Visions, Values, and Videos: Revisiting Envisionings in
Service of UbiComp Design for the Home
Tommy Nilsson1 , Joel E. Fischer1 , Andy Crabtree1 , Murray Goulden2 , Jocelyn Spence1 ,
Enrico Costanza3
1 The Mixed Reality Laboratory
3 UCL Interaction Centre
2 Horizon Digital Economy
University College London, UK
e.costanza@ucl.ac.uk
University of Nottingham, UK
{firstname.lastname}@nottingham.ac.uk
ABSTRACT
UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has
also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate
these tensions further by examining the human values surrounding future domestic UbiComp solutions. Drawing on
envisioning and contravisioning, we probe members of the
public (N=28) through the presentation and focus group discussion of two contrasting animated video scenarios, where
one is inspired by ‘calm’ and the other by ‘engaging’ visions
of future UbiComp technology. By analysing the reasoning
of our participants, we identify and elaborate a number of
relevant values involved in balancing the two perspectives. In
conclusion, we articulate practically applicable takeaways in
the form of a set of key design questions and challenges.
Author Keywords
Contravision; Design Fiction; Envisioning; Food Technology;
Scenarios; Smart Home; UbiComp; Values in Design; Videos.
CCS Concepts
•Human-centered computing → Scenario-based design;
Human computer interaction (HCI); Empirical studies in
HCI;
INTRODUCTION
Mark Weiser, by many regarded as the forefather of ubiquitous
computing, famously envisioned a future with our everyday
environments augmented through a wide spectrum of computational resources. Using the Sal scenario to convey and
illustrate his ideas, Weiser argued that such future UbiComp
solutions ought to predominantly operate on our behalf calmly
from the background, rather than requiring direct human control or oversight [65].
DIS ’20, July 6–10, 2020, Eindhoven, Netherlands.
© 2020 Association for Computing Machinery.
This is the author’s version of the work. It is posted here for your personal use. Notfor
redistribution. The definitive Version of Record was published in ACM Conference on
Designing Interactive Systems (DIS 2020), July 6–10, 2020, Eindhoven, Netherlands,
http://dx.doi.org/10.1145/3357236.3395476.
Much in line with Weiser’s vision, recent years have seen a
rise in popular on-demand ‘just-in-time’ services, aiming to
increase the convenience of our everyday lives by providing
transportation, accommodation, food delivery, and supporting
mundane chores at the ‘touch of a button’. Yet, a growing
number of researchers have also been voicing their concerns
that the development of such novel UbiComp solutions seems
to be moving along a trajectory that is at odds with key human
values, including the freedom to engage in tasks proactively
and independently, to explore, discover, reflect and to socialize
and collaborate with other people [58]. The tensions that
exist between such human values, on the one hand, and the
pursuit of ever more convenience and efficiency by virtue of
new technology, on the other, are already well evidenced for
example in the discourse around the effects of automation on
the job market [31].
The domestic setting has been described as a leading growth
area for emerging UbiComp solutions [21], with the global
value of the smart home sector set to exceed $150 billion by
2024 [61]. In the light of such a trend, it seems inevitable
that the impact of UbiComp on the everyday life will continue
to increase, which in turn further amplifies the importance
of rethinking our priorities when designing future solutions.
As Yvonne Rogers explains, if the proliferation of ubiquitous
computing is to be a success, we will thus need a “new set of
ideas, challenges and goals to come to the fore and open up
the field” [57, p. 418].
In response, our paper presents an exploration of people’s
practical values concerning emerging and future domestic
UbiComp solutions; specifically, to anchor our enquiry in a relatable topic, we focus on technologies around food practices.
In so doing, we aim to shed light on just what values people
draw on when reasoning about these nascent socio-technical
infrastructures. By drawing on envisioning [54] and ContraVision [47], we have developed two scenarios, each championing
a different value-set: one set tilted towards convenience by
virtue of calm computing, the other prioritising an active and
social lifestyle.
In exposing our scenarios to 6 focus groups featuring a total number of 28 people, we present two contributions. The
first one is substantive and elaborates the values that our participants draw on in their practical reasoning regarding how
technologies perceptibly do or do not fit into their everyday
lives. We present findings from a thematic analysis of the focus
groups that organises people’s reasoning around four emerging
themes: convenience, trust, privacy and choice. Thus our paper contributes to a growing body of work on values in design
(for an overview, see [33]).
Our second contribution is methodological. We reflect on our
approach that combines envisioning and ContraVision with a
focus group approach in order to ‘get at’ people’s own values.
This in turn allows us to extend the ongoing discourse on the
use of envisioning in design of future technologies.
RELATED WORK
Our research is positioned in the context of domestic UbiComp
technology (and critique thereof). Our analytic orientation,
in turn, draws on work on values in design while taking on a
distinct orientation towards practical values. Below we offer
a brief review of related literature.
Domestic UbiComp
Drawing on the potential offered by technologies such as
machine sensing, AI and wireless connectivity, a deluge of
UbiComp solutions is currently emerging with the ambition
to enhance nearly every facet of everyday life. A smart fridge
capable of detecting when milk is running out and sending a
notification to its user [44], or a smart shoe measuring the number of steps taken and logging this information to the user’s
online fitness account [43] are just two examples illustrating
this ongoing trend.
With such solutions beginning to find their way into domestic
environments, the smart home has become a familiar trope
in the industry and academia [37]. Frances Aldrich defines
the smart home as “a residence equipped with computing and
information technology which anticipates and responds to the
needs of the occupants, working to promote their comfort, convenience, security and entertainment through the management
of technology within the home and connections to the world
beyond” [5, p. 17].
A large number of domestic solutions and services that fit
under this definition are either in the process of being rolled
out or already in use. To cover such technological landscape
holistically is understandably beyond the scope of this paper.
Rather, in our own exploration of values concerning domestic
ubiquitous computing, we anchor our interest in a relatable
real-world topic in the form of proactive domestic food management technologies.
