Understanding Videowork
David Kirk¹, Abigail Sellen², Richard Harper² and Ken Wood²
¹The Mixed Reality Laboratory
²Microsoft Research Cambridge
University of Nottingham
7 JJ Thomson Ave
Nottingham NG7 2RD, UK
Cambridge, UK, CB3 0FB
dsk@cs.nott.ac.uk
{asellen, r.harper, krw}@microsoft.com
ABSTRACT
addressing this issue. For some reason, editing seems a step
too far for most users.
In this paper we elucidate the patterns of behavior of home
movie makers through a study of 12 families and a separate
focus group of 7 teenagers. Analogous to a similar study of
photowork [13], the goal is to provide a deeper
understanding of what people currently do with video
technologies, balancing the preponderence of techno-centric
work in the area with appropriate user-centric insight.
From our analysis, we derive a videowork lifecycle to frame
the practices users engage in when working with video
technologies in the home, and uncover two broad types of
video usage therein. This has implications for how we
conceive of and devise tools to support these practices, as
we discuss.
It seems to us that there are two possible courses of action
that can result from this conundrum: one, the most common
in the literature, is to devise tools to help automate the
process of video editing [10, 12]. Here the view is that users
need intelligent systems to do the work for them. In this
conception, the role of the software becomes one of drilling
down and distilling from users’ ‘raw footage’ a consumable
or, if you prefer, a usable product: a video that delights.
Given this goal it is perhaps not surprising that some
researchers have even offered automating tools for the
shooting of video, unlikely though it might sound [2].
If one follows this line of inquiry too literally, one might
suppose that the user can be taken out of the loop
altogether, of course. However, this is not the only route
that follows on from the assertion that users don’t seem to
edit. Another might be to discover what it is that users are
doing when they take, share and watch video and thus
perhaps find out why it might be that they don’t appear to
edit as much as one would imagine. In short, one might go
and look and see what it is that happens when people work
with video.
Author Keywords
Video, Home Movies, Editing, User Research, Contextual
Inquiry.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
One only has to look at online repositories of video such as
YouTube to begin to understand how growing access to
digital video is widening participation in a new culture of
video production, exchange and viewing. As the capacity to
video is being incorporated into increasingly diverse
artefacts (such as mobile phones), the opportunities for nonprofessional video-makers to make, watch and exchange
video have equally increased. Accompanying this rise in the
prominence of video has been a surge in interest in
providing editing tools. Despite this, and as one cynic has
noted, “..far more amateur video is shot than watched, and
people almost never edit it.” [7, p.3]. Efforts to introduce
so-called user-friendly editing tools (and Apple’s I-Movie is
usually brought to mind here) do not appear to be
We report a study in which we took this latter view. We
took this view because too many researchers seem to have
taken the other path, the technology one, showing in the
process little or no interest with users, and even if they do,
only appearing to acquiesce to assumptions about what
users want to achieve with video. Evidence about user
behavior is not the forte of these papers. The assumptions
that they rely on may seem plausible, of course, and their
adoption by the researchers in question was doubtless made
with the best of will. The point is that few if any studies
have inquired into what users do with video or what they
might want from video tools.
More particularly, much as a recent paper on photowork
sought to illuminate the working practices of users of
digital pictures [13], we wish to similarly articulate the
notion of videowork: a name for the practices in which
users engage when ‘working’ (if that verb can be allowed)
with video technologies. It is this work we have attempted
to capture in our user studies. This paper, thus, seeks to
provide a deeper level of understanding of what people do
with video, documenting whatever capturing, editing,
This space deliberately left blank for ACM Copyright
notice. This version submitted to CHI 2007.
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archiving or sharing behaviors they undertake, and offering
what we think is a useful interpretation of these behaviors.
reference to home videos) “the interesting parts of the video
are usually buried in long sections of boring or bad quality
video, and only a few close friends and family are willing to
sit through it all” [8, p.660]. Consequently they have
developed their system to automatically parse raw home
videos, cutting out sections that the computer has deemed to
be of poor quality. The system then prepares clips of video
and organises them into what are referred to as “meaningful
piles” (either on time sequence or colour similarity), and
from these the user is able to construct their new video.
Comparable systems have been developed by Yip et al [19]
and Hua et al [12] whose work in particular points to a
future when even more of the process could be fully
automated by using more sophisticated software to mine the
raw footage to uncover shots which better expose the
intended semantics of the footage.
Our case will be that one finds two broad practices of
videowork. One is lightweight, or ephemeral, if you like,
entailing the ad hoc capture and sharing of content on the
capturing devices themselves, mostly, but with very little
editing. The other is more planned for, more heavyweight,
entailing a systematic capturing of content that is
sometimes edited, and most often (if not always) prepared
for sharing or viewing not on the capturing device itself but
on TVs and PCs often via tangible products (such as
DVDs). The main goal of the former kind, we will claim, is
to support the spontaneous celebration of the ephemeral
through visual means; the goal of the latter, the more
serious, to underline the importance of the event captured,
and to make an embodied product - a tape, a DVD - that
stands as a physical embodiment of the visual traces of the
event in question. In this latter case, editing often adds
value to object produced, but the quality of that editing is of
insignificance when compared to the importance of having
the history captured in the first place. In this view, editing
matters, but not as much as the video footage itself.
