Backchannel is the use of networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined from the linguistics term to describe listeners' behaviours during verbal communication.
The term "backchannel" generally refers to online conversation about the conference topic or speaker. Occasionally backchannel provides audience members a chance to fact-check the presentation.
First growing in popularity at technology conferences, backchannel is increasingly a factor in education where WiFi connections and laptop computers allow participants to use ordinary chat like IRC [1] [2] or AIM to actively communicate during presentation. More recent research include works where the backchannel is brought publicly visible, such as the ClassCommons, [3] backchan.nl [4] and Fragmented Social Mirror. [5]
Twitter is also widely used today by audiences to create backchannels during broadcasting of content or at conferences. For example, television drama, [6] other forms of entertainment [7] and magazine programs. [8] [9] This practice is often also called live tweeting. Many conferences nowadays also have a hashtag that can be used by the participants to share notes and experiences; furthermore such hashtags can be user generated.
Victor Yngve first used the phrase "back channel" in 1970 in a linguistic meaning, in the following passage: "In fact, both the person who has the turn and his partner are simultaneously engaged in both speaking and listening. This is because of the existence of what I call the back channel, over which the person who has the turn receives short messages such as 'yes' and 'uh-huh' without relinquishing the turn." [10]
Such systems were widely imagined and tested in late 1990s and early 2000s. These cases include researcher's installations on conferences [11] and classroom settings. [12] The first famous instance of backchannel communications influencing a talk occurred on March 26, 2002, at the PC Forum conference, when Qwest CEO Joe Nacchio famously lamented the difficulties of raising capital. Journalists Dan Gillmor and Doc Searls posted accounts, from the audience, in real-time, to their weblogs. Buzz Bruggeman, a reader of Gillmor's, emailed information about a recent sizable transaction that had made Nacchio very wealthy; both Gillmor and Searls updated their weblogs with that information.
Forum host Esther Dyson wrote that "around that point, the audience turned hostile". [13] Many commentators later attributed the audience's hostility to the information people shared while surfing and communicating on their laptops during Nacchio's remarks.
Research has demonstrated that backchannels help participants to feel as contributing members, not passive followers [14] [15] and make them feel more social. [16] However, the research is mixed on the nature of this discussions, and especially regarding social interaction on the backchannels: some cases report vast interaction where as others highlight that interaction on the platform was considered low. [17] [18] There are indicators that these tools however engage different members of the audience to provide their input. [19]
Since its inception in 1998 at Argonne National Laboratory, the Internet2 initiative known as the Access Grid (a large-format presentation, video conferencing and interactive environment) has used backchannel communications to permit the node operators to pass URLs for display at another site, troubleshoot problems and even discuss what's for lunch at their location. The Access Grid backchannel has evolved from the use of a MOO to XMPP.
In 2009 Purdue University developed a tool called Hotseat that enabled students to comment on the course lectures in near real-time using social networking tools such as Facebook and Twitter.
Using a backchannel for educational purposes can function as a formal class activity or even an independent discussion without instructor participation and awareness. Aside from the normal discussion, a backchannel can also be used for note taking, asking questions, offering suggestions on different topics, and sharing resources with other students and faculty members. There are many different media networks out there that can be used as a backchannel. Including Twitter, Facebook, Yammer and Instant Messaging.
Joichi Ito's HeckleBot includes an LED text panel displaying phrases sent from the chat room to catch the attention of the speaker or audience. The USC Interactive Media Division has experimented with "Google Jockeys" to feed visual information and search results between the speakers and the backchannel, projected on multiple screens surrounding their seminars. Software like SubEthaEdit allows for more formal backchannel: collaborative notetaking. In 2007 the Building Learning Communities Conference in Boston, Massachusetts used tools such as Twitter and Skype to create backchannels that included participants who were not on location and at times in remote parts of the world. At times presenters were not aware of the backchannel and other occasions the presenters themselves were involved in the backchannel.
Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.
In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.
Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.
In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do.
The ACM Computing Classification System (CCS) is a subject classification system for computing devised by the Association for Computing Machinery (ACM). The system is comparable to the Mathematics Subject Classification (MSC) in scope, aims, and structure, being used by the various ACM journals to organize subjects by area.
SIGDOC is the Special Interest Group on Design of Communication of the Association for Computing Machinery (ACM), an international learned society for computing. ACM SIGDOC was founded in 1975 by Joseph "Joe" T. Rigo.
Social translucence is a term that was proposed by Thomas Erickson and Wendy Kellogg to refer to "design digital systems that support coherent behavior by making participants and their activities visible to one another".