Food has been noted for its pervasive nature in the domestic
environment [17], making it into a topic that members of the
public are generally able to relate to and reflect upon in user
studies, such as those featuring envisioning and other forms
of speculative design [23]. Examples of technologies in this
vein that have been elaborated by previous research include
automatic drone deliveries [53], recipe recommending systems
[25], domestic food service robots [22] or diet personalization
services [24].
Such emerging UbiComp solutions have been noted for their
ability to improve the efficiency of existing services as well
as enable new ones [3] by operating on behalf of the user.
This is typically done through elements of agent-based and
‘autonomous’ computing in the sense that agents are employed
as mediators of interaction between the user and the service
provider, or other users. Research has suggested that such
agent-based systems can help reduce work and cognitive load
[46], help to simplify interactions with complex technologies
such as future energy infrastructures [18, 56] and tariffs [4,
29]. Most closely related to our research, a recent study of
a ‘veg box’ scheme has revealed the situated ways in which
people integrate agency delegation into existing food practices
[64].
While UbiComp solutions may have the potential to do a
lot of good in a domestic context, scholars have also been
warning that the ongoing migration of smart technologies
from workplace environments into the home may introduce a
range of novel challenges. The fact that much of autonomous
technology was originally designed with offices and other
workplaces in mind, rather than people’s homes, has prompted
scholars to question the extent to which user requirements
in these two distinct contexts overlap [38]. Bill Gaver, for
instance, argues that "there is a danger that as technology
moves from the office into our homes, it will bring along with
it workplace values such as efficiency and productivity at
the expense of other possibilities" [35, p.1]. In other words,
Gaver argues that while efficiency represents a key priority
in a work setting, we ought to not automatically assume the
same has to apply in a domestic context. This suggests that
designing acceptable solutions for the home may require a respecification of user requirements and a refocusing of existing
design goals and priorities.
One such prominent attempt to refocus the design goals of
ubiquitous computing was presented by Yvonne Rogers, who
argued in favour of re-prioritizing from ’proactive technologies’ towards ’proactive people’ [57]. Instead of augmenting
the environment and calmly serving the needs of the users,
and thus reducing the need for humans to think for themselves
about what to do, Rogers argued that we should consider how
UbiComp technologies could be designed to “augment the
human intellect so that people can perform ever greater feats,
extending their ability to learn, make decisions, reason, create, solve complex problems and generate innovative ideas”
[57, p. 411]. Similar ideas have been echoed by a range of
scholars. John Sealy Brown, for instance, has put forth an updated vision of UbiComp as a tool for catalyzing creativity by
transforming the user from a passive participant to an ’active
cocreator’. [58].
In the light of such arguments, we reason that domestic UbiComp technologies concerned with food management represents a particularly value-laden domain, challenging people
to make choices on what we put in our bodies, where we
shop, how much we spend, and where the food we buy comes
from. Consequently, the food technology domain touches on
a rich tapestry of value-sensitive topics, such as health and
well-being, pleasure and pastime, cost of living, culture, sustainability, business, production or logistics. Prior work has
shown, for example, that people draw on a complex range
of contingent practices when making decisions about food
shopping [39]. In the following subsection we elaborate the
notion of values in design further.
Values in Design
Values in design constitutes an emerging umbrella term encompassing approaches to systematically identifying and accounting for values in technology design [30]. Such identification
and elaboration of values (e.g. privacy [16]) to which designers, users, other stakeholders, and the surrounding society are
committed is often seen as critical for converging on design
requirements for future systems [63].
Prior work that has considered values in design frames this
paper’s conceptual orientation; namely, our concern with how
people’s values shape their views on certain technological
envisionings (and what can be learnt from this for design).
The aim here is twofold: to review the discourse on valuesensitive design familiar to HCI audiences, and to introduce
the distinct orientation we take to frame our understanding of
values as practical, in that we understand values as part and
parcel of reflexive accounts of everyday practice.
The discourse on values in design within HCI can be traced
back to the influential view in the social sciences that there
is no such thing as a value-free technology, a position whose
implications Anderson outlines: "(...) since the design process
is fundamentally about intervention to create change, it must
be steered by value-orientations. If the values of the users of
the technology are not dominant, then those of others (often
those in whose interests it is to exploit or control the users)
will be" [6, p. 18].
Friedman has advocated for value-sensitive design (VSD) as a
means to consider human values “as understood from an ethical standpoint” in the design of technology [32, p. 22]. Sellen
et al. elaborated this position further, arguing that the turn
towards consideration of values in design is a natural progression in our changing relationship with computers, explaining
that “...if in the past HCI was in the business of understanding
how people could become more efficient through the use of
computers, the challenge confronting the field now is to deal
with issues that are much more complex and subtle” [59, p.
60].
The VSD discourse thus grapples with the intricate question
of what a ‘universal’ value system might look like and how
to address inherent conflicts, such as moral values being incompatible with personal or economic goals [32]. At the
same time, Borning and Muller [10] urge for care in VSD
not to overclaim, e.g., by avoiding claims of universality and
overgeneralisation.
While our work does not engage directly with morality per
se, we take care to describe the values we have uncovered
without stating unsupportable claims. In particular, we follow Borning and Muller’s recommendation to strengthen the
‘voice of participants’ in that we seek to foreground their practical reasoning [10]. In other words, we seek to explicate the
ways in which our participants bring to bear their own value
judgements about future technology envisionings, and care
less about the extent to which these values are ‘universal’, or
morally ‘right’ or ‘wrong’ (cf., [10]) 1 .
Our goal then is to generate insights that designers can draw
on by examining the ways in which people make value judgements accountable in their own practical reasoning about technology. Thus, we take on an understanding according to which
‘values’ are matters of practical and ongoing relevance for
members in the conduct of their everyday lives, as “moral reasoning is practically organised, and at the same time, practical
reasoning is morally organised” [40, p. 241]. For brevity, we
refer to this orientation as concerned with ‘practical values’.
Following this view, we unpack the ways in which people offer
value judgements reflecting their everyday domestic practices.
