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Observation

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Title: Observation


1
Observation
  • What is included?

2
To improve your observation skills...
  • ...conduct a systematic observation of computer
    gameplay.
  • What is a systematic observation?
  • Involves the selection, observation, and encoding
    of a set of natural behaviours or other naturally
    occurring phenomena.
  • But, what is encoding the observation?
  • Encoding is the process of simplifying the
    observation through some data-reduction method,
    such as categorisation, and quantifying
    categories for analysis.

3
Types of systematic observation
  • Systematic observations differ in how the
    observations are recorded and encoded.
  • Relatively unstructured methods
  • natural history approaches
  • The observer tries to provide as complete and
    non-selective a description as possible.
  • Structured methods
  • Checklists
  • Predefined methods, which itemize, count, and
    categorize behaviour. Here the observer decides
    beforehand which behaviours will be
    observed/recorded.

4
Relatively unstructured methods
  • The most unstructured method of observation would
    be a complete descriptive account of everything
    that surrounded an event. Is that desirable or
    even a possible goal?
  • The basic principle is that an observational
    technique summarise, systematise, and simplify
    the representation of an event rather than
    provide a complete replay of it.
  • All observational techniques involve selection
    and editing.
  • However, opt for as little prior categorisation
    as possible enter the scene and discover what is
    there!
  • Aimed at the generation of hypotheses rather than
    the testing of them.
  • How much interpretation?

5
Example Non-formal Therapy and Learning
Potentials through Human Gesture Synchronised to
Robotic Gesture(Petersson Brooks, 2007, in
Universal Access in the Information Society,
6166-177.)
  • We concentrated on behaviours tied to specific
    motor or muscular phenomena, and avoided
    descriptions that involved inference.
  • For example, with this approach we would not
    describe someone as looking very pleased. That
    would entail too much interpretation.
  • Instead, we would describe such details as facial
    expression, body movement, speech content rather
    than allude to some underlying state or intention.

6
Post-it notes!!
Post-it notes!!
Post-it notes!!
Post-it notes!!
Post-it notes!!
7
Table 1 describes an interaction between boy and
teacher. On own initiative he has turned to the
teacher for help.
8
Structured methods
  • I, as investigator, know what aspects of social
    activity are relevant for my purposes before
    starting and deliberately set forth a specific
    and explicit plan to record them.
  • Require an observer to code the appearance of the
    behaviour.
  • Checklists or category systems can range from
    simply noting whether or not a single behaviour
    has occurred to multiple behaviour systems.
  • Example Sony EyeToy
  • Important to have distinct definition of
    categories.
  • Each behaviour must be able to be classified into
    one and only one category

9
Example Play Therapy Utilizing the Sony EyeToy
(Brooks Petersson, 2005, pp. 303-314)
10
EyeToy Analysis of tempospatial movements
(Brooks Petersson, 2005, pp. 303-314)
  • Expressive gestures (Laban, 1963 Efron, 1970)
    correlated with facial/verbal expressions, screen
    description and computer analysis.

Time min. Temporal (rhythm repetition of movements) Temporal (rhythm repetition of movements) Temporal (rhythm repetition of movements) Temporal (rhythm repetition of movements) Temporal (rhythm repetition of movements) Temporal (rhythm repetition of movements) Spatial (qualities in play when body moved through extended movements) Spatial (qualities in play when body moved through extended movements) Spatial (qualities in play when body moved through extended movements) Spatial (qualities in play when body moved through extended movements) Spatial (qualities in play when body moved through extended movements) Spatial (qualities in play when body moved through extended movements)
Time min. Speed   Speed   Intensity   Intensity   Fluency   Fluency   Range   Range   Intentionality   Intentionality   Shift   Shift  
  High Low High Low High Low High Low High Low High Low
1   1   1   1   1   1   1
2   1   1   1   1   1   1
3   1 1   1     1 1     1
11
Learning by doing
  • So, improve your observation skills by conducting
    systematic observations

12
Interaction Analysis
  • Find a focus for the observation

13
What is interaction analysis?
  • Interdisciplinary method for the empirical
    investigation of the interaction between human
    beings with each other and with objects in their
    environment.
  • Investigates human activities like talk, non
    verbal communication, how humans interact with
    artefacts and technologies.
  • Rooted in ethnography, sociolinguistics,
    conversation analysis.