These efforts have highlighted, however, a difficulty with
editing out so much of the raw footage. As Yan and
Kankanhalli argue, since “home videos constitute footage
of great sentimental value, such videos cannot be
summarily discarded” [18, p.107]. The problem, in other
words, is not solely related to how to edit; the problem, if
that is what it is, starts with the content in the first place. No
editing tool can make ‘poor’ content good.
With regard to each type of videowork, this characterization
might seem to be leading us away from the original topic,
the design of editing tools. Skeptics of user studies may
think that this study will offer little more than a description
of what people do. However, we will show that this kind of
study undertaken to reveal the “user perspective” can help
frame what kind of editing users want to undertake, and
thus point towards design issues about how to help, aid or
even automate specific editing practices. We shall argue,
also, that there are some more fundamental issues about the
overall experience of videoing that the research raises,
issues we think have been completely neglected by
designers but which provide interesting possibilities for new
design solutions.
Such an understanding has led to the idea that even more
automation is in order. This automation would help the
users gather better footage in the first place.
For example, Adams et al [2] constructed the Integrated
Media Creation Environment (IMCE) in an ambitious
attempt to distil key concepts of film theory into a software
package. Used in conjunction with a PDA (personal digital
assistant), the IMCE guides the amateur ‘videographer’ in
planning a series of shots before the point of capture. It uses
pre-defined concepts of film genres and events around
which the user can ‘construct’ his or her own video.
Unfortunately, there is simply insufficient evidence to know
whether such tools aid or hinder users. Reports of video
editing software, from the fully automated versions [12],
through to the less directive systems such as Silver [5], all
suffer from a common lack of concern with user behavior,
with what one might call usefulness (as against a more
pedantic concern with whether users can use the software in
question). All they offer are limited evaluation studies
designed to ratify that the system built can be used, or used
after a period of initial training [5, 10]; not whether it is
useful. In the case of the more automated systems, the only
concern seems to be whether the tools make video capture
quicker than a manually edited film, not whether it is better
video [12].
BACKGROUND
The extant literature in ‘working with video’ can be broadly
split into two main themes. The first has to do with the
construction of software tools to support casual browsing of
large collections of video. Several such studies [4, 14, 20]
have attempted to find novel ways of parsing video
clips/movies to chunk and display them using representative
key frames which enable the critical content of video clips
to be found more expediently. This implicitly assumes a
model of video browsing as the same as digital photo
browsing. Previous research in the digital image field has
demonstrated, however, that such implicit assumptions
about the form of browsing and searching behaviors can be
shown to be misleading when actual user research is
undertaken [13].
The closest the HCI literature comes to the study of actual
existing home video practice is work from Georgia Tech on
the Living Memory Box project [1, 15]. However, the
development of the Living Memory Box focused
exclusively on the use of media to record memories,
ignoring the creative aspects of the technology which are
integral to a full understanding of videowork. Additionally,
By and large the majority of work in the video technologies
arena has, however, focused on the role of software in the
automating of the video editing process. One particularly
prominent strand has been the development of the
‘Hitchcock’ system at the FX Palo Alto Lab [8, 10, 11], the
development of which is guided by a concern that (with
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the more video-specific aspects of the research [1] have
deliberately been chosen to avoid the issue of video editing,
considering that the browsing, annotating and retrieving of
centrally stored home video snippets is of more importance.
and why the films had been edited, if at all. Discussion
then covered what happened with the participant’s movies
once they had been created including how they had been
archived and stored and how they had been shared.
Perhaps in an effort to acknowledge this, Abowd et al
conclude, when attempting to discuss how such video
technologies might come to be implemented in real users’
homes, that:
“We have not spent enough time understanding the
needs of the wider population of potential users of such
a system. Deeper consideration of the needs of both
casual and devoted family movie archivists should be
studied to inform the further evolution of this system”
[1, p.07].
FIELD STUDY
With this “deeper consideration” in mind, we undertook to
conduct a study comprising of two parts. The first consisted
of a series of 18 contextual inquiry interviews [3] with 12
families in their own homes (see Figure 1). The participants
(12 males and 6 females) ranged in age from 11-65; there
were young couples, singles, new families with young
children, families with older children and older adults
whose children had left home. The second was a focus
group designed to elicit a different perspective on issues
raised in the contextual interviews and to explore how
distinctly younger age groups orient to videoing. Subjects
here were drawn from a local high school and consisted of 7
students, all aged 17.
Figure 1. A participant’s home video editing suite.
VIDEOWORK LIFECYCLE
Figure 2 shows the lifecycle that the contextual inquiries
and focus group materials produced. In broad outline, it has
four stages: a “pre-capture”, “at capture”, “post-capture”
and an “end use” stage. Each stage entails a different set of
activities, with key issues motivating or limiting behavior in
each. We found, further, that any potential route through the
videowork lifecycle was heavily dependent on the
technology used for video capture, i.e. used at the
commencement of the cycle. Our analysis demonstrated
that there are principally four common pathways through
the life-cycle corresponding to video capture with analogue
or digital camcorders, digital cameras and mobile phones,
each offering a unique set of activities. Figure 2 however,
encapsulates the whole process to aid in this comparison
and to provide an overview. As we shall see, these
pathways in fact reflect two distinctly different types of
practice, with camcorders representing one type, mobile
phones another, and the digital camera falling somewhere in
between.
