Zoom Obscura: Counterfunctional Design for Video-Conferencing
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Remote Work Tools & ExperienceTechnology Ethics & Critical HCI
Document Title
Zoom Obscura: Counterfunctional Design for Video-Conferencing
Document Information
- Subject Area: Human-Computer Interaction Design
- Keywords: Video conferencing, counterfunctional design, surveillance, Zoom, Covid-19, design research
Research Background and Issues
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Issues and Challenges:
- The explosive adoption of video conferencing tools (e.g., Zoom) during the pandemic has transformed them into platforms for personal and social interaction, raising concerns about extensive personal data collection and opaque data processing.
- Users lack agency over their privacy, as data such as facial information, voice, and background can be easily misused.
- The core functional design and interaction norms of these platforms have solidified into a digital behavioral paradigm, stifling diversity and the emergence of critical design approaches.
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Significance:
- Video conferencing platforms are rapidly becoming essential tools for human communication, necessitating a critical examination of their impact on privacy, culture, and personal expression.
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Research Motivation and Related Work:
- Building on the tradition of critical and adversarial design in the design research field, this study applies these principles to video conferencing platforms.
- It aims to encourage designers and technologists to challenge existing functional assumptions and rethink questions of "how to be seen" and "how to participate."
Solution
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Method or Solution:
- An art research project, Zoom Obscura, based on "Counterfunctional Design," funded seven artists to develop creative practices for critical interventions in video conferencing.
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Innovative Aspects:
- Introducing "counterfunctionality" as a design strategy to challenge the "basic functions" of traditional digital tools, providing an experimental platform to reimagine user agency.
- The approach transcends specific technical constraints, incorporating visual arts, coding practices, and performance to explore how opposing functionality can foster new experiences.
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Implementation Steps and Techniques:
- The project involved three online workshops focused on inspirational guidance, prototype presentations, and final outcome showcases.
- Design resources provided to artists included technical tools (e.g., p5.js and Open Broadcast Software), network mapping of Zoom data streams, etc.
- Virtual cameras and scripted interactions were employed to expand participants' control over the video conferencing space.
Research Outcomes
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Specific Outcomes:
- Seven counterfunctional design works by artists and technologists, involving concealment, obstruction, and redesign of video conferencing tools, categorized into four types:
- Counterfunctional designs emphasizing bodily absence: For example, How to Touch Through the Screen, which uses audio guidance to facilitate off-screen experiences.
- Reconfiguring participant representation: Utilizing filters, masks, and alternative deepfake avatars.
- Temporal interventions: Challenging the illusion of "real-time" in video conferencing through pre-recorded footage and real-time switching.
- Using secondary functions (e.g., naming) for covert communication: Examples include Masquerade Call and For Ruth and Violette.
- Seven counterfunctional design works by artists and technologists, involving concealment, obstruction, and redesign of video conferencing tools, categorized into four types:
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Advantages Over Existing Solutions:
- Unlike traditional problem-oriented solutions, counterfunctional design emphasizes critique and experimentation, breaking established functional assumptions.
- The project expanded the boundaries of "non-traditional use," demonstrating that low-tech methods (e.g., temporarily turning off cameras or audio) can also be critical tools.
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Experimental and Evaluation Results:
- Through multiple art exhibitions and interview records, these counterfunctional tools were shown to enhance users' awareness of their control over video conferencing platforms.
- Users transitioned from being "tool consumers" to "tool redesigners," fostering a sense of community critique.
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Limitations and Future Directions:
- Limitations: The broad geographic distribution (Europe, North America) may result in findings primarily reflecting Western cultural contexts; reliance on advanced technical frameworks (e.g., deep learning) limits widespread application.
- Future Research Directions:
- Exploring the acceptance of counterfunctional design across different cultural contexts.
- Further developing adjustments and extensions for embedded features in mainstream platforms (e.g., Zoom).
- Enabling low-threshold implementation for non-technical users (e.g., empowering ordinary users through visual development tools).
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can counter-functional design challenge traditional functional paradigms of videoconferencing tools?Category: Hybrid Remote Videoconferencing ExperienceSimilar questionsarrow_forward
- Can counter-functional design grant users privacy and control on videoconferencing platforms?Category: Hybrid Remote Videoconferencing ExperienceSimilar questionsarrow_forward
- Can artistic interventions in videoconferencing stimulate rethinking of "how to be seen"?Category: Hybrid Remote Videoconferencing ExperienceSimilar questionsarrow_forward
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Practical Problems
1- Users lack privacy control and diverse expression in videoconferencing.Category: Hybrid Remote Videoconferencing ExperienceSimilar questionsarrow_forward
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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501973
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2022
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Remote Work Tools & Experience, Technology Ethics & Critical HCI
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