14
Assumptions of interaction analysis
  • Knowledge and action are socially constructed
    through interactions.
  • Observation provides best foundation for the
    analysis
  • Grounding theories from empirical evidence.
  • Video observation often used.

15
Steps of interaction analysis (1)
  • Observe users in the ethnographic context
  • The context furnishes the background against
    which the analysis is carried out
  • Content logs
  • Made as soon as possible after the observation
  • Group work
  • Collaborative analysis by the evaluators
  • Aiming at deep understanding of interaction.

16
Steps of interaction analysis (2)
  • Individual evaluators
  • Analyse observation notes.
  • Try to find generalised patterns in the user
    interaction.
  • Proceeds in an inductive manner, building theory
    from the empirical data.

17
Steps of interaction analysis (3)
  • Transcription
  • Content logs expanded into transcriptions.
  • Level of detail depends on researcher.
  • Debate on how much to transcribe.
  • Viewing video tapes together with users
  • Can give deeper insight.

18
Why video is important to interaction analysis
  • Advantages
  • Optimal data when we want to reconstruct what
    happened.
  • Evaluator bias removed.
  • Enables theorising on a phenomenon.
  • Creates a permanent primary record.
  • Can represent complex interactional data, which
    can be difficult using spoken language (due to
    the limitation of language).

19
Disadvantages of video
  • Only a reconstruction of reality, not reality
    itself.
  • Incorporates the camera-operator bias.
  • Technology is limited to represent some data (it
    cannot capture the full complexity, e.g. it
    cannot capture the sense of smell or has limited
    peripheral representation.

20
Foci for analysis
  • Analytic foci are ways of looking at how the
    interaction can be analysed, i.e. from what
    aspect can interaction be analysed.

21
Foci of analysis - the structure of events
  • Peoples experience on tape bunched into events
  • Events have a structure, at the least they have
    Beginnings and Endings
  • Official beginnings.
  • Collaboratively achieved by users rather than
    officially imposed.
  • Events are segmented
  • Transition between segments may be smooth or bad.
  • Indicated by changes and shifts in activity (e.g.
    putting away of dishes before the dessert).
  • Many learning and work activities involve a known
    projectable sequence of events.

22
Foci of analysing events - turn taking
  • Interaction analysis takes into account all sorts
    of turn taking during conversation
  • Taking a turn may be actually talking or may be
    bodily gestures or gestures with artefacts.
  • Talk driven interactions imply a turn in talk.
  • Instrumental driven conversations imply a turn in
    the manipulation of a physical object (e.g.
    playing a video game).

23
Foci of analysing events - participation
structures
  • Participation structures
  • Common task orientation and attention focus among
    participants.
  • Analyses how participants communicate their
    engagements to each other.

24
Foci of analysing events - trouble and repair
  • Interaction analysis can focus on the trouble in
    any activity
  • Sequence of activity broken in some way.
  • Careful analysis reveals unspoken rules.

25
Foci of analysing events - spatial organisation
of activity
  • Interaction analysis can reveal how people are
    spatially oriented during an interaction.
  • Physical co-presence managed by socially
    recognised rules regarding
  • Occupancy of space
  • Interaction with others
  • Use of objects and resources
  • Interaction analysis reveals which
    user/participant owns a particular space or
    territory
  • Interaction analysis analyses whether spatial
    orientations are free flowing or imposed

26
Focus of analysis another aspect of interaction
  • Test of Playfulness (ToP)

27
Test of Playfulness (Bundy, 2001)
  • Purpose
  • To assess vital aspects of play
  • Theoretical orientation
  • Based on meta-communication theory (Bateson,
    1955), previous work on playfulness (Lieberan,
    1977 Barnett, 1991)
  • Age
  • 3 months to 15 years
  • Areas assessed
  • Consists of 24 items scored on a 4-point scale
    intrinsic motivation, internal control, freedom
    to suspend reality, and framing (how the player
    maintains the play scenario and understands
    social cues within play context)
  • Operationalisation of elements - a vital step in
    the development of a valid assessment of
    playfulness - leads to creation of the actual
    test items