Recruitment of all participants was restricted to people who
had at least some experience of creating their own videos,
whether it be on the fly on their video phones, or with more
sophisticated, bespoke devices with associated software on
Macs and PCs.
To give focus to our enquiry we structured our interviews
and discussions around a previous framework for
photowork [13] making the assumption that there would be
sufficient conceptual similarity between the two practices.
Considering that both activities are forms of media capture,
this approach allowed us to examine as a point of interest
those aspects of videowork which differ from photowork.
As with photowork, this approach is driven by the goal of
unpacking the details for the whole lifecycle of activities
that constitute videowork whatever that life cycle might be.
Pre-capture
The significance of these different types of practice, and
more importantly, the character of the videowork entailed in
each, can be seen from the outset. Some of the older
participants (interviewed at home) told us that the
introduction of video technology into their lives often
coincided with a major life change. That is to say, video did
not change their lives, it was their changing lives that made
video relevant. For one couple it was their wedding and
ensuing honeymoon; for eight other families it was the
arrival of children. As one participant said:
Interview sessions began with a discussion of what
technology our participants possessed for video capture and
why and when they used some devices rather than others.
Motivating factors for purchasing video capture technology
were also explored. From this point, participants were
encouraged to describe their typical activities when creating
their videos. To ensure validity of responses, participants
were asked to ground their descriptions in actual examples
of practice, by describing exactly how and why they had
gone about creating their last three video projects and,
where possible, by showing examples of them. This
element of the interview facilitated the discussion of how
“We got it actually for ‘M’, when my little girl was born, a
month before she was born and it was for that reason mainly.”
(Participant 5)
In other words, the first major insight that our videowork
lifecycle concept helps identify is the importance of an
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event that leads users to identify a value in video. A video is
a way that they can document, or if you prefer, celebrate
special events.
perhaps a little unkindly), the distinction here is one
between teenagers who have only interest in themselves,
and people who are not only older, but who have in addition
a burden, albeit self-imposed, of documenting history. This
history is not merely their own, but others too: their
children’s, their children’s children, and so on.
Pre-Capture
Get Device
At-Capture
Capture
At Capture
This distinction--between life stage and technology,
between purposes, needs and hopes--follows through all the
subsequent stages of the lifecycle. Thus, when it came to
the capture of video, our family participants, those who
were of a life stage that imposed some kind of
responsibility on them, principally had one main tool for
capture, despite often possessing various video-enabled
technologies. This would appear to be because these
subjects felt that only some tools ‘were up to the job’. In
their view, not any old video device would do, particularly
things that were designed for something else. This
manifested itself in a variety of ways, one being a resistance
to so-called converged or multifunction devices.
Capture
Edit on Device
Share on /
from Device
Post-Capture
Download
Entry point for
external footage
Leave on
Tape
= media
transformation point
“I don’t want a kettle that makes toast, like I don’t want a
microwave I can watch telly on…I want things to do things
they’re supposed to do.” (Participant 15)
File
Edit on
Computer
For most of this group, the quality of capture was a
deciding influence, as was surety of storage of the video for
posterity. They did not want to buy a device that ‘let them
down’. The point here is not simply that their creative
efforts would thereby be lost (although there is that), it is
more that the moment in question that demanded videoing
would be lost. Video cameras had to be ‘just’ video cameras
and ‘good to boot’ because of the work they needed to do.
Digital Archive /
Backup
End Use
Show / Share
Given these motivations, it is hardly surprising that several
of our participants told us that the quality of the video
recorded on some of the digital cameras they had owned,
the capacity of some of these devices, their reliability, and
so on, had caused disappointment. The issue here is not,
however, simply a question of usability. The point is more
complex. It is this: that getting these things right, getting
reliability, quality, image and so on done well, is bound up
with the importance of the event being captured. This
importance was not to be undermined by poor technology,
whatever ‘poor’ meant in any particular instance (difficulty
in use, poor focus, sound, color, ability to replay and so on).
Figure 2. The videowork lifecycle
A second finding, contrasting and yet paradoxically
confirming the first, is that those who do not have such
special events do not seek out specialized video devices.
Most of the teenagers we spoke to, for example, had little
interest in using a video camera. Their principal capturing
method was to use their mobile phone, which was
something that they already possessed. Video for them was
a benefit that came from the need for another technology
(namely telecommunications), though having got video they
made it clear that they were certainly not ones to avoid
using it. Thus one cannot say that this segment of user
actively engaged in the pre-capture stage, it being more of a
stage that they participated in by dint of doing another task:
getting a mobile phone.
The design implications of this are immediately clear,
though curiously not mentioned in the literature we have
read. They have to do with such things as having sufficient
feedback on the device to know, with certainty, that video
images are being captured; to indicate the quality of that
capture so that it may be adjusted in situ as necessary (i.e.
before its too late) and to reflect the fact though the event is
so important that it must be videoed, the videoing of it must
not affect the event itself, or excessively handicap the
experience of it that the person taking the responsibility to
video has.