We do this by examining the participants’ accounts in and
through which they reason about how envisioned future technologies fit into, or rub up against this practical action and
reasoning.
APPROACH
In order to provoke people to draw on values in their reasoning
about future UbiComp systems, we developed an approach
centred around the use of scenarios [12]. Here, we present our
underlying rationale by drawing on envisioning (e.g., [55]),
and ContraVision [47].
Envisioning and Design Fiction
Our approach to creating scenarios borrows from ‘envisioning’. The focus on the future and on envisioning hypothetical
interactions with technologies has been described by Stuart
Reeves as a "characteristic future-oriented technique for design thinking", and represents a particularly prominent driver
of ubiquitous computing research [54]. Reeves unpacks the
ways in which envisionings mix fiction, forecast and extrapolation in examples such as Weiser’s aforementioned ‘Sal
scenario’ [65]. Similar to other envisionings of future technologies in UbiComp and HCI [54, 56], we developed our
scenarios by drawing on existing enabling technologies, and
extrapolating from current technological capabilities. Hence,
our scenarios depict a plausible ‘near future’, and are thus
distinct from design fiction, which tends to employ science
fiction in design thinking as a way of imagining the future
[62].
Nevertheless, our goal to provoke expectancies (in the sense
of ‘calling forth’) by exposing people to future scenarios does
share commonalities with some design fiction work, such as
Blythe’s work on ‘imaginary abstracts’ of fictional research
papers, which seeks to link design fiction more explicitly to
research [9], and Cheon and Su’s suggestion to employ ‘futuristic autobiographies’ as a resource to explore user’s stance
on prospective technologies [14]. Similarly, Nathan et al.
have proposed ‘fictitious value scenarios’ as an extension of
scenario-based design to incorporate critical and wide-ranging
sets of implications [50], while Wong and Mulligan [66] examine the use of corporate concept videos as a tool to help
1 We clarify our stance here merely to say that it is not our goal to
moralise participants’ judgements, not to say that we are above moral
judgements ourselves; on the contrary, it is important to note that, as
Jayyusi said, “one cannot get out of the moral order in order to talk
about the moral order” [40, p. 247].
surface values relevant to imagined futures, such as who has
power and agency with these technologies.
Engaging computing
Thus, we are not the first to employ envisioning to explicitly
engage with values in design. However, one key aspect of our
method that does set it apart is our reliance on ContraVision.
Paula is returning home from her
work using public transportation.
A mobile app presents her with a
list of recommended meals that she
might have for dinner. The recommendations are based on the ingredients that are in season and locally
available.
ContraVision
ContraVision is a technique to evoke a range of user reactions
by developing and presenting visions that are deliberately contradicting each other [47]. Mancini et al. argue that conveying
two contrasting yet comparable representations of the same
technology can help elicit a wider range of reactions from
prospective users than what could normally be gained by conveying only one perspective [47]. The authors claim that this
approach represents a particularly valuable method when seeking to explore users’ responses to technology that does not yet
exist in any usable form, and when there is reason to believe
that said technology is likely to raise subtle and elusive personal, cultural and social issues that can potentially jeopardise
its adoption.
Developing Scenarios of Future UbiComp Systems
By using the ContraVision method as a premise, we thus
created two video scenarios conveying contrasting values in
design, aiming to provoke people to present their own values
about future technologies. These video scenarios then formed
the focal point of our engagement with users.
The use of scenarios has a range of distinct advantages that
made them into our tool of choice. Beyond simply being time
and cost efficient [13], scenarios are also recognised for their
ability to bridge the gap between abstraction and detail by
vividly envisioning innovative concepts and allowing users to
experience them, which in turn promotes innovative thinking
and helps raise relevant questions [45].
Calm computing
Scene 1: Food ordering
Paul is returning home from his
work in a self-driving car. While
still in the car, Paul is contacted by
his personal robotic assistant who
enquires about his choice of meal
for tonight. Paul chooses an expensive fish imported from across the
globe.
Scene 2: Waste management
At home, Paula is notified by her
smart home system that some of
the groceries in her fridge are approaching their use-by date. She is
encouraged to either consume them
or donate them to a local food bank.
She chooses the latter.
Paul does not have to care about
food waste. Any food item that has
gone out of date is automatically
disposed of by his personal assistant.
Scene 3: Food delivery
Paula is notified that her food order has been delivered to a central
collection point. She cycles to the
delivery point, leaves her leftover
food in a food bank, grabs her new
food ingredients and returns back
home.
The food ingredients that Paul ordered are delivered by a drone
straight to his doorstep. From there,
everything is taken care off automatically by his domestic robots.
Scene 4: Food monitoring
Once back at home, Paula manually scans her newly acquired food
items into her smart home system.
This is to keep the system up to date
on the available food and its use-by
dates.
Every food item in Paul’s fridge is
being monitored by cameras and
sensors. Whenever a particular
food is running out, Paul is notified
by an automated message and the
food gets automatically restocked.
Scene 5: Cooking
Once all the food has been scanned
into the system, Paula proceeds by
cooking and enjoying the dish she
was looking forward to, safe in the
knowledge that she is cutting down
her food waste and sharing with the
local neighbourhood.
Paul is relaxing on his sofa while
watching some TV. Any important
notifications are delivered by a virtual agent straight from his television. Meanwhile, his home robot
cooks and serves him the dinner he
ordered earlier that day.
While scenarios can be conveyed in many different forms,
including writing or graphic storyboards, we chose to base
our enquiry around videos. As Young and Greenlee explain,
the use of video scenarios makes it possible to illustrate a
design vision of prospective systems more effectively than
written documents or static sketches [67]. Moreover, Muller
argues that videos can help more accurately simulate the use
of not-yet-developed tools and technologies to explore new
possibilities and that they thus help facilitate a "fuller understanding by focus group members, leading to a more informed
discussion" [49]. Video-based scenarios have likewise been
noted for their unique ability to contextualize and provide a
rich socio-technical backdrop for prospective UbiComp technologies [52].
form of less convenience. For instance, grocery orders were
not delivered straight to the user’s home, but rather to a central
pickup point where they had to be collected. The scenario
was grounded in familiar technologies such as mobile apps,
grocery delivery services, ‘click and collect’ (online ordering
and in-store collection popular in the UK), recipe recommendations, and barcode scanning (again, familiar to most people
in the UK from ‘self-checkouts’ present in most supermarkets).
