Validated Measures for Family Communication Investigations

There are many advantages to using validated instruments while evaluating a family communication system. First, we can claim that the questions we ask actually measure what we think they measure. Second, if multiple studies use the same instrument, new forms of analysis become possible — allowing us to better build on each other’s work and conduct meta-analyses. Third, using validated instruments allows us to have better conversations outside of our immediate field. There are a number of validated instruments out there that may be useful and I want to highlight a few here. Other instruments that researchers in this domain have found relevant that have been listed on the Designing for Families wiki and that’s a good place to add to if you know of something good.

When evaluating communication technology, you may want to make claims about its effect on various aspects of the relationship between the people it is meant to connect. I suggest using the Network of Relationships Inventory (NRI) or Social Connectedness Questionnaire (specific version) in this case. If the relationship you are measuring is of a specific type (e.g. parent and child, married couple), it may also make sense to use a more targeted validated measure such as the Parent-Child Relationship Questionnaire. Sometimes, a technology may not be designed for a specific pair of people, but rather meant to increase a given users general sense of connectedness to others or emotional well-being. Two useful measures in this case are the Social Connectedness Questionnaire (overall version) and the Positive and Negative Affect Schedule (PANAS).

All of the measures I mentioned so far measure outcomes but do not ask the participant to reflect on the technology that used. If this seems useful to you, you may want to take a look at the Affective Benefits and Costs Questionnaire (ABC-Q). I’ve been designing and validating a more focused version of it called the Affective Benefits and Costs of Communication Technologies (ABCCT) questionnaire. I have preliminary validations of versions for use with both children and adults, so feel free to try them out.

However, all of the above measures are really only useful if the person has had an opportunity to try your technology over a period of time so that changes in relationships, affect, and communication practices can be detected. However, there are a few validated measures that I find to be valid after a short interaction (such as a lab study). The Networked Minds Social Presence Measure is appropriate to use with adults. I have not had success adapting it to children as I think they may have trouble reflecting on a short interaction in this abstract fashion. With children, I’ve had more success using validated observational metrics to code video of system use, for example the Howes levels of social play coding scheme when looking at remote play.

If there is no validated measure for the aspect you are investigating, it may make sense to design and validate something that others would be able to use. I’d love to hear about this kind of work if anybody is doing it and early designs of such surveys.

All Mentioned Measures:

  • Bel, D.T. van, Smolders, K.C.H.J., IJsselsteijn, W.A., and Kort, Y.A.W. de. Social connectedness : concept and measurement. International Conference on Intelligent Environments, IOS Press (2011), 67-74.
  • Furman, W. and Buhrmester, D. The Network of Relationships Inventory: Behavioral Systems Version. International journal of behavioral development 33, 5 (2009), 470-478.
  • Furman, W. Parent-Child Relationship Questionnaire. In J. Touliatos, B.F. Perlmutter, M.A. Straus and G.W. Holden, eds., Handbook of Family Measurement Techniques. SAGE, 2001, 285-289.
  • Harms, C. and Biocca, F. Internal consistency and reliability of the networked minds social presence measure. (2004), 246.
  • Howes, C., Unger, O., and Seidner, L.B. Social Pretend Play in Toddlers: Parallels with Social Play and with Solitary Pretend. Child Development Vol. 60, N. 1 (1989), 77-84.
  • IJsselsteijn, W., Baren, J. Van, Markopoulos, P., Romero, N., and Ruyter, B. de. Measuring Affective Benefits and Costs of Mediated Awareness: Development and Validation of the ABC-Questionnaire. In Awareness Systems. 2009, 473-488.
  • Thompson, E.R. Development and Validation of an Internationally Reliable Short-Form of the Positive and Negative Affect Schedule (PANAS). Journal of Cross-Cultural Psychology 38, 2 (2007), 227-242.
  • Yarosh, S. and Markopoulos, P. Design of an instrument for the evaluation of communication technologies with children. Proc. of IDC, ACM (2010), 266–269.

Making Current Videochat Technologies Work Better for Your Family

Photo from NYT article “Grandma’s on the Computer Screen” (November 26, 2008)

As a family communication researcher, people frequently ask me for ideas on making videochat work better for their families (especially between children and grandparents). While I think there is a lot of room to make new technologies in this space, there are ways of leveraging existing technologies, too.

One of the big challenges for videochat is that setup can be problematic and frequently requires a tech savvy adult on each side. For example, a participant in one of my studies described his experience:

Video is nice, but getting it to work from both the ends wasn’t worth it. We’d have the phone going, and I’d be saying “hit that thing on the right” or whatever. It would take forever to get it set up. Especially with people that are not that technical. Like we tried video with grandparents and my dad is the least computer literate person I know. We literally spent and hour and a half setting up a call which lasted 5 minutes. It gets to the point when it’s not worth it. So, our main method is the phone.