The contrast here is between types of people in different life
stages and how that affects their relationship to video
capturing devices and in particular to the purchasing of such
devices. This is not to say that one type of person uses
video and the other doesn’t. Rather, it is to say that the
reasons for video use are different. Put colorfully (and
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This last point, a design one we suggest, was something that
several of our subjects mentioned as a paradox. For many, it
was clear that they perceived costs inherent in the capture
of video. They commented on having to remember and plan
to take a video recording device along with them, knowing
that they would then be encumbered with an awkward
device when they wanted to be engaged in what was going
on.
their cameras at any and all times, and not, so to speak, at
‘special times’.
Edit on Device
At the ‘at-capture’ stage of the lifecycle, one other property
of user behavior, also reflecting differences in the two user
groups and their chosen devices is worth noting. Editing
video on devices at the point of capture was rare and in any
case was mainly possible only for the participants who used
digital cameras and mobile phones. For those using their
digital camera, recently recorded clips would be replayed
and possibly deleted if unwanted; for those using mobile
phones, triaging at point of capture occurred, which
basically meant keeping or deleting. One teenager reporting
carrying out other kinds of minor editing tasks (adding titles
and fades to a recorded video on his phone before he shared
it), but he commented that he had only ever done that once,
and didn’t normally see the point of it.
“The reality of it is like at ‘L’s birthday party I was so busy
doing everything else and in fact when the cake came out
somebody shouted ‘video it’ and I went and got my video
camera.” (Participant 15)
Not only does this imply something about the level of
engagement required when using a device (the users don’t
want to be so absorbed in ‘working’ the video that they
become like producers of a film; they want to act in the
event too!). This casts light, too, on why it was that for
most of these subjects, video cameras were not taken with
them all the time. In their lives, most of the time, there was
no need to video. Video was not necessary to document the
routine, the mundane, or the everyday.
Share on / from device
A further difference was also noted in what teenagers and
other users of mobiles did once they had captured some
video. If it is the case that the planful had in mind replaying
and editing video in the future, for posterity as we say, for
the younger age group with mobile phones, it was to use
these video capable devices in the ‘there and then’. And this
led in turn another different practice: one of sharing video
at the point of capture. Participants reported that they would
often immediately share their footage with those they were
with. And they described how with the connectivity of the
mobile phone this occasionally meant sharing from phone
to phone either through Bluetooth connections or using
email over longer distances.
The use of digital cameras - and as we shall see also mobile
phone cameras - provides a different perspective on issues
of user experience and design. One individual explained his
delight at the realization that a new digital camera he had
bought was robust enough and had sufficient picture quality
and memory to store any occasion that he was likely to
record, even if those weren’t important occasions. In his
view he could risk taking it with him all the time. His
behavior underlines, it seems to us, the contrast between
video cameras and the purposes behind their use, and the
purposes behind digital cameras and camera phone use.
‘Events’ demand videoing, but digital cameras and camera
phones are used whenever, for whatever.
In sum, there are two broad schemas of video capture, one
entailing spontaneous and ad-hoc capture, some editing at
the time of capture, and showing the captured video at the
time of taking. This is a “capture-and-share-straightaway”
experience, if you like. The other experience is less frequent
but much more planned, with greater attention being given
to the ‘quality’ of the device that ensures that the work it
supported is done. There is little use or amendment of
content at point of capture, though what happens later on is
important and something we shall come to shortly.
This is getting us to the distinct patterns of behavior of the
other group in our study, the teenagers: for them,
spontaneity in capture was important. In our focus group,
this was the main reason why they recorded. But they did
not use video cameras; they recorded with their mobile
video phones. And the reason for this is only partly for the
obvious fact that this is what they had in hand. This
apparent platitude hides an important supplementary issue,
brought out in the focus group. They could not see the
merits of buying a digital camera or video for themselves.
And this was not because they had a video function on their
mobile phone and thus thought this unnecessary
duplication. It was because they recognized that what one
did with a video camera was different to what one did with
a camera phone. The latter was to play with, something that
let them do things on the spur of the moment; the other,
something you did when you were being ‘serious’.
Post-Capture
If we have begun to discern basic differences in the use of
devices at point of capture, then this in turn is reflected in
the diverse patterns of videowork in subsequent steps in the
lifecycle.
Leave on Tape
At first glance, these diverse practices seem complex,
bound to the foibles of particular video camera type. For
example, all of our participants that used a camcorder
(either digital or analogue) were concerned about leaving
footage on tape (either DV tape, Hi 8 or VHS-C, which
were the predominant formats used) all of which cost
money. They thus tried to use up the tapes with ‘more than
one event’.
It should be added that this did not reflect a lack of interest
in videoing on the part of our subjects. Indeed, quite the
reverse. It was rather that they recognised a relationship
between the type of device in hand and the event in
question. Teenagers reported that they spontaneously used
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“Occasionally if I’ve not got enough tape I find a tape that’s
got a bit on the end and then I just add a bit on the end of it.”