28
Internal
External
Perception of control
Intrinsic
Extrinsic
Playful
Source of motivation
Free
Not free
Suspension of reality
Schematic representation of the elements of
playfulness (Bundy, 1991)
Non-playful
29
Relationships of commonly cited play traits to
the three primary elements of play and
playfulness
Play element Play trait Theorist
Intrinsic motivation Play is absorbing. Play involves more attention to the process than to the product. Play is usually thought to be fun although that perception may be clearer after the play has ended than while it is happening. Play is more surprising than predictable. Csikszentmihalyi (1975a, 1975b, 1990) Rubin et al. (1983) (Csikszentmihalhyi (1975a) Caillois (1981)
Internal control Play is more safe than risky. In play, the player reaches beyond him- or herself to meet a challenge. Caillois (1981) Csikszentmihalyi (1975a, 1975b, 1990)
Internal control, suspension of reality In play, the player makes things come out the way he or she wants or acts out his or her worst fears. The player can be whoever he or she desires, The player can control material things and make them do whatever his or her competence allows. Connor, Williamson, Seipp (1978)
Suspension of reality In play, the usual meanings of objects no longer apply. As if serves the same function as rules. Rules create fiction. No activity in real life corresponds to games with rules. Rubin et al. (1983) Caillois (1981)
30
Motivation
Intrinsic
Extrinsic
Engaged Repeats Process Exuberance Persists
Items associated with intrinsic motivation and
internal control
Control
Internal
External
Shared Negotiates Plays with others Plays
interactively Assumes leadership Initiates Shares
Self Decides Safe Modifies Challenges
31
from data to theory throughcoding and
categorisation
32
from data to theory throughcoding and
categorisation
  • Grounded Theory (GT)
  • Barney Glaser Anselm Strauss
  • Generating theory through data (induction)
  • Coding, core variables, comparative analysis
  • From groundless to grounded theory (Glaser)

33
The relation between data and theory within GT
Data
Theory
coding
34
Data collection guided by theoretical clues
Data collection
guided by foci, clues ideas
Theoretical selection
guided by data
35
Data collection and coding - a parallel process
OP 2
OP 3
OP 1
coding
questions
coding
questions
coding
questions
ideas
ideas
ideas
36
Creation of concepts and categories
event
event
category
data
event
pattern
concept
event
event
Category level 1. Interactive play
self-agency 2. Facilitating play
To conceptualise i.e. giving name to data
Expressions (facial expressions related to head
limb gestures)
Exploration Concentration Consciousness
of Intent.
  • Concept level
  • 1. Doing as sensation
  • 2. I am in control here!

37
Open coding - the initial step
  • When starting comparing the coding is very open
  • Comparison is the key activity
  • Through the comparison more and more concepts and
    categories are created
  • Open coding continues until a category is created
  • Open coding line by line, paragraphs sentences,
    the whole document.
  • Warning! Do not over-code

38
Questions to ask your data
  • General question
  • What is the data expressing?
  • More precise questions
  • What is this event or happening expressing? Which
    concept or category can best express what is
    happening?
  • What is actually happening within the data? Which
    are the basic social and psychological problems
    that the participants are confronted with? Which
    are the basic social and structural processes
    making these problems visible? What is explaining
    these basic processes and problems?

39
Substantial theory
  • Theory that is created for a delimited empirical
    field, e.g. computer-generated interactions,
    gameplay.
  • The empirical field is the focus.
  • From the substantial theory formal theory is
    formulated.
  • But that will not be of any concern within this
    course.
  • The distinction between substantial and formal
    theory is in terms of lower or higher degree of
    genralisation level.
  • Substantial theory has its starting point from
    the participants experiences.
  • Formal theory tries to break through this
    experience based theory and develop conceptions,
    models of its own.

40
Assignment
  • Start up/continuation of the written exam paper.
  • Mini-study Gameplay interaction observation and
    analysis
  • Choose 1 person from the group who shall play the
    computer game. The remaining group participants
    observe the gameplay in terms of Gameplay and
    Interaction.
  • Choose foci of observation and analysis
  • Formulate a question/aim for your observation,
    which will guide you through the encoding
    procedure.
  • Prepare the observation and analysis (grounded
    theory inspired) - so that they become
    operational
  • Compose an observation protocol.
  • The gameplay should take 15 minutes (if game is
    over before 15 minutes, keep playing so that you
    reach 15 minutes gameplay and observation)
  • Observers take notes individually
  • Make a group-collaborative analysis of the
    observation (discussion and comparing notes).
  • Mini-transcription of content logs.
  • Coding and identification of recurring patterns
    (categories).
  • Find relevant theories to support your findings -
    idea level.
  • Present tomorrow on a poster.
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