Susanne Boll is a Professor for Media Informatics and Multimedia Systems in the Department of Computing Science at the University of Oldenburg, Germany. and is a member of the board at the research institute OFFIS. She is a member of SIGMM and SIGCHI of the ACM as well as the German Informatics Society GI. She founded and directs the HCI Lab at the University of Oldenburg and OFFIS.
Steve Whittaker is a Professor in human-computer interaction at the University of California Santa Cruz. He is best known for his research at the intersection of computer science and social science in particular on computer mediated communication and personal information management. He is a Fellow of the Association for Computing Machinery (ACM), and winner of the CSCW 2018 "Lasting Impact" award. He also received a Lifetime Research Achievement Award from SIGCHI, is a Member of the SIGCHI Academy. He is Editor of the journal Human-Computer Interaction.
Social visualization is an interdisciplinary intersection of information visualization to study creating intuitive depictions of massive and complex social interactions for social purposes. By visualizing those interactions made not only in the cyberspace including social media but also the physical world, captured through sensors, it can reveal overall patterns of social memes or it highlights one individual's implicit behaviors in diverse social spaces. In particular, it is the study “primarily concerned with the visualization of text, audio, and visual interaction data to uncover social connections and interaction patterns in online and physical spaces. ACM Computing Classification System has classified this field of study under the category of Human-Centered Computing (1st) and Information Visualization (2nd) as a third level concept in a general sense.
In computing, energy proportionality is a measure of the relationship between power consumed in a computer system, and the rate at which useful work is done. If the overall power consumption is proportional to the computer's utilization, then the machine is said to be energy proportional. Equivalently stated, for an idealized energy proportional computer, the overall energy per operation is constant for all possible workloads and operating conditions.
Design fiction is a design practice aiming at exploring and criticising possible futures by creating speculative, and often provocative, scenarios narrated through designed artifacts. It is a way to facilitate and foster debates, as explained by futurist Scott Smith: "... design fiction as a communication and social object creates interactions and dialogues around futures that were missing before. It helps make it real enough for people that you can have a meaningful conversation with".
Mindfulness and technology is a movement in research and design, that encourages the user to become aware of the present moment, rather than losing oneself in a technological device. This field encompasses multidisciplinary participation between design, psychology, computer science, and religion. Mindfulness stems from Buddhist meditation practices and refers to the awareness that arises through paying attention on purpose in the present moment, and in a non-judgmental mindset. In the field of Human-Computer Interaction, research is being done on Techno-spirituality — the study of how technology can facilitate feelings of awe, wonder, transcendence, and mindfulness and on Slow design, which facilitates self-reflection. The excessive use of personal devices, such as smartphones and laptops, can lead to the deterioration of mental and physical health. This area focuses on redesigning and creating technology to improve the wellbeing of its users.
Projector-camera systems (pro-cam), also called camera-projector systems, augment a local surface with a projected captured image of a remote surface, creating a shared workspace for remote collaboration and communication. Projector-camera systems may also be used for artistic and entertainment purposes. A pro-cam system consists of a vertical screen for implementing interpersonal space where front-facing videos are displayed, and a horizontal projected screen on the tabletop for implementing shared workspace where downward facing videos are overlapped. An automatically pre-warped image is sent to the projector to ensure that the horizontal screen appears undistorted.
Transition refers to a computer science paradigm in the context of communication systems which describes the change of communication mechanisms, i.e., functions of a communication system, in particular, service and protocol components. In a transition, communication mechanisms within a system are replaced by functionally comparable mechanisms with the aim to ensure the highest possible quality, e.g., as captured by the quality of service.
Animal–computer interaction (ACI) is a field of research for the design and use of technology with, for and by animals covering different kinds of animals from wildlife, zoo and domesticated animals in different roles. It emerged from, and was heavily influenced by, the discipline of Human–computer interaction (HCI). As the field expanded, it has become increasingly multi-disciplinary, incorporating techniques and research from disciplines such as artificial intelligence (AI), requirements engineering (RE), and veterinary science.
Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of 2020 Bardzell's proposed frameworks have been rarely used since.
Jacob O. Wobbrock is a Professor in the University of Washington Information School and, by courtesy, in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. He is Director of the ACE Lab, Associate Director and founding Co-Director Emeritus of the CREATE research center, and a founding member of the DUB Group and the MHCI+D degree program.
Susanne Bødker is a Danish computer scientist known for her contributions to human–computer interaction, computer-supported cooperative work, and participatory design, including the introduction of activity theory to human–computer interaction. She is a professor of computer science at Aarhus University, and a member of the CHI Academy.
Shumin Zhai is a Chinese-born American Canadian Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a Principal Scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.