(Participant 15)
For the mobile phone users, download was clearly an issue
of memory management. Our teenage participants informed
us that they had (on average) eight video clips (never more
than a couple of minutes each, maximum) stored on their
phone for posterity. As they captured clips, ones they liked
would be downloaded at home to the computer, but they
often left a copy of the best ones on the phone for easy
access and sharing. For those participants that used digital
camcorders, the download process was dictated by two
main strategies of use. For three of our participant families
there was a more regular cycle of capturing an event and
then downloading the footage after the event to edit it for a
specific event-focused video (such as a holiday
compilation). For our other two digital camcorder users
events were captured on a more ongoing basis, being left on
tape until a sufficient point was arrived when someone
wanted to edit together a large number of clips that had
built up on the tape(s) over a period of time. Examples of
this kind of download include the production of ‘baby’s
first year’ type of films.
Digital users left content on tape either as a means of
archiving the footage or as a means of keeping a physical
copy. Given the cost of tapes all of our respondents who
used camcorders suggested that they had captured multiple
events on individual tapes to prevent wastage.
Clearly for those with analogue camcorders the process of
leaving the footage on tape was also because they had no
means by which they could edit the footage. However, an
interesting by-product of this was that the footage was
immediately available to share although this was only
possible in a local context (camcorder and viewing device
needing to be physically linked, which we will say more
about later).
The participants who had used analogue camcorders also
reported a special form of download practice of tape-to-tape
transfer (which we have shown on our videowork diagram,
Figure 2, as a link between the ‘leave on tape’ and
‘download’ boxes). It is principally a means by which the
recording tapes can be freed up to be used again. To do
this, participants reported that they would connect their
camcorder to a TV and play back footage through the TV
whilst recording to VHS..
“So this is the second DVD I did of my little girl… we had
like the baby footage until one year old and then this was like
one year old until two-ish.” (Participant 5)
File
As video footage was loaded onto the computer it was
immediately filed in some way for later retrieval. As
highlighted above, for the lightweight capture technologies
there was a sense in which the videos were treated similarly
to photos. Our participants told us that they tended to keep
their videos in either a ‘my videos’ folder or in amongst
their digital pictures in their ‘my pictures’ folder. They
described typical folder naming conventions for the storage
of event based collections of clips. Our participants who
used more heavyweight capture and transferred larger files
from digital camcorders showed us how they stored that
footage on their computers. Again there was a tendency to
store the footage in an unprocessed format in a standard
folder structure, again adopting regular naming
conventions. What was of particular interest however, was
the fact that only a small proportion of their video footage
was actually stored on the computer at any given time. And
it was usually sections of video that they were currently
working with or intending to work on. Reasons given for
not storing more of their collections on the computer
included not wanting to take up too much space on the hard
drive, not trusting the computer enough to store it safely
and not wanting to actually view the footage on the
computer so needing it stored in other formats.
Download
For those with video footage in a digital medium, the
download stage was the first key element of the postcapture stage of videowork. All of our users of lightweight
capture devices (mobile phones and digital still cameras)
downloaded all of their footage to their computer at some
stage. Likewise for all our users of digital camcorders there
was at some point transfer to another digital medium.
For four of our families who principally used a digital
camera to record video, the downloading of footage was
performed in parallel to the downloading of digital pictures,
and in essence the video clips were treated as digital photos
in terms of archive and storage and reasons for download.
(These issues have been detailed elsewhere in the literature
[13]). One participant (who had rejected his camcorder in
favour of his digital camera) was comparatively pleased
with the ability to download from his digital camera at
better speeds than he could manage with his camcorder,
because of the need for real-time downloading with the
camcorder.
“Transferring images onto the PC from the digital camera is a
lot more straightforward…it takes a hell of a lot of time if you
want to convert your miniDV cassettes or some of it or part of
it into the PC format.” (Participant 4)
Editing on Computer
Once the footage was downloaded to the computer and put
into (potentially) temporary filing, some editing of the
footage was normally undertaken. This was particularly the
case with those downloading from camcorders but was also
true for the users of digital cameras. Users of mobile phone
video didn’t however engage in editing of their clips--they
didn’t see the point of manipulating what were in essence
short snippets of action. It would appear that much of the
This issue of the time cost of downloading was something
raised by several of the digital camcorder users. They
reported being frustrated by the length of time it took, but
this didn’t stop them from wanting to download and edit
their footage.
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meta-information that they felt was needed to explain what
the footage was, was often represented in the clip title and
folder naming conventions.
all of our video editors and was explicitly behind the choice
of three of our participants using Macs for video editing
tasks, precisely because of the seamless integration between
iMovie and iDVD. The production and authoring of a DVD
copy of the edited movie was seen as the most important
end goal of all of our participants who engaged in video
editing practices. The tangible resulting product was seen as
a desirable commodity that justified the effort of the editing
process and served a variety of purposes of digital
archiving, back-up and sharing which we shall discuss in
the next sections.
For those participants that did engage in editing of clips and
movies, we observed a variety of practices. Our participants
told us that they would crop frames, order clips (from multiclip projects), add titles, captions and transitions. They
described various reasons for wanting to perform these
kinds of editing task. For one participant the process of
editing and adding extra information to a video was
extremely important, as he was sending his movies of
family events to relatives back in Mexico and they required
Spanish annotation to be comprehensible to his parents. For
others, the desire to edit was to be able to have an easily
digestible and viewable collection of bits of footage (e.g.
the ‘baby’s first year’ style project) and yet for others it was
seen as something fun to do. For the adults, producing
movies of holidays or pertinent family related scenes were
always with the intention to share. Furthermore, with this
there was a sense in which producing a video was a creative
process that reflected on them when viewed by others. To
this end they were happy to spend large amounts of time
editing their footage. As one participant suggested, he was
happy to spend an entire evening/night editing footage for a
specific video.