Henceforth, this version of our scenario will be referred to as
the engaging computing scenario.2
More specifically, our video scenarios took on the form of
cartoon-style animations (see Figure 1). This was largely for
practical reasons, with cartoonish elements being easier and
quicker to produce than more realistic visualisations. We reasoned there is nothing to be gained by faithful artistic renderings that in any case would not match any given participant’s
own home.
The second scenario encompasses values in design that prioritise the convenience of its users above everything else. In
practice this meant that the envisioned user barely had to do
anything, with food management and cooking being taken
care of by systems operating in the background. The conveyed
downside to such a solution was its high cost, not just in financial terms, but also in terms of having little interaction with
The first scenario emphasised design values pertaining to the
preservation of user’s active lifestyle, with trade-offs in the
Table 1. An outline of our contravision scenarios.
2 Full
video scenario available at https://vimeo.com/238701035
Group
1
2
3
Figure 1. A selection of scenes from our video scenarios.
4
the local community. Once again, we grounded the scenario in
familiar technologies such as delivery services, supermarket
loyalty programs, and recommendations, and included potentially more controversial ones such as drones and domestic
robotics. Henceforth, this scenario will be referred to as the
calm computing scenario.3
As evident in Table 1, neither of the two scenarios is right, as
in correct, and nor are they meant to be. Rather, our goal is to
convey deliberately exaggerated visions of near future sociotechnical ecosystems, and thus provoke our participants into
reaction and reflection by ‘breaching taken for granted background expectancies’ that might otherwise be left unspoken
[51].
5
6
Participant
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
P13
P14
P15
P16
P17
P18
P19
P20
P21
P22
P23
P24
P25
P26
P27
P28
Gender
Female
Female
Female
Male
Male
Male
Male
Female
Male
Female
Male
Female
Male
Female
Female
Male
Female
Male
Female
Male
Male
Male
Female
Female
Male
Female
Male
Female
Age
25
24
57
47
64
67
47
19
24
55
32
23
46
37
26
49
36
60
24
49
65
47
55
25
26
19
24
41
Occupation
Homemaker
Factory worker
Bar steward
Careers adviser
Medical advisor
Project manager
Tutor/community worker
part-time student
Personal trainer
Private therapist
Senior administrator
Customer service
Reactive engineer
Part-time student
Student
Trainer
Manager
Audit manager
Account manager
Student
Civil servant
Delivery driver
Community food manager
Recruitment
CAD Technician
Student
Factory Packer
Solicitor
Table 2. Focus group participants.
THE FOCUS GROUP STUDY
After obtaining ethics approval from the university’s ethics
committee, we hired an agency to recruit adults of all ages with
diverse backgrounds (see Figure 2). 28 members of the public
eventually took part in our study (14 identified as female)
as detailed in Table 2. Eleven participants were in their 20s,
three in their 30s, seven in their 40s, three in their 50s, and
four in their 60s. The median age was 39. Six had children
aged 11 years of age or younger, three had a teen-aged child,
and three had adult children. Our participants had a varied
range of occupations; only four of them were students. All our
participants were ethnic British. This is potentially significant
due to the fact that values are frequently culturally dependent
[7]. We would therefore advise that any attempts at crosscultural generalisation of our findings are approached with
caution.
We adopted a semi-structured focus group approach to discuss the two contrasting scenarios with our participants. We
chose this approach because group processes can help people
explore and clarify their views in ways that would be less
easily accessible in a one-to-one interview [41]. Mays et al.
argue that this is particularly the case when the researchers
wish to encourage their participants to explore the issues of
importance to them, in their own vocabulary, generating their
own questions and pursuing their own priorities [48]. Similarly, Adams and Cox argue that focus groups "can provide
3 Full
video scenario available at https://vimeo.com/241688455
a flexible and participatory method that contextualises user’s
perceptions and experiences" [2, p. 33]. While focus groups
run the risk of individuals taking over and dominating the
discussion, we attempted to mitigate this through moderation
so that each participant was able to express their opinion.
Procedure
The study was carried out over 6 two-hour long focus group
sessions, each featuring 4-5 individuals. After providing informed consent on participating in the study, the focus group
participants were initially introduced to the engaging computing scenario, which was then followed up by the calm computing scenario. After watching each scenario, participants were
given room to reflect on what they saw. To cancel out any bias
resulting from the order in which the two scenarios were seen,
every other focus group had the order reversed.
Analysis
All sessions were audio and video recorded. The group discussions were subsequently transcribed in full and served as a basis for a ‘thematic analysis’ [11]. The data was independently
coded by two researchers, with inconsistencies subsequently
addressed through discussion. The dataset was focused on the
statements in which people made reference to their own lives;
this served to index these as members’ accounts pertaining
to their everyday practices. Researchers then iterated over
the coded dataset, grouping the data more broadly around the
values that participants brought up in their practical reasoning
offered in their statements.
Note that the participant statements are often drawing on multiple values at the same time; values are not mutually exclusive.
Note also the headlines we present are merely labels created
through thematic analysis for presentational purposes rather
than the participants’ own categories. Thus, although we acknowledge that any grouping or labelling we perform will
inevitably introduce some degree of our own interpretation,
our thematic analysis strives to exhibit the participants’ own
value judgements (cf., [20]).
FINDINGS
This section exhibits the ways in which our participants offered up practical reasoning about the envisioned scenarios.
One of the striking aspects was how the majority of participants initially voiced a strong preference for the engaging
computing scenario, only to gravitate towards a significantly
more nuanced view once relating the depicted ideas to their
own everyday practices. Below we detail this process of participants drawing on their values pertaining to 4 key themes
identified through our thematic analysis: convenience, trust,
privacy and choice.
