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      <title-group>
        <article-title>Stay-in-touch: a system for ambient social reminders</article-title>
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      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Eugene Kenny, Ross Shannon and Aaron Quigley Systems Research Group School of Computer Science &amp; Informatics UCD Dublin</institution>
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Social interactions among a group of friends will typically have a certain recurring rhythm. Most people interact with their own circle of friends at a range of different rates, and through a range of different modalities (by phone, instant messaging, face-to-face meetings etc.). When these naturally recurring interactions are maintained effectively, people feel at ease with the quality and stability of their social network. Conversely, when a person has not interacted with one of their friends for a longer period than they usually do, a problem can be identified in that relationship which may require action to fix. We present Stay-in-touch, an ambient information system which provides peripheral cues to the user which serve as occasional recommendations of which of their friends they should contact soon in order to keep their social network in a healthy state.</p>
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      <title>-</title>
      <p>Author Keywords
Ambient displays, reminder systems, information
visualisation, social networks analysis.</p>
      <p>
        INTRODUCTION
When modelling the social interactions among a group of
friends, a certain recurring rhythm is identified, which will
differ between social groups. Within this group, a single
person may have a range of different rhythms with each of their
friends, due to the similarity of their schedules, the differing
strengths of those friendships, and a range of other social
factors. When these rhythms are maintained well — that is,
the person interacts with that friend at the regularity that they
normally do — the health of that friendship will feel
natural. If on the other hand the friendship falls out of rhythm,
through neglect or unfortunate circumstance, and the two
people do not see each other or otherwise interact, this gap
will be felt, though perhaps not always understood.
A person’s “social rhythm” describes the rate and regularity
with which they interact with the various people they know.
In this regard it is a fuzzy metric; if asked how often you
interact with a certain friend of yours, you will probably reply
with “about twice a week” or “most days”, not something
like “once every 37 hours”. Stay-in-touch is an application we
have developed to notify a user when it detects a lull in one
of their social connections. It does so by analysing their
social interaction history through data gathered from a multitude
of sources, and attempting to quantify their social rhythm.
A person’s ability to regulate their own social rhythm relies
on their perception of time running like clockwork, but the
human mind’s perception of the passage of time is capricious
at best [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Numerous studies have pointed to the fallibility
of this ability [
        <xref ref-type="bibr" rid="ref14 ref3">3, 14</xref>
        ]. Without external prompts, keeping up
with friends — especially peripheral friends, who are not
part of one’s close social circle — can become a matter of
chance and circumstance. Because social interactions are
inherently vague and intuitive, there is no single point in time
at which one is motivated to rekindle a dwindling friendship.
For this reason we believe that explicit cues based on
historically observed rhythms would help in this area, while still
feeling natural and unforced.
      </p>
      <p>
        Stay-in-touch provides the observer with suggestions of
actions they can take to maintain the stability of their social
network through a visual interface. This encourages users to
contact their friends regularly, but also helps them to
identify problems with certain friends early, so that they can take
steps to correct a deviation before it becomes more
pronounced. Thus, if a user tends their network well, they will have
stronger ties with a wider and more diverse set of friends.
We are particularly interested in studying the effectiveness
of these social reminders in the context of calm computing,
as defined by Weiser [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Our intuition is that oftentimes it
is an artefact that you come across arbitrarily which spurs
you into contacting a friend about something. For example,
seeing a photograph of you and a friend may prompt you to
talk about an experience you shared. It is along these lines
that we seek to provide subtle reminders of a friend at the
right time, to lead a user into reestablishing contact. If the
user can ignore the system when all is well in their social
network, they will be more likely to engage with it when an
issue does arise. Conversely, if the system demands attention
at too frequent an interval, the user may become frustrated
and begin ignoring notifications. Finding the ideal balance
between avoiding interrupting the user’s workflow and
effectively providing information when it would be beneficial
would provide valuable insights into how a busy person’s
attention is divided.
      </p>
      <p>In the next section we will describe some social network
analysis research that is relevant to this project, followed by
a discussion of the the design of the system we have built.