Digital archiving and back-up
The final element of the post-capture stage described by our
participants was the digital archiving and backing-up of the
edited films. As discussed above the footage stored on
computer was largely temporary (unless we’re considering
mobile phone footage), with the end archival point being
the authoring of a DVD. These DVDs were then stored
much as described for the filed tape recordings, usually for
easy viewing. Again the creation of a DVD archive stands
as a transitional point where the video footage is
transformed from one state to another. This instantiation as
a solid tangible object reportedly gave our participants a
sense of increased security in the safety of the recorded
footage.
Int: “So you’re happy to spend a whole evening doing it
[editing a video]?”
“You know one day that hard disk can be broken, like an
electrical storm or something and then you would lose
everything. I don’t want to save everything on the hard disk, I
want everything on DVDs. I just don’t trust it [the hard
disk].” (Participant 1)
Participant 1: “One evening, yes one evening to edit one
video, that’s not so much time for me.”
Whilst engaging in lengthy bouts of editing was not per se
seen as problematic for the users, actually finding the time
to do it was, which explains to some extent why file
structures on the computer were used as temporary storage.
The time costs of downloading, then editing and then
rendering video often meant the tasks had to be split over
separate nights of activity.
An interesting point to consider is the quantity of recorded
video found in participants’ homes. Some of the work
presented in the early sections of this paper would suggest
that similar to digital photography, the advent of digital
video will lead to an explosion in the amount of video that
we record. If one considers the video habits of our older
respondents however, who used analogue camcorders in the
late eighties and early nineties (all three could be
considered early-adopters of technology), we get a different
picture. There was essentially no set limit to the amount that
these people could record beyond the number of tapes they
were willing to purchase and store. And yet with these
participants there was no endless catalogue of tapes or
rooms filled with footage. For our participants, the amount
of home video footage, largely centered on family life and
recorded over the several years of children growing, on
average amounted to probably no more than 10-20 hours of
footage. As one of our participants suggested, the choice to
capture video tended to decline as changes in the children
became less visible.
To perform the editing, a variety of software tools were
used amongst our participants. Most of our participants
were operating Windows systems on which MovieMaker is
available at no cost, although many users were not aware of
it. And in some cases MovieMaker had been rejected
because it appeared to be too simple compared to reports of
other software.
“I’d got the impression that it was a bit crude.” (Participant 6)
However more professional editing environments such as
Premier were often considered too complicated to use,
“It [MovieMaker] doesn’t look as intimidating as Adobe
Premier.” (Participant 2)
Despite its low profile and perceived simplicity,
MovieMaker was used by our most prolific editor for the
majority of his editing tasks. However, his editing process
could never be completed with MovieMaker because he
wanted to produce a DVD version of his edited work and
MovieMaker is not seamlessly integrated with a DVD
authoring environment. This consideration was important to
“I stopped [capturing video] when they stopped changing, like
a lot of the photos stop about then.” (Participant 16)
Obviously as a counter point, the digital video clips that are
recorded in a lightweight fashion (digital camera and
mobile phone) will likely increase in number and are
perhaps more inclined to be archived on a central computer.
However, our sample of teenagers did all agree that if they
7
“I think I’m getting to the age now where memories are
important aren’t they, you want to be able to remember
what’s happened in the past and the joy you’ve had.”
(Participant 9)
had the capacity to create DVDs of collections of their
mobile phone generated clips then they probably would do.
End Use
The final stage of the videowork process that our
participants described was the stage of sharing their
completed (raw or edited) footage with others (or on
occasion watching it themselves). There were various
methods by which video was shared, and again here DVDs
were particularly useful, either for watching with family or
sending to relatives and friends. This issue of sending
DVDs is of some importance as it highlights the desire of
participants to share video at a distance but acknowledges
that the participants who edited larger films were all clear
that these were sizeable chunks of data which could not
easily be emailed. For at least one pair of participants (who
didn’t own a DVD burner), the solution was to share via the
internet, by posting their video clips to a blog, although this
was facilitated by their video being captured on a digital
camera and therefore being of relatively small size. For the
rest of our adult sample, there was little interest in the
notion of being able to post video to the internet, but
amongst our youngest participants and our focus group
sample of teenagers this was something that they were all
either keen on, or had even already tried.
When we prompted our participants about the potential for
having more casual methods of viewing video, such as a
‘video clip screensaver’ they were surprisingly resistant,
arguing that a key issue of video was that it demands
attention when viewing, pointing out that a reason for
capturing video as opposed to pictures was that it caught
some sense of motion and sound which was integral to its
interpretation, and claiming that this could not be easily
parsed in a casual manner like a photo.
This however, is quite atypical as an approach to video for
our teenage sample, whose video viewing was much more
casual, much more ad hoc, and often immediately after
capture.
