TY - JOUR
T1 - Screenomics
T2 - A Framework to Capture and Analyze Personal Life Experiences and the Ways that Technology Shapes Them
AU - Reeves, Byron
AU - Ram, Nilam
AU - Robinson, Thomas N.
AU - Cummings, James J.
AU - Giles, C. Lee
AU - Pan, Jennifer
AU - Chiatti, Agnese
AU - Cho, Mj
AU - Roehrick, Katie
AU - Yang, Xiao
AU - Gagneja, Anupriya
AU - Brinberg, Miriam
AU - Muise, Daniel
AU - Lu, Yingdan
AU - Luo, Mufan
AU - Fitzgerald, Andrew
AU - Yeykelis, Leo
N1 - Publisher Copyright:
© 2020 Taylor & Francis Group, LLC.
PY - 2021
Y1 - 2021
N2 - Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digital lives that weave–often within seconds–among multiple applications, locations, functions, and media. We describe an end-to-end system for capturing and analyzing the “screenome” of life in media, i.e., the record of individual experiences represented as a sequence of screens that people view and interact with over time. The system includes software that collects screenshots, extracts text and images, and allows searching of a screenshot database. We discuss how the system can be used to elaborate current theories about psychological processing of technology, and suggest new theoretical questions that are enabled by multiple timescale analyses. Capabilities of the system are highlighted with eight research examples that analyze screens from adults who have generated data within the system. We end with a discussion of future uses, limitations, theory, and privacy.
AB - Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digital lives that weave–often within seconds–among multiple applications, locations, functions, and media. We describe an end-to-end system for capturing and analyzing the “screenome” of life in media, i.e., the record of individual experiences represented as a sequence of screens that people view and interact with over time. The system includes software that collects screenshots, extracts text and images, and allows searching of a screenshot database. We discuss how the system can be used to elaborate current theories about psychological processing of technology, and suggest new theoretical questions that are enabled by multiple timescale analyses. Capabilities of the system are highlighted with eight research examples that analyze screens from adults who have generated data within the system. We end with a discussion of future uses, limitations, theory, and privacy.
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U2 - 10.1080/07370024.2019.1578652
DO - 10.1080/07370024.2019.1578652
M3 - Article
C2 - 33867652
AN - SCOPUS:85062969904
SN - 0737-0024
VL - 36
SP - 150
EP - 201
JO - Human-Computer Interaction
JF - Human-Computer Interaction
IS - 2
ER -