Convenience
In the light of the contrasting levels of manual work depicted
in the two visions presented to our participants, it came as no
surprise that the value of convenience quickly established itself
as one of the key focal points of the focus group discussions.
While our participants generally agreed that convenience is
often desirable, a number of predominantly social factors were
likewise brought up suggesting that preserving some level of
inconvenience would be equally important in the everyday
domestic life.
P8: I think again it’s just not a very good thing to incorporate
it [computing] into everything. I mean there’s nothing. . . it’s
not that vital that you need to be told when something’s gone
off. It’s not like you’re gonna forget eating and cooking and
you’re gonna die. I just think like... if there’s not a bit of
inconvenience in our life... everything can’t be like super easy,
coz we need to be challenged.
Our participants felt that technological solutions designed to
calmly carry out our tasks on our behalf would in the same
sweep also make our lives bland, monotonous and boring.
There can, in other words, be such a thing as ‘too much free
time’ or a ‘too easy life’.
Another concern brought up by our participants was that technology designed to enhance our convenience could as a side
effect also lead to social isolation. An over-reliance on calm
computing technology, they argued, might diminish the need
for inter-human communication and in turn divest people of
their social skills and erode the sense of empathy towards
each other. As one participant stated, from a social point of
view, the detriments of autonomous delivery services and other
technologies could easily outweigh any of its benefits:
P9: If it turns up at your house and it’s from a local source,
potentially but... no... even for me, no. I like going out and
chat, it’s still what I gonna remember. It’s like what... going
back to the [calm computing] scenario, it’s like... it’s just
making it bad interacting in real life. Social network does
that already enough. It’s like our kids are not able to talk
to anyone, other than using their f***ing phones... it’s just
embarrassing.
It is evident that for P9, the improvements to our lives brought
about by novel technology have a downside in the form of
negative effects on social interaction at large. While P9 along
with a few other participants wholly rejected the idea of increased technology mediation, the majority acknowledged
the importance of convenience and that addressing the concerns described throughout this section would render domestic
calm computing technology acceptable. Similarly, while our
participants generally looked positively upon solutions prioritising engaging system behaviour, they also agreed that such
solutions would not be desirable unless also convenient to use.
Overall, when reasoning to accept or reject proposed technological solutions, participants put forward the notion of
convenience as a necessary condition. Requiring the user to
do extra work, spend time, or go out of their way will make
technology adoption unlikely. Convenience of use is necessary
not for ‘convenience’s sake’, but rather as it warrants technology use by increasing quality of life, such as to free up time
for valued activities like spending more time with loved ones.
Trust
Given the concerns of social deprivation elaborated above,
it might seem reasonable to conclude that, rather than automatically carrying out tasks on our behalf, future domestic
UbiComp solutions ought to push users towards working collaboratively and thus foster deeper social ties in a community.
This stance became particularly perspicuous when discussing
the mechanisms of food sharing, as proposed by our engaging computing scenario. Multiple participants suggested this
might indeed be an opportunity to bring people together and
strengthen a community. Sharing was in other words seen as
a good way for building relationships and, in a sense, compensating for the loss of connection between neighbours that
many people feel today. P10 shares her experience:
P10: We got, well, where we lived before, a couple of people
on the street, they grew things in allotments. And there was
often a random little bag of apples on the doorstep, you know.
They just had an excess, just put it on your doorstep and shared
it. That was really nice.
However, as the discussions matured, it became clear that
such sharing procedures represent a sensitive matter closely
intertwined with the problem of trust. P26 elaborates:
P26: I think it’s quite nice, like it’s not nice wasting food if
someone else wants it, like especially like homeless people,
stuff like that. I’ve worked in like restaurants and stuff and they
just throw away so much food, it’s really sad. But obviously
there’s I think... with sharing your food, like I would feel
maybe uncomfortable just getting random food from random
people, coz I don’t know if they’ve done something to it, like
that kind of thing. But if I was giving my food away, I’d like
that you’re not wasting it.
P26 here sums up the sentiment expressed by many of our
participants; using technology as a means for engaging and
coordinating homeowners to give away food, to avoid waste
and thus benefit others in need is a welcome idea; however,
being on the receiving end sparks discomfort. Many expressed
that while they would be willing to give away their own unused
food to others, they would not want to receive any themselves.
P28: It would be better if [...], if you can give your food away
that could go to charity or homeless shelter or something and
you just pick up your own food. I think it’s that bit, isn’t it, for
taking that seems to be the main problem.
P28 here frames receiving food as ‘the main problem’, but
suggests that using a trusted entity such as a ‘charity or homeless shelter’ would go some way to alleviate the concerns.
Some participants explicitly expressed the view that they ‘felt
uneasy’ about the notion of being engaged and having to meet
up with strangers to exchange food (P22). This sentiment was
largely shared amongst our participants.
P14: I don’t mind giving food out. I don’t necessarily want
food in. I’m not comfortable with that. I don’t know whose
house it’s been in.
P17: It is quite uncomfortable, isn’t it? You don’t know how
it’s been stored in the other house. I feel like cats and dogs...
like some people allow their cats to walk inside and... I don’t
have animals at all...
Most participants agreed that their willingness to accept a
food sharing mechanism would largely depend on whether
and how well they knew the person they were getting the food
from. When dealing with strangers, mistrust was frequently
displayed, as in the above exchange between P14 and P17,
sparking a range of concerns regarding the manner in which
the food had been stored and taken care of.
One participant hypothesised a workaround solution in the
form of a rating system, which would allow users to see the
overall reputation of the person they were dealing with. This,
he argued, could improve trust and in turn the overall user
experience.
P25: I think maybe if you took food off someone that... you
know like when you go on Amazon or Ebay or whatever and
someone’s got 99% rating. Like I’ll take food off people that
have a 98% rating. Like if there was someone who had 60%,
would I take their cheese off them? I don’t think so. You know
what I mean, would I feel comfortable eating the cheese of a
60% person? No. But 99% person? Yeah!