DISCUSSION
Having articulated the key elements of the videowork
process, we reflect now on some of the central issues the
interviews raised. These highlight the ways in which
existing approaches to designing technology support for
home video users have failed to take into account what
users really do, and want to do with video.
Interestingly, within the families we spoke to, especially
amongst those with children older than toddlers but younger
than teenagers, watching old videos was relatively common,
the request often coming from the children themselves.
Two Kinds of Videowork
First, most studies categorically consider ‘video’ as a
singular type of process or product. However, our
interviews have revealed that even within the narrowly
defined scope of “home video” there are at least two
distinct types of video data: the kind captured
spontaneously in an ad hoc way and the kind captured in a
more planful, intentional way. These two forms of video
generation are associated with differing capture devices,
editing practices, and above all, end-uses. Thus we use the
terms lightweight for the first, heavyweight for the second
(see Table 1). We do so not in a literal sense (camcorders
typically being physically larger and more cumbersome
than mobile phones) but in the sense of the nature of the
process - ease of use, ease of connection to other devices
and so on - and in terms of purpose - why they were
captured, for what ends, for whom.
“Like ‘L’ really likes watching them so she’ll say can I watch
‘P’, like they know all of the video tapes we’ve got, like ‘L’
was just saying can we watch that one of ‘P’ eating that
orange.” (participant 15)
In these instances either a DVD would be put on, or for
those who had not edited footage, the tapes themselves
were watched. With the older analogue cameras this was
sometimes achieved through inserting the recorded cassette
into a VHS adaptor or more commonly with more recent
models of camcorder, the video camera was connected
directly to the TV for viewing. In these instances viewing of
the video was performed in the main communal space of
the home, where the family’s main TV unit was, and the act
of watching selected bits of tape was essentially
collaborative. For some families, such an event might occur
once every few months. What was interesting in particular
was that amongst our participants who had older children or
children that had left home, the videos often hadn’t been
looked at for a number of years. This intriguingly parallels
the purported decline in recording new footage amongst
families as the children grew older.
Lightweight videowork is about creating visual traces of an
engaged in event that are used within that same event itself
to laugh, to rue, and to reflect on that event by those mostly
who are participants within it. Sometimes these materials
are kept for posterity, but mostly they are as ephemeral as
the events in question. They do not capture things that
matter; they simply augment the experience for those who
so desire.
“This is probably the first time I’ve looked at them in 15
years…you look at them when they’re new when you’ve first
seen them” (Participant 9)
In contrast, heavyweight videowork is intentionally about
capturing events that matter. Thus the ‘work’ here is
greater, with a heavier burden on it. Users ‘work at’ making
sure the video is of good quality, for example, capturing all
that needs to be captured. Users work too at producing
some kind of robust artifact that will stand as a testament of
When questioned about how they felt about this, parents
tended to respond that they didn’t really mind, but it was
nice to know that the movies were there.
8
the event in question. This kind of footage is too important
to disappear into the digital ether of either the Web or even
the PC; nor should it be vulnerable to the vagaries of
electronic gadgetry that might break at any time. These
materials need making real and making safe.
Lightweight (Spontaneous)
The reason why digital cameras might be replacing other
heavyweight technologies might point toward some
important limitations in existing video technologies. Most
obviously cost might be an issue: digital cameras are often
less expensive than video cameras. They are smaller, lighter
and hence less burdensome too. Perhaps more interestingly
in terms of design, they appear simpler and more robust,
and thus to users may perceive them as a ‘safer bet’, not
being likely to break down at that special moment. Part of
the appeal here might also be to do with how their relative
simplicity can make them easier for users to use. They may
do less, but at least the user knows what they are doing.
This in turn might reduce the intrusion that often occurs
when people have to capture video. These benefits have to
be weighed against the quality of footage, of course.
Heavyweight use is about important events, it should not be
forgotten.
Heavyweight (Intended)
Mobile Phones
Camcorders
Multi-function
Dedicated to video
Ad hoc, spontaneous capture
Intended capture
These devices are ‘end use’
devices, the majority of the video
activity ends with the device, it
can be created, stored and
consumed within the device.
These devices are more focused
on the capture element of the
cycle, they are temporary
holders of the video data.
Small clips are captured, but are
ever increasing in number and
size.
Relatively limited use tied to the
families’ lifecycle. Although
clips are longer, collection
rarely becomes unmanageable
in size.
Easy to upload (small file size –
USB transfer)
Upload barriers (large files –
firewire transfer – real time)
Less emphasis on tangibility of
end result
Importance of tangibility of end
result
Focus on sharing
Focus on creativity
Users do not want to edit
Users want to edit
Sharing practices
- In the moment
- Face-to-face
- Small clips
- Internet
Sharing practices
- Giving DVDs
- Making gifts
- Watching with family
- Edited movies
Irrespective of the shifting of the devices used to support
heavyweight work, the practice itself will, it seems to us,
continue, since there is no reason to suspect that the
importance of events and thus the need to document them
will diminish. But this ought not to distract from what we
think is the failing of current attempts to support this kind
of videowork, particularly the editing stage, issues to which
we now turn.
