Abstract

We present the results of an investigation into the role of curated representations of self, which we term Digital Selfs, in augmented multi-party face-to-face interactions. Advancements in wearable technologies (such as Head-Mounted Displays) have renewed interest in augmenting face-to-face interaction with digital content. However, existing work focuses on algorithmic matching between users, based on data-mining shared interests from individuals’ social media accounts, which can cause information that might be inappropriate or irrelevant to be disclosed to others. An alternative approach is to allow users to manually curate the digital augmentation they wish to present to others, allowing users to present those aspects of self that are most important to them and avoid undesired disclosure. Through interviews, video analysis, questionnaires and device logging, of 23 participants in 6 multi-party gatherings where individuals were allowed to freely mix, we identified how users created Digital Selfs from media largely outside existing social media accounts, and how Digital Selfs presented through HMDs were employed in multi-party interactions, playing key roles in facilitating strangers to interact with each other. We present guidance for the design of future multi-party digital augmentations in collaborative scenarios.

Highlights

  • On-line social and digital media have blurred the distinction between on-line and offline relationships between people

  • It is common for relationships to be managed dynamically between both on-line social media services and face-to-face

  • Our work has been the first to consider how digital, user-curated, representations of self can be incorporated into multi-party face-to-face interaction

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Summary

Introduction

On-line social and digital media have blurred the distinction between on-line and offline relationships between people. It is common for relationships to be managed dynamically between both on-line social media services and face-to-face. By provoking and supporting face-to-face interactions between strangers through increasing the visibility of an individual’s on-line social and digital media in the physical environment. Whilst historical work, such as (McCarthy et al, 2004), presented information about a nearby conference attendee on a large screen display as a way to provide ‘tickets’ for interaction Whilst historical work, such as (McCarthy et al, 2004), presented information about a nearby conference attendee on a large screen display as a way to provide ‘tickets’ for interaction (Sacks, 1992, p. 265), more recent work has focused on wearable devices, such as head-mounted displays (HMDs) (Nguyen et al, 2015), digital badges (Jarusriboonchai et al, 2015), or bracelets (Chen and Abouzied, 2016)

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