The attempt here by P25 to ameliorate trust issues more directly through technology, itself potentially highly problematic
in its intrusiveness, emphasises the challenge of designing technologies for such sensitive exchanges. The proposed solution
of rating opens up troubling questions about (anonymous?)
public ratings of individuals. This is arguably more problematic even than the use of such trust proxies in commercial
interactions (e.g., rating an Uber driver, where discomfort is
mediated somewhat by judging someone in a work context,
rather than them personally). Any domestic UbiComp solution designed to stimulate pro-social behaviour in this manner
would consequently have to factor in values surrounding privacy.
Privacy
Another important topic raised in our focus groups while discussing calm and engaging system behaviour was the importance of privacy and accountability. Particularly, the discussion
was occupied by the risks of privacy invasion as a consequence
of having sensing technology integrated into home appliances
(the scenarios both suggested the presence of monitoring technologies to track stock).
The prospect of being constantly monitored made the majority of our participants feel uneasy. One participant (P25)
attempted to disperse these concerns by arguing that the monitoring technology proposed in our scenarios would in fact
not mark a significant shift from the current state of affairs.
As he explained, companies such as Google are already actively tracking our browsing history in order to present us with
personalised recommendations prompting us to buy various
products. P24 responded by arguing that there is a limit to
how explicit and intrusive monitoring activities could be while
remaining tolerable. Our calm computing scenario, for instance, depicted a virtually embodied assistant turning up on
a user’s TV in order to provide them with recommendations
or reminders. P24 felt strongly that such a practice would
represent a step too far:
P24: Oh this is so scary. I wouldn’t be comfortable with that
to be fair. I mean the convenience is really, really good, like
‘oh yeah you haven’t had a fish for two weeks, maybe it’s a
good idea to have fish today’ but then... like having all that
data, like you know the Google (online shopping) is fine, coz
that’s just my shopping, but like the intake of my food, what’s
running out in my fridge, I think that’s a bit personal. I think
maybe if it was like um... giving someone a shopping list
and then they deliver the shopping to your house, I think that
would be fine, but turning up on your TV? [referring to the
final scene] I know it’s an exaggerated scenario but yeah... I
think it’s a bit too much.
The domestic data collection and processing that enabled solutions such as recommendations in our scenarios were seen
as intruding into matters that are ‘a bit personal’, participants
felt uneasy being held accountable for actions they perform
with food items (and other goods). Important here is that the
level of intrusiveness seems specifically tied to certain objects,
in that they accept that information from their shopping list
may be used, but not if the same data is taken from their fridge.
Also, in a similar vein, the view changes from delivery to
the door (OK) to being on the TV (not OK). The reasoning
here changes from what may be seen as the private space of
the home (and the objects within), to the world outside and
the objects acceptable for sharing with that world (such as a
shopping list).
Going back to the notion of food sharing, our engaging computing scenario suggested that monitoring technologies could
likewise be utilised to help coordinate exchange of food items
between members of a local community. In spite of having
good intentions, this idea also ended up generally rejected by
our participants, who argued that sharing information about
their food with others would make them feel self-conscious
and judged by their peers.
A frequently shared view was that reducing freedom of choice
to make our lifestyles more sustainable or convenient would
represent a welcome shift (P28).
P17: The fact that everybody... did it say something about
everybody else knew your data in the community? Yeah, I
didn’t like that very much. Because I’d like the opportunity
that if I can’t be bothered to go and take that sour cream to
the food bank and I want to put it in the bin then that’s up to
me.
Although getting recommendations (e.g., based on the food
that is in season or based on a user’s diet) might in this sense
be preferable, a number of participants also conceded that constraining choice too much would take away some flexibility
(P14, P16). Furthermore, a technology making suggestions
(e.g., by altering recipes in order to use up certain items that are
‘going off’ soon) could be seen as patronising as it implicitly
tells a person what to do. One participant argued that technology should not ‘take away the choice’ to manage our own lives
(P11). As the participant explained, he would rather decide for
himself what to cook and when to discard food items. Similar
arguments were brought up by other participants who argued
that they are frequently cooking for themselves, and value
doing so. Participants likewise emphasised the importance of
being able to ‘pick and choose’ for themselves what fits with
their own lifestyle and personal preferences. Too much recommendations and directions, they argued, would eventually
deprive them of much of their freedom.
In other words, participants felt uncomfortable about someone else being able to see their potentially wasteful behaviour,
specifically people ‘in the community’. Technological solutions intended to minimise food waste could in this sense cause
tension by putting pressure on people to justify their lifestyle.
It is clear to see then that tensions emerge here around issues
of trust and community building.
As the focus group progressed, it often became apparent that
our participant’s willingness to accept some level of monitoring in their homes was heavily dependent on the exact nature
of the monitoring technology. A network of cameras was
generally seen as invasive. Less revealing use of monitoring
technologies was on the other hand received more positively.
As P19 puts it:
P19: I’d be happy with a camera getting specifics in my fridge
or cupboard, but I wouldn’t want any sound [capture] and
I wouldn’t want it put into a random room, coz you’d much
rather have it in a room where it has to be specifically in a
cupboard like a fridge, I would feel fine with it.
It is evident that a sense of privacy is dependent on a multitude
of locally organised factors, such as the physical implementation of the technology in this case. The nature of sensors,
their location and the data being collected can make all the
difference between acceptable and unacceptable. The recipient of the information intersects with these factors - whilst
many would accept a service provider knowing the content
of their fridge, the idea that people in their local area, particularly strangers, might also have access to this information
was widely unpopular. Our participants, in other words, would
require the ability to exercise free choice regarding the organization and routines in their home.
Choice
While our calm computing scenario depicted technology providing its user with unrestricted choice of food items, the
engaging computing scenario limited the choice to local and
seasonal produce. Perhaps unsurprisingly, choice and autonomy became some of the most persistently discussed themes
throughout our focus group sessions. Curiously, participants
generally did not mind the limited choice that would come with
a reliance on seasonal produce, explaining that the amount of
choice available in current supermarkets is often excessive.