Understanding User Creativity
Prior studies seem to have misconstrued the role of the user
in the editing process, the ways in which they want to edit
their footage, and their editing priorities. Whilst many
existing studies have correctly presumed that the time
required to create edited video is a barrier to editing, they
have failed to consider that a critical part of the editing
process is the generation of some tangible media object,
such as a DVD. This is also a creative process in which the
user is often happy to engage.
Table 1. Comparison of lightweight and
heavyweight videowork.
While we noted at the outset a dearth of research on video
use, there is, interestingly, relevant literature on the use of
mobile camera-phones which confirms our findings about
lightweight videoing. If we consider the work of Kindberg
et al [21], for instance, we can see similarities between the
social uses of mobile phone based photos and the social
uses of mobile phone based videos. These kinds of
materials are often used to ‘enhance the moment’ and are
certainly rarely planned. Consequently the immediacy with
which footage is generated and consumed means that
editing of the footage is largely considered inappropriate
and outside of the bounds of the normal cycle of use.
There are many reasons why the creator of an edited video
might want to produce a DVD and it is certainly true with
other media, such as audio, that having a tangible copy of
an artifact is often seen as a desirable attribute, digital
copies usually being regarded as inferior versions [22].
With home movies, the desire for a tangible product is
perhaps less an issue to do with quality than it is to do with
other key aspects of the editing process. Editing in order to
produce a tangible object - a DVD - is a common end goal.
Yet at the same time, the design of most software systems
reveals that this end goal is rarely considered as an
important part of the process users want to engage in.
What we have also found in this study that digital cameras
constitute an interesting sub-group of technologies that exist
somewhere between lightweight and heavyweight capture.
There does not appear to be much prior research on this.
Our findings suggest that whilst in principal retaining many
of the features of lightweight technologies, when it come to
the context of use, digital cameras are often used in far less
ad hoc ways; indeed the types of footage recorded bear
similarity to the footage recorded with the heavyweight
devices, demonstrated by a preponderance of family
footage.
As a further related point, looking at the nature of these
edited DVDs, and the nature of much home footage, shows
that it does not conform to the kinds of narrative structure
called for by Adams et al [2]. This structure basically
entails building a story-like construct, with a beginning,
middle, and end. Rather, we found that edited DVDs were
usually made up by gathering together disparate but
interesting clips into an organized form. By organized we
do not mean a narrative structure; we mean a method for
accessing and navigating through them. Here we found that
9
8. Doherty, J., Wilcox, L. and Girgensohn, A. A Hitchcock
Assisted Video Edited Night at the Opera. In Proc.
Multimedia’02, ACM Press (2002), 660-661.
people added menus and titles not to “story-tell”, but to
identify the different points or places that a viewer could go
to. It is in the authoring of a viewable, navigable record of
these stories that people were seen to exercise their creative
talents. Further, for those that engaged in this kind of
editing of video, it was often a labour of love. It was work
for others on a video compilation so that those others could
relive events as they saw fit.
9. Gemmell, J., Bell, G. and Lueder, R. MyLifeBits: a
personal database for everything. Communications of
the ACM, 49, 1 (2006), 88-95.
10. Girgensohn, A., Bly, S., Shipman, F., Boreczky, J and
Wilcox, L. Home Video Editing Made Easy – Balancing
Automation and User Control. In Proc. INTERACT’01,
IOS Press, Tokyo, Japan, (2001), 464-471.
CONCLUSION
Clearly videowork is a multifaceted process and this initial
research can only scratch the surface layers of complexity
that our interviews and analysis revealed. The remit of the
study was, however, to redress some of the imbalances in
the existing literature, shifting the focus on video from a
techno-centric to a more user-centric approach. In doing so,
we have not only described the cycle of that work, but
identified two distinct kinds of videowork that get
undertaken. This we hope opens up the way for thinking
about various ways in which the design of the different
kinds of capture devices, software tools, and methods of
sharing may be better tailored to the needs and desires of its
users.
11. Girgensohn, A., Boreczky, J., Chiu, P., Doherty, J.,
Foote, J., Golovchinsky, G., Uchihashi, S. and Wilcox,
L. A Semi-automatic Approach to Home Video Editing.
In Proc. UIST’00, ACM Press (2000), 81-89.
12. Hua, X., Lu, L. and Zhang, H. AVE – Automated Home
Video Editing. In Proc. MM’03, ACM Press (2003),
490-497.
13. Kirk, D. S., Sellen, A., Rother, C. and Wood, K.
Understanding Photowork. In Proc. CHI 2006, ACM
Press (2006), 761-770.
14. Pan, Z. and Ngo, C. Structuring Home Video by Snippet
Detection and Pattern Parsing. In Proc. MIR’04, ACM
Press (2004), 69-76.
ACKNOWLEDGMENTS
We would like to thank our participants for giving us access
to their time, homes, families and video archives and Amy
Walters and the students of Rawlins Community College
for their help with the focus group work.
15. Stevens, M. M., Abowd, G. D., Truong, K. N. and
Vollmer, F. Getting into the Living Memory Box:
Family archives & holistic design. Personal and
Ubiquitous Computing, 7, (2003), 210-216.
16. Suchman, L. Plans and situated actions: The problem of
human-machine communication. Cambridge University
Press: New York, (1987).
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