shows 35% of users accepted the ICT mediation to                social networks. As next steps, we want to provide elements
promote socialization at the department’s kitchen (7 of 19),             that are more attractive to @CozinhaDC, in order to
although around 18% observe that it does not help to                     observe what is the users’ behavior after overcoming the
interact with each other (4 of 19). 10% (2 of 19) felt                   novelty factor. Then we can observe if there is continuity of
uncomfortable with the installation.                                     the interactions among users supported by virtual social
                                                                         networks and the cultivation of an enhanced playful social
During the week, @CozinhaDC had 85 tweets and 23                         setting.
followers. With those results, we cannot state that the social




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ACKNOWLEDGEMENTS                                                       In International Conference on Ubiquitous Computing,
We thank all the participants, the developers Flavio Matano            pp. 336-353, Springer Berlin Heidelberg.
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                                                                   12. Robert D Putnam. 2001. Bowling Alone: The Collapse
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                                                                       Simon & Schuster.
Boeing, Fapesp and Capes.
                                                                   13. Sophie Brenny, Jun Hu. 2013. Social Connectedness
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