Session identification is a common strategy used to develop metrics for web analytics and behavioral analyses of userfacing systems. Past work has argued that session identification strategies based on an inactivity threshold is inherently arbitrary or advocated that thresholds be set at about 30 minutes. In this work, we demonstrate a strong regularity in the temporal rhythms of user initiated events across several different domains of online activity (incl. video gaming, search, page views and volunteer contributions). We describe a methodology for identifying clusters of user activity and argue that regularity with which these activity clusters appear implies a good rule-of-thumb inactivity threshold of about 1 hour. We conclude with implications that these temporal rhythms may have for system design based on our observations and theories of goal-directed human activity.
Emoji are commonly used in modern text communication. However, as graphics with nuanced details, emoji may be open to interpretation. Emoji also render differently on different viewing platforms (e.g., Apple’s iPhone vs. Google’s Nexus phone), potentially leading to communication errors. We explore whether emoji renderings or differences across platforms give rise to diverse interpretations of emoji. Through an online survey, we solicit people’s interpretations of a sample of the most popular emoji characters, each rendered for multiple platforms. Both in terms of sentiment and semantics, we analyze the variance in interpretation of the emoji, quantifying which emoji are most (and least) likely to be misinterpreted. In cases in which participants rated the same emoji rendering, they disagreed on whether the sentiment was positive, neutral, or negative 25% of the time. When considering renderings across platforms, these disagreements only increase. Overall, we find significant potential for miscommunication, both for individual emoji renderings and for different emoji renderings across platforms.
Despite the geographically situated nature of most sharing economy tasks, little attention has been paid to the role that geography plays in the sharing economy. In this article, we help to address this gap in the literature by examining how four key principles from human geography—distance decay, structured variation in population density, mental maps, and “the Big Sort” (spatial homophily)—manifest in sharing economy platforms. We find that these principles interact with platform design decisions to create systemic biases in which the sharing economy is significantly more effective in dense, high socioeconomic status (SES) areas than in low-SES areas and the suburbs. We further show that these results are robust across two sharing economy platforms: UberX and TaskRabbit. In addition to highlighting systemic sharing economy biases, this article more fundamentally demonstrates the importance of considering well-known geographic principles when designing and studying sharing economy platforms.
Recent studies have found that people interpret emoji characters inconsistently, creating significant potential for miscommunication. However, this research examined emoji in isolation, without consideration of any surrounding text. Prior work has hypothesized that examining emoji in their natural textual contexts would substantially reduce potential for miscommunication. To investigate this hypothesis, we carried out a controlled study with 2,482 participants who interpreted emoji both in isolation and in multiple textual contexts. After comparing the variability of emoji interpretation in each condition, we found that our results do not support the hypothesis in prior work: when emoji are interpreted in textual contexts, the potential for miscommunication appears to be roughly the same. We also identify directions for future research to better understand the interplay between emoji and textual context.
The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of locationbased gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographicallylinked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
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