Next we discuss the applicability of this type of data to
ambient information systems and describe how we could
evaluate this sort of system.</p>
      <p>
        SOCIAL NETWORK ANALYSIS
Previous studies have analysed social rhythms in
sociotechnical systems, although the focus of these studies was
on the general trends of social rhythms apparent on a
large scale. Golder et al. studied interactions between
college students over the social networking site Facebook, and
found that students’ social calendars were heavily influenced
by their school schedule [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Leskovec et al. analysed all
conversations conducted over Microsoft’s Messenger instant
messaging service in the month of June 2006, and concluded
that users of similar age, language and location were most
likely to communicate frequently [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
“Dunbar’s number” is a proposed upper bound to the
number of people an individual can maintain stable social
relationships with. Among humans, this bound stands at
approximately 150, and is due to the cognitive overheads
involved in remembering and being able to meaningfully interact
with others [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Although social networking applications
have long allowed users to have many more than this number
of “friends” identified within the system [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], it is unlikely
that a user would report that they are friends with all of these
people in the traditional sense [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Online social networking sites are generally used to
maintain social connections which were originally forged
offline [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. These websites present a low-cost way for people to
stay in contact with a wide array of friends and
acquaintances. Combined with temporal reminders, sites like Facebook
are an ideal avenue through which to evolve, maintain and
reenforce a user’s social circle.
      </p>
      <p>That said, a person’s social network cannot be described by
data from any one source. Though the majority of a user’s
friends may indeed be present in an online social networking
website, they will also have friends that they interact with
purely offline, or mostly by phone or email. These ongoing
social interactions are equally valid in characterising a user’s
circle of friends.</p>
      <p>
        VISUALISING SOCIAL INTERACTIONS
There have been many visualisations generated of social
networks, particularly since the rise of social networking
websites and the rich data sets they present. Many visualisations
use a familiar node-link diagram of a graph [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. These
visualisations will often present the graph from an “ego-centric”
perspective, where the user being analysed is shown at the
centre of the view, with their friends arrayed around them.
In this project, because we are not interested in the network
links that exist between friends, we can dispense with this
network view, and focus on the strength of the connections
between a user and their immediate network of friends.
A weakness we have identified with existing network
visualisations is that they treat all edges in the network as being
uniformly-weighted. That is, an edge is either present or not
present; there is no gradation to the strength of each link,
and all links are drawn with equal length. In real life, we
know that friendships do not behave like this. The social
links between people become weaker over time and grow
stronger through positive interactions. We wish to visualise
these details of the network from a single user’s perspective,
and allow them to answer questions about the health of their
network at a glance.
      </p>
      <p>Data Sources
Ambient systems can leverage the vast amounts of data
available from the physical and virtual worlds. We now
leave digital traces of most of our social interactions: all of our
email is archived on a server somewhere, our instant
messages are logged locally and remotely, posts to social network
profiles are publicly visible, and so on. Even co-location
data can be recorded if the users both wear a tracking device
of some kind, allowing the identification of events like two
people conversing in a research lab.</p>
      <p>Though all of this data is attractive, for this first version of
the Stay-in-touch system, we decided to focus on records of
mobile phone interactions, which we are able to access from
our telecommunication provider’s website. The software has
been built to be agnostic to the nature of the interactions, so
adding support for emails in future, for example, is a
matter of writing a small client to parse the user’s inbox and
find mails that they have sent or received from their friends.
These, along with other discrete interactions, can then be
entered into the system.</p>
      <p>
        The visual display
Our visualisation is built using Processing [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a Java-based
visualisation framework which supports rapid prototyping of
visualisation techniques.
      </p>
      <p>Stay-in-touch presents a time series plot, visible in
Figure 1. Each row represents a person’s social interactions with
one of their friends, showing mobile phone interactions; blue
dots indicate phone calls, with the size of the dot reflecting
the length of the call, while red dots indicate text
messages and are uniformly-sized. Weeks are subtly delineated by
differing background colours to provide users with an
indication of their longer-term habits at a glance.</p>
      <p>The current day is highlighted, and the next week is visible
on the right of the display. Cues for future interactions are
displayed in this area in the form of hollow circles. Their
colour and size indicate the type of interaction suggested,
based on a prediction algorithm that we have written for this
purpose. Predicted social interactions are drawn on the day
that our algorithm has calculated to be most likely for them
to occur, but the user can see them a week in advance. This
gives the user several opportunities to act on the information
being presented to them at an appropriate time.</p>
      <p>
        If the user does not interact with their friend in any way
before the suggested interaction , an “X” is marked at this
position and this is counted as a “miss”. The prominent marking
of these events (or non-events, if you will) serve to draw the
user’s attention to these more critical cues.
AT ODDS WITH AMBIENCE
Neely et al. have previously explored their hypothesis that
some context sources are more applicable to being
presented in an ambient manner than others [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The reasons they
described are precision, criticality, periodicity,
interpretability and self-descriptiveness.
