Comparing voice chat and text chat in a communication tool for interactive television
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Social television and user interaction
Ambient social tv: drawing people into a shared experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The implications of program genres for the design of social television systems
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Ticket-to-talk-television: designing for the circumstantial nature of everyday social interaction
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting the social uses of television: sociability heuristics for social tv
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Increasing commitment to online communities by designing for social presence
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Are we in sync?: synchronization requirements for watching online video together.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Place presence, social presence, co-presence, and satisfaction in virtual worlds
Computers & Education
Defining sociability and social presence in Social TV
Computers in Human Behavior
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In the past years, people have started to use social media to interact actively about TV content. However, despite of over a decade of active research and product development, Social TV has not been adopted by large populations. This paper aims to support designing interaction for Social TV services and, more specifically, designing for the presence and togetherness between viewers. Our constructive research consisted of a series of user studies and iterative prototyping. We conducted user studies with altogether 51 participants both in laboratory and in real-life contexts. To support the presence, the final prototype includes three different modalities of communication -- voice and text-based chat, and animated gestures with avatars. The qualitative findings imply that gestures with avatars in virtual space support Social TV and the experience of presence. Finally, we present an analysis of Social TV heuristics and their validity in the context of our designs.