One solution is installing TeamViewer on the remote machine (e.g., next time you visit). This free program gives you really easy-to-use remote access so that now you can start the call on both sides at the agreed upon time and do basic troubleshooting without having to do tech support over the phone.

Skype has a setting for automatically answering incoming calls, with video.

Another solution is setting up a dedicated device (such as an old laptop) at a good location in the remote participants’ home. Set Skype to start and auto-login each time the machine restarts and set incoming calls to auto-connect with video. However, the downside of this approach is that you have to use social conventions to manage availability (e.g., call first by phone and agree on a time to connect before trying to Skype).

Another problem with currently-available videochat is that it really gets boring pretty quick (this is especially true while talking to children). The key to making videochat work is coming up with compelling activities to do together, rather than just talking. There is a lot of great research in this space, as well as some existing stuff out there. So, if you’re struggling  to find something to do to keep your videochat sessions more engaging, try a few of these and see if you like them:

  • Story Visit from Nokia is a great free tool to read books together remotely and even gives advice to make the reading experience more engaging!
  • Once you’re done with those stories, you can try to find other books online (you’ll have to coordinate the page-turning yourself, but at least you can see them easily). I suggest using the International Children’s Digital Library which has a huge collection.
  • Yahoo! Multiplayer games can be a good way to stay in touch as long as you can find somebody to help set it up on the other side (or use the TeamViewer trick above). Or try Rounds, which combines videochat and games.
  • If you want to try something that stretches across sessions, I would suggest trying a virtual world together, choosing one that suits your child’s age and interests. The popular ones include: Petpet Park, Club Penguin, Neopets, World of Warcraft, and Minecraft. Unfortunately, the last two are best played fullscreen, so it may reduce the communication to audio-only.
  • You can use an online whiteboard (like Scriblink) to draw together synchronously, or sign up for a specialized social network like Sesame’s Streets familiesnearandfar.org to send asynchronous drawings and messages (this site was made for military families, but is open to everybody)
  • Finally, sometimes it can be fun just to play with regular physical toys over videochat. Some ideas that work well include: puppet show, tea party, playing the game Battleship, showing magic tricks, and dressing up dolls for a fashion show. I’m sure you can come up with other things based on your interests.
If you have other ideas that have worked for you, I would be love to hear them here.

 

Quickly Prototyping Physical Devices for Kids

Frequently, when designing technology for children, I want to have some components that are custom-built or some ways of interacting with a technology that are different from a mouse and keyboard. I have really no hardware experience myself, but I’ve been able to MacGyver a few quick solutions using the skills I have. This is a not a new trick, but it’s worked fairly well for me in the past and it’s something that I share with a lot of the younger students who work with me. I think it’s a good way to get your feet wet with physical prototyping.

It is frequently quite simple to take apart an existing interaction device. For this purpose, I particularly like USB mice (like this one) or USB number pads (like this one). These are cheaper than buying an Arduino board and you don’t need any new skills to make this work — just hack apart the mouse/pad, design a casing that will push something on the device, and use the usual keyboard and mouse events in your code. Here’s one example:

The dock on the right includes a hacked-apart mouse as the "sensor" for figuring out if the small screen is placed onto the dock on not. Lifting the small screen switches the camera from the one on top of the TV to the one taped on the back of the small screen. This is from my work with Kori Inkpen and AJ Brush at MSR.

And here’s another:

This custom box with buttons and a "joystick" was made by two students I advised (Saie Deshpande and Madhura Bhave). Inside is just a number pad. The box itself is cardboard and the button and joystick pieces are 3d printed to push the right button below.

Recently, I’ve also been really impressed with the Logitech USB game controller which is really easy to use for custom functionality because it allows you to assign controls to existing events (e.g., pushing “K” key) and then just watch for those in your code.

Now, if this still doesn’t get you where you need to go, consider picking up Arduino, which is a really straight-forward way to do physical prototyping. For example, in my thesis system — ShareTable — the system places a call to the other table when the cabinet door is open. I originally prototyped the cabinet door sensor with mouse buttons, but it was awkward and not very reliable. Eventually, I caved and went to the Arduino solution. This only took about a day of work to get done (going from zero experience with this stuff) and had been the most robust part of the system. Here’s what the Arduino sensor looks like:

A door sensor for the ShareTable that uses a reed switch on an Arduino board.

I’m sure you can find plenty of Arduino guides online. It’s a bit more expensive than just hacking an existing device, but it’s worth it if it’s a prototype that you’re planning to have around for awhile (rather than just to run a couple of studies).

Let me know if you have other ideas for easy physical prototyping!