      </p>
      <p>
        We add to these three properties of the system’s primary
output which we think make it a good candidate for application
in an ambient display — the reminders are passive, temporal
and simple. Passive means that changes in the information
do not always require immediate attention; users can take
note of reminders but choose not to act on them until later.
Temporal means that the data changes over time; if the
display remains at the periphery of a person’s attention, they
can monitor for changes while concentrating on other
activities. Simple means that the information can be digested
easily; at a basic level, a reminder simply consists of the name
of a friend who they should contact soon. Other information
may be present, such as a suggested contact time or medium,
but this only serves to augment the primary information.
These three properties correspond well to the
interaction, reaction and comprehension model proposed by
McCrickard et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Not all notification systems are as
wellsuited to an ambient implementation. Consider as a
counterpoint the visualisation an air-traffic controller uses to direct
planes at an airport. It satisfies none of the above criteria: the
information requires immediate response, as planes must be
given clearance to land or take off as quickly as possible;
while the data does change with time, typically while there
is any activity it is in a constant state of flux, and must be
monitored constantly; and there are typically a huge number
of variables to take into account for each notification, such
as the plane’s location, scheduled departure/arrival time,
current velocity, etc. It would of course be possible to create an
ambient display which delivers information about planes
arriving and leaving an airport; while passengers might find
this interesting and informative, air-traffic controllers would
have no use for it.
      </p>
      <p>
        This example highlights the fact that only certain classes
of notifications suit application as an ambient display. This
leads us to our key question: to what degree can reminders
and notifications be incorporated into ambient systems,
before the notion of calm computing is rendered meaningless?
FUTURE APPLICATIONS
The implementation described above could be used as both
an interactive display, where a user filters the information
processed by the system manually to achieve insights into
their social trends, or as a information display, which allows
a user to passively get a feel for the general health of their
social environment in an instant. However, the application of
the Stay-in-touch model to a more inherently ambient
solution could take a radically different form. An example of such
an ambient display in the area of social information is the
Whereabouts Clock developed at Microsoft Research [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
This is a glanceable ambient display placed on a wall in a
home, which displays the current location of all of the
members of the family. One could imagine a similar display for
the Stay-in-touch model, which displays a collection of
avatars representing some of the user’s friends. The health of
the social connection for each friend could be indicated on
a danger scale — green meaning the relationship is growing
in strength, yellow indicating no change and red suggesting
a decline in the frequency of interactions.
      </p>
      <p>Since the critical information output for the user —
reminders indicating when a friendship is stagnating — is atomic
and relatively simple, it could be used in conjunction with a
number of lo-fi data delivery methods. The user could
subscribe to receive suggestions as text messages on their mobile
phone, or through email or twitter tweets, informing them of
the person they need to catch up with. There is also the
possibility of using small personal devices, such as the Chumby
or iPhone, to allow more convenient access to reminders and
provide a simplified version of the main visualisation.
FUTURE EVALUATION
We see an ideal evaluation of the system as a diverse
userbased study; one would record the suggested social
interaction time and type and along with the actual time that the
person next contacted the friend in question. This data would
be collected over a sustained period, and two parallel sets
of social interaction data would emerge; the smaller the
discrepancy between these two data sets, the more helpful the
system is. A control group would be made up of a subset of
the testers who would have their social interactions predicted
as normal, but not shown to them. If the average difference
between prediction and interaction is much lower for the
informed group, then this would suggest that not only are the
reminders influencing those users’ social habits, but that they
are promoting a more regular and sustained social rhythm.
In addition, if the study was administered to several groups
of people, each with different levels of notification, we could
get a good idea of when adding more frequent notifications
or more vivid animations stopped being helpful and starting
being distracting.</p>
      <p>CONCLUSIONS
We have presented Stay-in-touch, which presents ambient
information to a user based on the interactions that they
have with members of their social network, and suggest how
this kind of information can help a user to keep their social
network in a healthy state. Given sufficiently careful
treatment, infrequent notifications can become a useful addition
to an ambient display. We have postulated that certain traits
are desirable in an ambient reminder system; these are a long
possible response time, variance in the timing and meaning
of reminders, and simple, easy to interpret reminder
information. Only extensive user testing can confirm that these
qualities give an indication of the suitability of a type of
reminder to ambient systems.</p>
      <p>Acknowledgements: This work is supported by Science
Foundation Ireland through an Undergraduate Research
Experience and Knowledge grant (UREKA), and under grant
number 03/CE2/I303-1, “LERO: the Irish Software
Engineering Research Centre.”</p>
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