P10: I find it overwhelming now, it’s too much choice. I’d
rather go to a small supermarket where there is less choice.
It’s time-consuming; you have to look at everything to make
an informed choice.
P3: It’s just takin’ over your brain, it’s just telling you everything.
A risk inherent in such systems then is that the system might
not just be restricting freedom of choice, it might even be
impacting people’s autonomy by depriving people of independent reasoning. Cooking was brought up as one specific
example of limited choice having a detrimental impact on the
overall user experience.
Interviewer: But what about... because [the system] is also in
your fridge, and it makes recommendations of stuff you could
cook from that. So you would still do the cooking, but it would
be giving you advice.
P24: Then you’ re not thinking anymore, are you?
While our participants generally valued technology that aids
user choice, particularly when it comes to making more sustainable or healthy choices, there is evidently a fine line between helping guide decision-making and constraining it with
the effect of seeming to patronise the user.
Overall, our participants’ responses suggest that choice is fundamentally a question of agency and responsibility – a desire
for self-determination bound up with personal freedom. Hence
choice is welcomed as fostering agency, but ‘too much’ choice
is rejected as inhibitive. Choice, then, can be seen as a burden,
but at the same time, if taken away, this becomes threatening
to selfhood, to one’s role as an autonomous, proactive person.
DISCUSSION
Herein, we turn to review and discuss our findings more
broadly, revisiting some of the larger objectives of this work
and engaging with the discourse in literature.
Understanding values in design through practical values
In this work we have exposed participants to future domestic UbiComp scenarios intentionally imbued with conflicting
values, trading off concepts that emphasise convenience and
efficiency (in the calm computing scenario) with those that
prioritize a proactive lifestyle (in the engaging computing scenario). Our study helped reveal the complex ways in which
these values are encountered in and through the participants’
practical reasoning. This in turn allows us to examine the
tensions that exist between (the attempts at) value-sensitive
design practice and peoples’ actual lived experience.
values of the users of the technology are not dominant, then
those of others (often those in whose interests it is to exploit
or control the users) will be” [6, p. 3]. Towards this end, we
sought to learn by unpacking the ways in which people make
accountable in their practical reasoning the values in their orientations to future sociotechnical landscapes. But what have
we learnt?
What our work offers to the broader discourse on values in
design is thus a demonstration of a methodological perspective
we take on to frame our understanding of values as part and
parcel of reflexive accounts of everyday practice, as Jayussi
said “moral reasoning is practically organised, and at the
same time, practical reasoning is morally organised” [40, p.
241]. This perspective commits us to explicating values from
the point of view of ‘ordinary members of society’ [34], a
move that also may safeguard future researchers from potential problems pointed out in the VSD discourse, such as to
overclaim or overgeneralise [10].
In a sense our participant’s reasoning shows that while people
welcome values such as convenience and efficiency as drivers
of technology design, this is preconditioned by the technology
manifesting conformity insofar as people need to be able to
integrate it into their practices of everyday life without causing
too much disruption. This goes to the heart of the matter
of trying to design calm systems for improving the user’s
convenience. To be viable, they should a) neither make more
work for users, b) nor make them uncomfortable (e.g., by
making them publicly accountable for food practices).
Consider, for instance, the tensions in our participants’ orientation to the notion of food sharing. Underlying these tensions
are, first, questions of trust, with individuals having close ties
to the recipient being much preferred over strangers. Second,
to use Goffman’s terminology, is ‘violation of territories of
the self’ [36]. Food, as something which we ingest into our
bodies, is a rich source of symbolism around acceptable and
unacceptable encroachments on our being. Often, Goffman
points out, there is little ostensible logic in this, as in the case
of people who share a drink from the same bottle but would
never countenance eating the same sandwich [36]. The potential for food to carry such loaded meanings adds weight to
the (absence of) trust in the source. Ultimately, despite participants’ interest in reducing waste and engaging with local
community, the technologies proposed by our scenarios to do
just this failed to successfully navigate their concerns.
Instead of adopting the proposed calm computing alternative, in the form of efficient and automatic food management
solutions, the result was one that our participants ended up
advocating solutions that would enable them to donate unneeded food to a recognised - and therefore trusted - charity.
This achieved the stated goal of avoiding waste and engaging
with the local community by placing the exchange within a
recognised social interactional framework. Thus, to achieve
a trusted and trustworthy food sharing community, it appears
that technology designers may face the need to identify and
align with such recognised interactional frameworks. With
them, they will inherit the need to deal with their complex
value systems, and all of their tensions.
Calmly engaging?
Let us now return to consider one of the stated goals of this
work. We said that we wanted to provide insights that designers can draw on in the shaping of future technologies. It is
worth recalling Cockton’s passionate position on re-centring
HCI around values, where he also reflected on the role of research: “Our role should be to understand what is valued by
a system’s stakeholders and support them in delivering this
value” [15, p. 155]. And let’s remember Anderson’s point
that design “...must be steered by value-orientations. If the
Convenience and efficiency achieved through calm computing
are thus in themselves not negative, nor should they be the
focus of criticism. Rather, it is the cost at which they are
achieved that ought to be the subject of scrutiny. Designing
solutions that prioritise the convenience of their users can, for
instance, help free up time for activities that are highly valued,
such as enabling a user to spend more time with loved ones.
In a different context, the same efforts might however give
rise to negative implications, such as reducing a users’ sense
of self-determination and freedom of choice.
Similarly, while our work confirms that people frequently
value the notion of engaging computing and its potential role
in community-building, more fundamentally the technology
needs to fit in with people’s practical needs as a prerequisite,
such as the need for privacy. This echoes the important role
of ‘boundaries between personal and public space’ [42] and
Doryab et al.’s finding on peer-to-peer service transactions that
"contextual convenience has a high impact on the acceptability
rating of a service transaction recommendation" [26, p. 25].
It appears then that values traditionally associated with calm
computing, such as convenience and efficiency, do not necessarily constitute a polar opposite to those of a proactive and
social lifestyle. By the same token, ‘proactive technologies’
and ‘proactive people’ do not by nature constitute mutually
exclusive design goals. Thus, the visions of Weiser [65] and
Rogers [57] do not appear to be inherently irreconcilable after
all. Rather, our findings suggest that the two can coexist, each
with its own set of potential trade-offs emerging through their
interplay with a rich palette of practical human values.
Indeed, there is a notable connection to the promises of earlier homekeeping technologies: the washing machine was
marketed with the promise to save time and labour, and yet
the amount of work done in the home actually increased [19].
Edwards and Grinter reflect on the example of the washing machine in their critique of UbiComp technologies: “the washing
machine encourages a critical perspective on whether smart
home technologies are ‘labour saving’ or whether they (...)
merely shift the burden of work” [28, p. 265]. Perhaps we
should be critical again here and be cautious about the poten-
tial of ever more automation entering the home, and whether
it actually ‘saves time’, or, as was the case with (many) earlier
technologies, merely specialises, fragments, and shifts sites of
labour elsewhere. Integrating new technology into the order
of everyday routines itself requires appropriation work which
can change ‘the socio-temporal order of society’ [60].
What our findings show more fundamentally then is that there
is a contextual interplay of values that mediate whether or
not a technology is seen as potentially acceptable. These
are invoked in relation to locally accountable practices, for
example in rejecting the domestic robot as a companion, while
embracing the potential benefit to eat more healthily as a result
of a robot’s labour. This is not to say that thinking about values
in design is not worth doing. On the contrary, as Sellen et
al. have pointed out, “the interaction between values and
technology needs to be much more carefully navigated than
before. (...) one set of design choices might highlight certain
values at the expense of others. (...) the diversity, scope,
and complexity of the technologies that HCI deals with make
tradeoffs between values a conundrum, not a platitude” [59,
p. 61]. We would suggest that one of the contributions of
our work is that it demonstrates those tradeoffs in terms of the
complex ways in which values are drawn on in reasoning about
domestic UbiComp services, and that this can be instructive
to sensitise designers. It is not enough for technology to
support efficient or pro-social practices; if it is to be adopted,
designers need to consider how practically convenient it is in
use, whether it addresses other needs, and how it might make
space for activities genuinely valued.
At this point, then, rather than siding with either calm or engaging computing and articulating ‘implications for design’4 ,
we simply offer a range of questions that designers of future
ubicomp technologies might find productive to consider:
• What values might people draw on to assess whether and
how the technology could fit into their everyday lives?
• What issues might arise when thinking through how the
technology could rub up against people’s orientation to critical topics such as convenience, privacy, trust and choice?
• What are the potential tensions between the values designers
intend their designs to support and the values that people
understand those technologies to support in the context of
their daily lives?
• Are there potential barriers to the adoption of the technology
relating to value-based tensions?
• What can you do as a designer to mitigate these tensions,
and therefore address the potential barriers to adoption?
Towards Making Envisioning Participatory
Scholars have raised concerns about the balance of the representation of views and voices in the design of envisionings.
Reeves, Goulden, and Dingwall have, for instance, called for
more consideration for the ways in which visions influence
design processes and research agendas [55]. The authors argue
that ‘grand visions’ and projections continue to shape subsequent technology development, for example in the UbiComp
4 Dourish has argued the case very well for why our kind of research
can be productive without explicit ‘implications for design’ [27].
community. However, these visions may lack social legitimacy in that they can be narrowly focussed, may not take into
account the concerns of people outside of the UbiComp community itself or miss concerns from other parts of the world
(cf., [8]). Specifically, Reeves [54] has discussed the ways
in which earlier envisionings, such as Weiser’s Sal scenario,
have oriented subsequent research, and therefore risk to “homogenise (...) technology research work towards a particular
interpretation” [54, p. 1580].
Our approach seeks to mitigate this concern through the creation of multiple scenarios based on different envisionings,
rather than working under the implicit assumption of only
one particular envisioning. We reason that by diversifying the
conveyed vision, we open up greater space for the general public to mix, match and critique the envisioned ideas. Here we
‘merely’ sought to relay the general public’s response to certain
visions of future technology. Further participatory research is
thus needed to address the lamented lack of ‘social legitimacy’
[55] to involve the general public in shaping truly diverse and
inclusive visions beyond our provocative scenarios.
Although members of the general public are not necessarily
wiser about what the future might bring than designers are, as
demonstrated by our research, they have their own value judgements of how technology might improve their lives. Thus,
increased participation is likely to generate scenarios that are
more socially legitimate than what experts alone can create.
This is significant, for as Reeves et al. explain, a broader base
of legitimised scenarios creates fertile ground for the design
of better future systems [55].
CONCLUSION
In this work we have examined the practical values people
draw on when reflecting on potential technologies surrounding their domestic life. In so doing, we have revisited the
debate on visions as drivers of UbiComp technology research
and development; in particular we examined how people respond to ‘calm’ and ‘engaging’ video scenarios imbued with
contrasting and sometimes deliberately conflicting value-sets.
Our findings suggest the pragmatic conclusion that the ideals
envisioned by the two perspectives can coexist insofar as they
are appropriated through peoples’ everyday practices without
causing too much disruption. Ultimately, it is not the implementation of any overarching grand vision then, that helps
foster a passive or active lifestyle, but rather a contextual and
locally organized interplay of practical values. We concluded
by offering a set of reflective questions that may help designers
locate and respond to issues around such values in their own
design to create future technologies that may better fit into
peoples’ everyday lives.
ACKNOWLEDGMENTS
This work was supported by the Engineering and Physical
Sciences Research Council (grant numbers EP/N014243/2,
EP/M001636/1 and EP/M02315X/1). We are grateful to our
participants and to Yvonne Rogers, whose keynote at the
Halfway to the Future Symposium 2019 [1] has inspired a
reframing of this work.
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